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DCC 48 the Adventure Continues

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Dungeon Crawl Classics #48

The Adventure Continues


A COMPILATION OF ADVENTURES
FOR CHARACTER LEVELS 4-6

Credits
Developers: Harley Stroh, Joseph Goodman
Writers: Eric Artis, B. Matthew Conklin III, Ken Hart, Phillip Larwood, Jeff LaSala, Brendan LaSalle, Jason Little, Mike
Ferguson, Stephen S. Greer, Greg Oppedisano, Artem V. Serebrennikov, Justin Sipla, Jessica Van Oort
Front Cover Artist: William McAusland Back Cover Artist: Eugene Jaworski
Interior Artists: Chris Arneson, Gary Dupuis, Jason Edwards, Friedrich Haas, Cory Hamel, Doug Kovacs, Cliff Kurowski, Gary
Dupuis, Brad McDevitt, Jesse Mohn, Mark Parsons, Chad Sergesketter
Cartographers: Rob Conley, Jeremy Simmons Line Editor: Harley Stroh
Editors: Aeryn “Blackdirge” Rudel, Ken Hart, Elizabeth R. A. Liddell, Liz Rich
Graphic Designers: Joseph Goodman, Greg Porter
Proofreaders: Mike Ferguson, Rick Maffei, Aeryn “Blackdirge” Rudel
Playtesters: Dave Bean, Andy DeSimone, Nanci Moy; Stanley Cramer, April Greer, Ben Williams; Ginni Bain, Lori King, Duane
Waldrop, Micki Waldrop; Bret Boyd, Scot Boyd, Chuck Cuthbert, Heather Cuthbert, Greg King, John Geoghegan, Brad Nieder;
Toni Easter, Matt Gossett, Haden Huffaker, Stephanie Huffaker, Dave Husted, Erin McSpadden, Jeff McSpadden; Kathryn
Sipla; John LaSala, Marisa LoPrete, Kate Baldwin, Richie Procopio; Ed Artis, Barry Buchanan, Bill Harris, Bob Vought, Mary
Jo Pupala, Daryl Corey, Jon Lillemoe, Paul Steele; Sara Hannon, Sarah Hagenmaier, Amanda Williams, Emily Gaines, and Kitt
Evans; Michael Aitchison, Glen Hogbin, Kevin Knight, Trevor Magrath, Adam Ryder, Lee Wise; Jay Albrecht, Clint Carrell, Chad
MacPhee, David Ticheler, Paula Ticheler

1
Table of Contents

Adventure Title . . . . . . . . . . . . . Author . . . . . . . . . . . . . . . . . . . Artist . . . . . . . . . . . . . .Page


Madness at the Mutilated Oak . . Ken Hart . . . . . . . . . . . . . . . . . . Chris Arneson . . . . . . .3
Ghosts of the Mastodon Clan . . . Brendan LaSalle . . . . . . . . . . . . Mark Parsons . . . . . . .15
Heroes’ End. . . . . . . . . . . . . . . . . Stephen S. Greer . . . . . . . . . . . Gary Dupuis . . . . . . . .29
Tide of Evil. . . . . . . . . . . . . . . . . . Eric Artis . . . . . . . . . . . . . . . . . . Doug Kovacs . . . . . . .53
Mistfall . . . . . . . . . . . . . . . . . . . . . Mike Ferguson . . . . . . . . . . . . . Chad Sergesketter . . .66
Yellow Jade Heart . . . . . . . . . . . . Jeremy Simmons . . . . . . . . . . . Cory Hamel . . . . . . . . .82
Nightmare Closet. . . . . . . . . . . . . Jeff LaSala . . . . . . . . . . . . . . . . Friedrich Haas . . . . . .92
Dale of the Dead . . . . . . . . . . . . . Ruth Lampi . . . . . . . . . . . . . . . . Doug Kovacs . . . . . . .108
Like Clockwork . . . . . . . . . . . . . . Jason Little . . . . . . . . . . . . . . . . Cliff Kurowski . . . . . . .118
The Crawling Tower. . . . . . . . . . . Phillip Larwood . . . . . . . . . . . . . Cliff Kurowski . . . . . . .131
Fortune’s Folly. . . . . . . . . . . . . . . Ed Gentry & Lara Gose . . . . . . Brad McDevitt . . . . . . .145
Snare of the Shadow Sylphs. . . . Jessica Van Oort . . . . . . . . . . . Jason Edwards . . . . . .153
Scourge of the Wasp Lord . . . . . Justin Sipla . . . . . . . . . . . . . . . . Jesse Mohn . . . . . . . .165
The Ruby of Rak’shaz. . . . . . . . . Artem Serebrennikov . . . . . . . . Doug Kovacs . . . . . . .185
Vale of the Indus . . . . . . . . . . . . . Matt Conklin & Greg Oppedisano. . Chad Sergesketter . . .199
Appendix 1: New Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .221

Bonus! Xcrawl: Dungeonbattle Brooklyn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .231

Questions or comments? Visit us online at:


www.goodman-games.com

2
Dungeon Crawl Classics
Madness at the Mutilated Oak
By Ken Hart
AN ADVENTURE FOR CHARACTER LEVELS 4-6

Introduction Adventure Summary


Remember the golden days of role playing, when Answering a call for help, the heroes arrive in the small
adventures were underground, NPCs were there to be town of Cillamar, where they learn that a bard of grow-
killed, and the finale of every dungeon was the dragon ing fame (and dubious talent) has disappeared, along
on the 20th level? Well, those days are back. Dungeon with several other men. In addition, an unearthly shriek
Crawl Classics feature bloody combat, intriguing dun- of agony has been heard coming from the region to the
geons, and no NPCs who aren’t meant to be killed. east – an odd landscape of sharp stones, barren paths,
Each adventure is 100% good, solid dungeon crawl, and twisted trees. A huge oak tree towers over that
with the monsters you know, the traps you fear, and the area. An evil elven druid is inflicting great damage on
secret doors you know must be there somewhere. the tree and its protective dryad in her desire to possess
the “fey treasure” that she believes lies within the oak.
Madness at the Mutilated Oak is designed for four to six She possesses a fey-created staff that has enabled her
characters of 6th level. While the characters can be of to manipulate the missing townspeople into serving her.
any class, a druid or ranger may be especially useful.
Some characters may suffer ability damage in this The PCs must get past her bugbear minions, defeat a
adventure, so access to a lesser restoration spell or satyr ranger and his dire weasel “pets,” and avoid the
potion would be handy. See the “Scaling Information” stings of giant wasps to reach the great oak. Once
section for ways to tailor this adventure to your group’s there, they must deal with the powerful druid herself and
size and unique style of play. her charmed protectors. The challenge for the heroes is
to defeat the druid without killing the four innocent
townspeople, who have few qualms about using deadly
force against the adventurers.
Should the valiant heroes succeed, they earn the grati-
tude of the badly injured dryad, who rewards them and
gives them information about the region and the secret
of the great oak.

3
nently. If the party has a fey ally, then have that fey
Game Master’s Section plead for aid in the dream. Upon waking, the PC real-
izes that something bad is happening near Cillamar.
Encounter Table The nature of the threat isn’t clear, but the need for help
To help the GM prepare, we have included a quick ref- is urgent.
erence table showing all encounters at a glance. Loc – Phinneas Muddey and Arvik Duerlagg are well traveled
the location number keyed to the map for the encounter. in the Kingdom of Morrain, so it’s possible they encoun-
Pg – the module page number that the encounter can tered one of the adventurers during a previous exploit.
be found on. Type – this indicates if the encounter is a That hero could desire to make a quick stop in Cillamar
trap (T), puzzle (P), or combat (C). Encounter – the key to visit a good friend or settle an old score (depending
monsters, traps, or NPCs that can be found in the on the nature of the earlier encounter).
encounter. Names in italics are classed NPCs. EL – the
encounter level. The eerie shrieking is apparently causing many animals
and monsters to flee the odd region – and enter the
Loc Pg Type Encounter EL town! The heroes, while traveling nearby, hear that
Patriarch Ranz Mentzer of Cillamar is seeking adven-
1-1 7 T/C Rolling rock trap 7 turers to deal with the source of the disturbance.
Groth Greenstab,
bugbear Drd1
2 bugbears Fgt1
Background Story
1-2 8 C Kalan, satyr Rgr2 7 Several hundred years ago, a band of evil fey – mem-
4 dire weasels bers of the “Unseelie Court” – entered the Known
Realms through a shadowy gateway at the bottom of a
1-3 9 C 3 giant wasps 6 well. This portal led to a dark dimension where crea-
1-4 10 C Lucia Saralonde, Drd7 8 tures such as themselves thrived. Once they arrived
Phinneas Muddey, Brd4 here, they attacked and manipulated innocents, espe-
Kelvin and Ambrose cially children, driving them to commit tragic acts.
Wickworth, Com1/War1 Powerful druids banded together to defeat this threat.
Arvik Duerlagg, War2 The angry fey retreated, but they swore they would
return and cursed the land around them. The druids’ vic-
Scaling Information tory was thus tainted, as the natural landscape was
transformed by the fey oath into a bizarre mix of forest,
Madness at the Mutilated Oak is designed for four to six dust, and volcanic rock. The druids sealed the well with
characters of 6th level, but can be modified for parties the creation of a magical oak above it. As long as the
of different sizes or levels. Consider adapting the oak lives, the gateway to the dark domain cannot be
adventure using any of the following suggestions: reopened.
Weaker parties (3 or fewer characters, or lower than Unable to “heal” the landscape, the band of druids grew
6th level): Remove the class levels from the bugbears despondent. Trusting to good-aligned fey to watch over the
in area 1-1 and have the rolling rock trap affect only one great oak, they soon retreated from memory. The decades
square. Remove one of the dire weasels in area 1-2. In passed, and much of this history was lost, although some
area 1-4, reduce Lucia to 6th level. tales of the fey’s influence in this region remain.
Stronger parties (7 or more characters, or higher Lucia Saralonde, an evil druid, believes that she is a
than 6th level): Increase the class levels of the bug- direct descendant of fey and is obsessed with gathering
bears and Kalan by +1. Add one more giant wasp to the fey knowledge and power. She recently discovered a
encounter in area 1-3 or increase their hit dice by +2. magical staff, the switch of the unseelie, and she has
Increase Lucia’s level by +1. traced its origins to this region. She believes that a
hoard of druidic or fey treasure lies within the great oak.
Getting the Players Involved With her allies – a satyr ranger named Kalan and a trio
of bugbears she has anointed “the Greenstab Tribe” –
The following hooks can be used to get the players Lucia arrived at the great oak, captured Tangle, the
involved in the adventure: dryad assigned as its protector, and has since been tor-
If there is a druid or ranger in the party, or if any mem- turing the dryad in a futile attempt to uncover the source
ber has established friendly relations with non-evil fey, and nature of the treasure. To further torment Tangle,
that character can be haunted by disturbing nightmares, Lucia has inflicted great damage on the oak itself. In a
full of violence and pain. The great oak appears promi- rage, she cast blight, which would have killed the tree if

4
not for its magical nature. The power of the oak is such Lucia knows that her actions are born of desperation:
that the nearby trees are also feeling its pain, and an Not only is she rapidly using up the staff’s charges, but
inhuman “shriek” of agony is reaching from the forest to the disappearances will certainly provoke a response
the town of Cillamar. from the town. Yet she must know the truth. Ghostly
images of bizarre creatures trying to step through the
Frustrated by her failure, Lucia entered the town two weakened portal have her pulse racing. She has
nights ago, hoping to gain more information about the warned the three bugbears and Kalan to prepare for an
region’s history. She met and charmed herbalist Stefan attack.
Barclay, who introduced her to local bard (and part-time
sheepherder) Phinneas Muddey. Phinneas, never wast- Since then, the shrieking from the forest has redoubled,
ing a chance to impress an attractive woman, regaled but Lucia is no further to learning the truth, even with
her with tales of his adventures. After Lucia described Phinneas pleading with the dryad in her own language.
her interest in the great oak, Phinneas said the forest is Tangle knows Phinneas and the others are enchanted,
supposedly haunted or bewitched. Then, tapping into so she has remained silent. Just before dawn, while the
his bardic knowledge, he whispered he’s heard rumors townspeople still slept, a furious Lucia ordered Kalan to
that the tree is a portal. This certainly attracted Lucia’s chop off one of Tangle’s legs. She then used modify
interest. She used the staff to charm Phinneas, telling memory on Phinneas, Arvik, and the Wickworths to
him that she needs his help to convince the oak’s evil implant the memory that the “evil dryad” briefly escaped
guardian to reveal its dark secrets for everyone’s sake. and murdered their friend Stefan (now useless to Lucia)
Based on what she learned from Stefan and Phinneas, inside the tree before the dryad was brutally recaptured
she also charmed the irascible dwarf Arvik Duerlagg by Kalan.
and the farmers Kelvin and Ambrose Wickworth – all
were good with an axe, so they could serve dual roles Adventure Prelude
as defenders and oak “persuaders” if necessary.
Phinneas Muddey, Arvik Duerlagg, and herbalist Stefan
Barclay were all last seen at the tavern The Infamous
DCC World Oath the night before last. The two missing farmers,
Kelvin and Ambrose Wickworth, disappeared around
Each of the adventures in this book can be used dawn the following morning. If the PCs attempt to
stand-alone, or set in the world of Áereth from DCC uncover clues about the last actions of the missing peo-
#35: Gazetteer of the Known Realms. Madness at ple, give them the following information based on their
the Mutilated Oak takes place just east of the wilder- Gather Information or Diplomacy checks:
ness town of Cillamar, in an odd landscape of sharp
stones, barren paths, and twisted trees. Here, amid Gather Information Checks at the
the craggy foothills that climb towards the mighty Ul Infamous Oath Tavern
Dominor mountains, strange beasts lair amongst
stranger secrets. Check DC Result
10 Phinneas often tries to romance women
who enter the tavern, particularly newcom-
ers to Cillamar who might not know that the
irresponsible though talented bard spends
part of the year as a sheepherder. Arvik is
an armorsmith with a bad temper; rumor
has it that he settled in Cillamar after failing
to join the Morrain military. Stefan is a good
friend of the Wickworth family, who run a
farm at the southeastern edge of town.
15 In the hours before he disappeared,
Phinneas spent a lot of time talking to an
attractive elven woman who arrived with
Stefan. No one recalled having seen her
before, but that wasn’t unusual; many trav-
elers pause at The Infamous Oath on their
way through the region. For a good portion
of the night, the elven woman held the
attention of a number of men, which didn’t

5
sit well with some of the female townsfolk. A character with Knowledge (history) or Knowledge (local)
She carried what looked like a riding crop, can make a DC 25 check to know of the legends regard-
or a switch of wood, in one hand. Yet no ing the druid-fey conflict. Rumors say that remnants from
one can recall her arriving in town by horse. the battle, perhaps even treasure, may remain, but if so,
no one has claimed such items and lived to tell about it.
18+ The elven woman introduced herself as The town’s tavern, The Infamous Oath, may even be a
Lucia, and she pleasantly listened to all of reference to the evil fey’s vow to return.
Phinneas’ adventurous tales. Wiser towns-
people know that while Phinneas has trav- If there is a bard in the party, he can make a DC 25
eled a bit and knows just about everything bardic knowledge check to possess the same knowl-
that goes on in a 20-mile radius, he wildly edge as Phinneas; that is, the great oak is a portal to a
exaggerates. He was overheard compli- dark realm from which the unseelie fey came (This
menting Lucia in what he claimed was the information isn’t quite accurate; the oak actually con-
Sylvan language, but who knows what he ceals the true portal.) .
was really saying? Eventually, Lucia left the
tavern arm-in-arm with Phinneas and Arvik. Player Beginning
Diplomacy Checks at the Wickworth Farm The steep, rocky path lies ahead of you, and you real-
Check DC Result ize you’ll have to scrabble up using your hands and feet.
Before you can get started, however, you’re frozen by a
10 The distraught parents of the two brothers horrific sound from the woods – an unearthly shriek of
say Kelvin and Ambrose are good, honest pain that scrapes across your bones. It ends just as
young men, not given to reckless acts. suddenly, with a sharp, cracking sound like dry wood
Even when the harvest is over, they contin- being snapped in two. Then it’s quickly replaced by an
ue to work hard around town, making all-too-human scream.
money as woodcutters. They’re said to be
quite skilled with an axe. A moment later, something starts tumbling down toward
you from the top of the thirty-foot-high hill. You react
15 The parents admit to being worried that swiftly, expecting an attack, but the object awkwardly
Kelvin and Ambrose went to look for the comes to rest at your feet. It’s the body of a young man.
wolves that have attacked their livestock Blood from a ragged wound on his shoulder has soaked
lately, but they doubt their sons would’ve through his shirt, and a fresh bite wound on his side is
been so reckless as to do so without telling clearly visible through ripped clothing.
their parents. If pressed for more informa-
tion about the “wolves,” the elder If the heroes have spoken with anyone in town, they
Wickworths say that they got only a shad- recognize from the description that the just-slain man is
owy glimpse of one of the beasts. It slunk Stefan Barclay. The enchanted herbalist had resisted
away oddly, much lower to the ground than Lucia’s pleas to help her develop subtle torments for the
a wolf should be. (This “wolf” is actually one oak and the dryad. Before the original charm person
of the dire weasels in area 1-2.) effect from the switch of the unseelie wore off, Stefan
was led away from his friends and bound and gagged in
18+ The mother feels guilty. Reluctantly, she area 1-2, apparently to be a future meal for Kalan’s dire
says she thought she heard the voice of the weasels. Minutes ago, Stefan escaped his bonds, yet
sons’ friend Stefan Barclay calling to them his freedom was short-lived. First, one of the dire
in the fields just before they disappeared. weasels caught up to him and viciously bit his shoulder.
She thought he said something about Then Lucia, who had been instructing her bugbear
“meeting a new friend.” But she paid it no pupil, Groth, in area 1-1, decided to have some “fun.” As
mind, and now all three men are missing. the injured Stefan ran past, she wild shaped into her
She begins to cry. favorite form – a hyena – and pursued him, delivering a
fatal bite just as he reached the ridge.
The elder Wickworths also describe the strange,
unearthly screams coming from the region to the east in Any PC who looks up and makes a Spot DC 15 check
recent days. Animals from the area have been coming sees a hyena staring down at the group from the top of
through, clearly panicked by the sounds. The Wickworth the hill. Before anyone can react, the hyena flees,
farm is fairly close to a rocky path that leads to the weird instantly disappearing from sight (Lucia will assume her
region. A DC 18 Survival (Track) check uncovers the normal form and alert her allies of the coming threat.).
footprints of the dire weasels, which head toward the
rocky path. Ascending the hill is easy (Climb DC 2), although nor-
mal movement penalties apply.

6
10 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin
The Twisted Land traits; AL N; SV Fort +6, Ref +2, Will +2; Str 18, Dex 12,
As a result of the curse invoked by the fey, the region is Con 14, Int –, Wis 13, Cha 11.
an odd mix of geographic features. Just to the east of Skills and Feats: Spot +9, Survival +1. Giant wasps
rich farmland is the rocky ridge over which the adven- have a +4 racial bonus on Survival checks when track-
turers are about to climb. Beyond it are volcanic rock ing by scent.
and long ravines, interspersed with green glades and SA – Poison (Ex): Injury, Fort DC 14, initial and sec-
verdant forests. ondary damage 1d6 Dex.

The Ravine: The ravine on the other side of the ridge, Areas of the Map
roughly 25 feet wide, winds through the region for hun-
dreds of yards. Along the way, it passes through dusty, Area 1-1 – A Rocky Start (EL 7): Read or paraphrase
barren paths and lush forested areas alike. The sides of the following to the players:
the ravine rise up to jagged, rocky edges, 30 feet high Reaching the top of the ridge, you see that a
in places. rocky, dust-covered path, about 25 feet across,
Although it’s possible to climb out of the ravine and tra- continues through a shallow ravine. Jagged
verse the jagged surface to reach the oak (area 1-4), walls rise up about 30 feet on either side. Rocks
the journey across would be extremely time consuming ranging in size from fist-sized stones to man-
and painful. For game purposes, consider the surface to sized boulders lie haphazardly along the path.
be under the effect of a permanent spike growth spell, In the dust, you can see footprints pointing in
except that the sharp protrusions can be seen by any- your direction – presumably from the man who
one with a DC 15 Search check. A character who suc- just died. Each step is matched by drops of
ceeds at a DC 15 Knowledge (geography) check real- blood. Paw prints approach your position and
izes that it would be nearly impossible for such a land- then head back along the rock-strewn path.
scape to have occurred naturally. From this vantage point, you can clearly see
the branches of a magnificent oak tree rising
Dangers of Flying: A PC with the ability to fly (whether out of the inhospitable, jagged surface about a
by spell, item, or a druid’s wild shape ability) may decide half-mile away.
to scout the area ahead. After 1 round of flight, there is
a 25% chance per subsequent round that the character The paw prints are from Lucia in hyena form.
is attacked by 1d3 giant wasps from their nest in the Despite her druidic trackless step ability, she is
great oak. In addition, Kalan, the satyr ranger in area 1- making the tracks easy to see (Survival DC 10) in
2, opens fire on any flying humanoid that he sees. He hopes of luring the adventurers into the bugbears’
knows that most animals have fled the region, so he is ambush. Lucia would much rather face the town’s
suspicious of any flying creature aside from the giant apparent champions after they endure her gauntlet
wasps. of minions, and if her allies and the heroes weaken
each other in the process, so much the better for
Should an airborne spy reach the oak, the tree’s height her. She doesn’t feel like sharing the great oak’s
and thick branches will block any attempt to see what’s secrets.
happening in area 1-4 unless the spy gets close to
ground level. If Lucia spots a flying person or animal, Halfway across the area, the three bugbears have
she is more than capable of summoning an air elemen- concealed a tripwire for a trap that will pull down
tal or other creature to attack. She has left the giant boulders from the sides. Lucia briefly resumes her
wasps alone, since they serve as another level of pro- elven form and tells her minions to get ready. She
tection against intruders. then wild shapes back into a hyena in order to lead
the weakened survivors to the encounters at the
Wandering Monsters grove (area 1-2) and the oak (area 1-4).

If the adventurers linger in the ravine between areas 1- Development: The bugbears take 20 on their Hide
2 and 1-3, there is a 25% chance (1 on a d4) per half- checks as they conceal themselves behind several
hour that they will be attacked by 1d3 giant wasps from of the larger boulders about 15 feet northeast of the
the great oak. If they continue moving, they will not be trap. Groth Greenstab casts shillelagh on his club
attacked until they enter area 1-3. (newly chopped from the oak). If he has time before
the heroes approach, he casts resistance upon
Giant Wasps (1-3): CR 3; Large vermin; HD 5d8+10; himself and his tribesmen. As soon as the adven-
hp 32 each; Init +1; Spd 20 ft., fly 60 ft. (good); AC 14, turers trigger the rolling rock trap, the bugbears
touch 10, flat-footed 13; Base Atk +3; Grp +11; Atk/Full emerge from concealment and attack. Each one
Atk sting +6 melee (1d3+6 plus poison); Space/Reach wears leather armor that has been dyed green, and

7
sports a crude tattoo of a green scimitar on his right Area 1-2 – The Bloodied Grove (EL 7): Read or para-
cheek. Groth’s armor is adorned with crude tribal phrase the following to the players:
fetishes made from feathers, bone, and twine.
You follow the paw prints as the path turns to
Tactics: If a PC is injured by the trap, the bugbears your left. Here, the rough earth becomes a little
throw their spears at him in an attempt to finish him less inhospitable. The area is still littered with
off. They then engage in melee, using the presence stones, but grass and a number of trees have
of the larger rocks where possible to avoid being clearly found sustenance. You enter a lush
flanked. Groth saves his faerie fire spell just in case grove, perhaps 50 feet long, with thickly gath-
any of the adventurers uses invisibility or other type ered ash and oak trees as high as 30 feet –
of concealment. They are intensely loyal to Lucia mere saplings compared to the great oak that
and fight to the death. you know lies ahead. The trees look odd, how-
ever, as though their limbs have been contorted
If the heroes take any of the bugbears alive and in unnatural ways. Suddenly, you hear the
interrogate him, he says that the bugbears follow eerie, rasping shriek again … but now you
the orders of Lucia. They don’t like the “stupid goat- know its source. It’s coming from the trees
man” but they obey him because Lucia says they themselves! As you watch, the very trunks of
have to...for now. the trees twist and expand. You hear the bark
Rolling Rock Trap: CR 2; mechanical; location crack and you see yellow sap gush like blood
trigger; manual reset; Atk +10 melee (2d6, rock); from a wound.
multiple targets (first target in each of two adjacent A DC 15 Knowledge (nature) check confirms that
5-ft. squares); Search DC 20; Disable Device DC this damage is not natural. Nothing is attacking
22. Market Price: 1,400 gp. these plants directly; it’s as though the trees are
Groth Greenstab, male bugbear Drd1: CR 3; reacting to something that is damaging Nature
Medium humanoid (goblinoid); HD 4d8+4; hp 22; itself.
Init +1; Spd 30 ft.; AC 16, touch 11, flat-footed 15; With a successful Listen check (DC 10), the heroes
Base Atk +2; Grp +4; Atk/Full Atk club +4 melee realize that there are no birds in the area, despite
(1d6+2) or spear +3 ranged (1d8+2/x3); SQ the presence of trees. However, they do hear the
Darkvision 60 ft., scent, nature sense, wild empa- sounds of animalistic grunting and gnawing.
thy; AL NE; SV Fort +4, Ref +4, Will +5; Str 14, Dex
12, Con 12, Int 10, Wis 14, Cha 8. Read or paraphrase the following:
Skills and Feats: Concentration +3, Hide +6,
Knowledge (nature) +3, Listen +5, Move Silently +7, When you look in the direction of the animal
Spellcraft +3, Spot +4, Survival +4; Alertness, sounds, you see the hyena peering out from
Power Attack. behind a sharp corner of the ravine. It seems to
Spells Prepared (3/2; DC 12 + spell level): 0- be laughing at you! It then runs off, disappear-
level – resistance (x3); 1st-level – faerie fire, shille- ing around the corner.
lagh. When the PCs reach the corner, they’ll see three
Possessions: Leather armor, spear, club, tribal dire weasels fighting over a long piece of wood. But
fetishes (5 gp), 25 gp. there’s something strange about the wood. A DC 20
Bugbears Ftr1 (2): CR 3; Medium humanoid (gob- Spot check from this distance shows that it’s in the
linoid); HD 3d8+1d10+8; hp 27; Init +1; Spd 30 ft.; shape of a leg – and blood is dripping from the sev-
AC 17, touch 11, flat-footed 16; Base Atk +3; Grp ered, ragged edge.
+5; Atk/Full Atk morningstar +6 melee (1d8+2) or Development: The dire weasels’ bloody “toy” is
spear +4 ranged (1d8+2/x3); SQ Darkvision 60 ft., indeed Tangle’s leg. Kalan is hiding in one of the
scent; AL CE; SV Fort +4, Ref +5, Will +1; Str 15, trees at the western edge of the area, about 20 feet
Dex 12, Con 14, Int 10, Wis 10, Cha 9. up. The tree limbs provide him with cover, and he
Skills and Feats: Climb +3, Craft (trapmaking) fires a readied arrow at the first person who either
+4, Hide +5, Listen +4, Move Silently +6, Spot +4; charges or prepares to make a ranged attack at his
Alertness, Power Attack, Weapon Focus (morn- pets. He shouts the “Attack” command to the three
ingstar). dire weasels as a free action at this time. Lucia has
Possessions: Leather armor, light wooden already run off toward area 1-4.
shield, morningstar, spear, trapmaker’s tools, 25 gp.
Tactics: Kalan initially concentrates his arrow fire
on any dwarves in the party (his favored enemy) or
the most obvious physical threat. The dire weasels

8
are trained to attach themselves to a foe’s back or
shoulders, using their blood drain attack to reduce
the victim’s Constitution in subsequent rounds.
The heroes can attempt to reach Kalan by climbing
the tree (Climb DC 15, with a -2 penalty because of
the oozing sap). However, the first PC who reaches
the base of the tree will be attacked by the hiding
fourth dire weasel, which Kalan had posted as a
guard. Have that PC make an opposed Spot check
versus the dire weasel’s Hide check; failure means
the dire weasel gets a surprise attack. Kalan then
directs his arrows at the climbing PC, taking advan-
tage of the character’s flat-footed status. If a PC
gets up on the tree limb, Kalan drops his shortbow
and attacks with his longsword.
If Kalan is reduced to less than 10 hit points, he
commands any remaining dire weasels to stop
fighting, drops his longsword and shortbow (but not
his quiver), and parlays for his life, saying that he
can help them kill Lucia. If they accept, he tells the
adventurers everything he knows about Lucia, the Hide +16, Jump +4, Knowledge (nature) +9, Listen
legends of a druidic secret, the capturing of the +9, Move Silently +14, Perform (wind instruments)
dryad, and the charmed townspeople. If asked +6, Ride +6, Search +3, Spot +13, Survival +5,
about the severed leg on which the creatures were Tumble +6; Alertness, Animal Affinity, Dodge, Rapid
gnawing, he casts blame on one of the “filthy bug- Shot, Track.
bears,” although he is responsible for the vile crime. Possessions: Shortbow, quiver with +1 arrows
If the heroes promise to let him and any remaining (20), two +1 elf bane arrows, longsword, leather
dire weasels leave the area alive, he shows them a armor, potion of spider climb, 40 gp.
weapon he was planning to use against Lucia once Dire Weasels (4): CR 2; Medium animal; HD 3d8;
she found the treasure: two arrows with arcane hp 11; Init +4; Spd 40 ft.; AC 16, touch 14, flat-foot-
runes upon them. They’re +1 elf bane arrows. He ed 12; Base Atk +2; Grp +4; Atk/Full Atk bite +6
had hidden them carefully to avoid detection by melee (1d6+3); SA Attach, blood drain; SQ Low-
Lucia. Without Kalan’s help, only a search of the light vision, scent; AL N; SV Fort +3, Ref +7, Will +4;
surrounding area (Search DC 25) or a detect magic Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11.
spell reveals their existence. Skills and Feats: Hide +8, Listen +3, Move
Should the adventurers fail to notice that Kalan is Silently +8, Spot +5; Alertness, Stealthy, Weapon
still wearing his quiver, the satyr departs with his Finesse.
remaining +1 arrows and any surviving dire weasels SA – Attach (Ex): A dire weasel that hits with its
and counts himself lucky. He could return as a bite attack latches onto the opponent’s body with its
potential enemy or even an untrustworthy ally in a powerful jaws. An attached dire weasel loses its
future adventure. Dexterity bonus to AC and thus has an AC of 12. An
attached dire weasel can be struck with a weapon
Kalan, male satyr Rgr2: CR 4; Medium fey; HD or grappled itself. To remove an attached dire
5d6+2d8+7; hp 33; Init +2; Spd 40 ft.; Base Atk +4; weasel through grappling, the opponent must
Grp +4; AC 18, touch 12, flat-footed 16; Atk achieve a pin against the creature.
longsword +4 melee (1d8/19-20) or head butt -1 SA – Blood Drain (Ex): A dire weasel drains
melee (1d6) or shortbow +7 ranged (1d6+1/x3); Full blood for 1d4 points of Constitution damage each
Atk longsword +4 melee (1d8/19-20) or head butt round it remains attached.
–1 melee (1d6) or shortbow +5/+5 ranged
Area 1-3 – Death From Above (EL 6): Read or para-
(1d6+1/x3); SQ Damage reduction 5/cold iron, low-
phrase the following to the players:
light vision, favored enemy (dwarves), wild empa-
thy, combat style (archery); AL NE; SV Fort +5, Ref The hyena tracks continue into the bizarre
+9, Will +5; Str 10, Dex 14, Con 12, Int 12, Wis 13, ravine. You walk warily for another hundred
Cha 14. yards, each step bringing you closer to the
Skills and Feats: Climb +6, Handle Animal +12, great oak. You can see its massive branches

9
reaching far into the sky. As your gaze lingers, good alignment of the dryad. (Because she has
dark clouds rapidly form above the tree. Low used the staff so often recently, particularly to main-
rumbles of thunder echo along the rocky pas- tain the charm person effect on the townspeople,
sage. Mixing in with the thunder is another there are now only 10 charges remaining.)
sound...a buzzing? Suddenly, three large
shapes fly out from the highest branches and When the player characters exit the fog, read or
swiftly descend. Insects, each the size of a paraphrase the following:
man, speed toward you, their wings beating so As you step through the mists, the great oak
fast as to be nearly invisible. Long stingers pro- stands before you. It is an awesome creation of
trude from their sleek black abdomens. magic and nature, 20 feet wide and over 120
By this point, Lucia has reached the great oak, feet high. From this vantage, the top of the tree
resumed normal form, and cast call lightning, which is blocked from sight by the thick, winding limbs
lasts for 7 minutes. The three giant wasps are not that twist around and above you. Just in front of
under her control, however. They have a nest in the the tree, 25 feet from you, stand four men: three
great oak, but the recent activity has driven away all humans and a dwarf. Two of the humans look
of their standard prey. Desperate for fresh food, they like farmhands, while the third is dressed more
quickly advance on the exposed heroes. The adven- colorfully. All three look at you nervously as they
turers have 1 round to attack with ranged weapons grip their weapons. The fourth man, the dwarf,
before the giant wasps enter melee combat. stares darkly and clutches a large, two-handed
axe. Together the men form a protective line in
Tactics: If any PC falls or his Dexterity is reduced front of an elven woman and...a unicorn! The
to 5 or less by poison, the wasps attempt to grapple woman stands facing the great oak, her head
that character and fly back to their nest to feed. bowed in apparent prayer. In one hand, she
holds a ruby-studded wooden baton with a
Giant Wasps (3): CR 3; Large vermin; HD 5d8+10; whip-like extension. The unicorn looks back at
hp 32 each; Init +1; Spd 20 ft., fly 60 ft. (good); AC you impassively.
14, touch 10, flat-footed 13; Base Atk +3; Grp +11;
Atk/Full Atk sting +6 melee (1d3+6 plus poison); The majestic oak itself has been ravaged. Sap
Space/Reach 10 ft./5 ft.; SA Poison; SQ Darkvision flows out of deep gouges, cut by repeated axe
60 ft., vermin traits; AL N; SV Fort +6, Ref +2, Will blows, and the reddish-brown bark has been
+2; Str 18, Dex 12, Con 14, Int –, Wis 13, Cha 11. seared by intense heat or fire. In your mind, the
Skills and Feats: Spot +9, Survival +1. Giant tree’s gnarled limbs seem twisted in a frozen,
wasps have a +4 racial bonus on Survival checks almost-human pose of agony. Eerie tendrils of
when tracking by scent. the blackest shadow float like smoke from its
SA – Poison (Ex): Injury, Fort DC 14, initial and ruined roots.
secondary damage 1d6 Dex.
But these disturbing images pale in comparison
Area 1-4 – The Mutilated Oak (EL 8): Read or para- to the figure who is bound to the mutilated oak:
phrase the following to the players: A dryad hangs limply from iron shackles that
connect her wrists to the tree. Her lithe, dark-
The ravine continues to the east, but the tracks skinned body stirs almost imperceptibly. Most
lead to a side path slightly to the south. It follows horrible of all is that one of her legs has been
an incline directly up to the base of the great severed at the thigh. Blood seeps through a
oak. The top of this incline, however, is shroud- crude bandage.
ed in mist. The immense tree’s branches spread
out beneath the darkening, swirling clouds. The dryad is bound by cold iron shackles, which
Once more, the bark of the trees around you prevent her from escaping into the oak. The unicorn
begins to twist and expand. The insane cracking is an illusion, created by Phinneas’ silent image
sound is louder than it has ever been. spell to confuse the adventurers. Because of the
effects of the staff’s modify memory spell, it’ll be
Lucia has cast fog cloud because she wants to be hard for the them to convince Phinneas, Kelvin,
able to control what the heroes see when they get Ambrose, and Arvik that Tangle isn’t evil or that
here (She believes that Phinneas’ words can make Lucia isn’t trying to help save the town (unless the
them question their goal; she hasn’t considered the heroes have kept Stefan’s corpse with them during
possibility of Kalan’s betrayal.). She also has cast the course of the adventure, which is unlikely). The
barkskin on herself. Lastly, she has used one of the “praying” Lucia is actually concentrating on the final
remaining charges in the switch of the unseelie to syllables of the spell summon nature’s ally IV.
cast misdirection, “cloaking” herself in the chaotic

10
Development: Phinneas, the better-dressed of the that she believes is a spellcaster. Afterward, she
humans, hastily assures the adventurers that things calls down lightning bolts from her call lightning
are not what they seem (He has just taken his spell (Unless the adventurers spent an unusually
potion of eagle’s splendor to improve his long time fighting the giant wasps, this spell should
Charisma.). He says the dryad is a foul creature still be active.). Should anyone get past her protec-
who is attempting to unleash a fey curse upon the tors, she uses another charge from the staff to cast
town of Cillamar, and he cites the shadows as proof charm person on that hero.
of the evil that has corrupted the great oak – but in
reality, this is a sign that the barrier to the Unseelie Once combat begins, Phinneas abandons his uni-
Court’s world is near collapse. corn illusion and casts sound burst at any adven-
turer not engaged with the thoqquas. He uses his
He introduces the elven woman as Lucia, a benev- scroll of glitterdust in the next round. Unless he’s
olent druid who is convinced the key to stopping this threatened in melee, he subsequently performs to
threat lies within the oak. He repeats Lucia’s claim inspire courage in his allies. He suffers a -2 penalty
that she is reluctant to destroy such a magnificent in combat because he’s not sure that he’s doing the
tree because of her calling as a druid, but she will right thing.
soon have no choice. Phinneas tries to convince
the adventurers to depart and allow Lucia to con- The townspeople fight bravely to protect their
clude her “noble mission” for the sake of the town. “friend” against these strangers who claim to be
heroes. The dwarf Arvik aggressively moves for-
Any Sense Motive check on Phinneas as he speaks ward to attack, but Phinneas and the Wickworth
reveals that he is speaking the truth (as he believes brothers maintain their defensive line.
it), but a DC 15 result indicates a moral conflict,
possibly caused by an enchantment. Because of If Lucia is injured, Phinneas casts cure light wounds
the charm person effect, Phinneas views Lucia as a upon her if she’s next to him. If Lucia is reduced to
friend, but he (like the others) is clearly disturbed by 10 hit points or less, she again wild shapes into a
the violence done to the dryad and the oak by Lucia hyena and attempts to withdraw behind the great
and her unsavory allies. Tangle is barely conscious oak, carrying the switch of the unseelie in her jaws
and cannot respond to questions. and using the width of the tree as cover.

Tactics: If the heroes show no intention of obeying Should Lucia die (regardless of her form), read or
Phinneas or if they make any attempt to approach paraphrase the following:
the dryad, Lucia immediately utters the last words Before Lucia’s body can fall, a half-dozen tiny
of her summon nature’s ally IV spell as a standard winged creatures erupt from the shadows that
action to summon 1d3 thoqquas, which instantly surround the oak! Carrying gleaming scythes
charge from under the earth. Moreover, the weak- twice as large as they are, the red-eyed, mali-
ening of the barrier has altered her summoning cious-loking fey slice through Lucia, and their
magic. These thoqquas are wreathed in shadow wrinkled claws rip out a ghostly, screaming
from the fey realm, providing concealment as hyena spirit from the druid’s corpse! Before your
though from a blur spell (20% miss chance). startled eyes, the six creatures fly south, carry-
In the next round, she casts entangle near any PC ing the shrieking hyena spirit between them.

Switch of the Unseelie


This short staff resembles a wooden riding crop with a long, whip-like extension. Its blood-red leather handle is
encrusted with several rubies and pieces of quartz. First created by fey spellcasters, it allows use of the follow-
ing spells to toy with people’s perceptions and allegiances:
Modify memory (3 charges)
Charm person (1 charge)
Misdirection (1 charge)
Ventriloquism (1 charge)
If created by a fey, the staff’s spells are subject to modifiers that apply to the spell-like abilities of fey, such as
the druid’s resist nature’s lure ability.
Moderate enchantment; CL 8th; Craft Staff, charm person, misdirection, modify memory, ventriloquism; Price
28,000 gp (fully charged); 5,600 gp (at start of final encounter in this adventure with 10 charges).

11
Lucia Saralonde, female elf Drd7: CR 7; Medium (x20), masterwork rapier, whip, masterwork leather
humanoid; HD 7d8; hp 35; Init +7; Spd 30 ft.; AC 19, armor, potion of eagle’s splendor (already taken),
touch 13, flat-footed 16; Base Atk +5; Grp +5; scroll of glitterdust, 2 gp.
Atk/Full Atk club +5 melee (1d6) or dagger +5
melee (1d4/19-20) or dagger +8 ranged (1d4/19- Kelvin and Ambrose Wickworth, male human
20); SQ Elven traits, low-light vision, spontaneous Com1/War1 (2): CR 1; Medium humanoid; HD
casting, nature sense, wild empathy, woodland 1d4+1d8+4; hp 11; Init +2; Spd 30 ft.; AC 12, touch
stride, trackless step, resist nature’s lure, wild 12, flat-footed 10; Base Atk +1; Grp +3; Atk/Full Atk
shape (Small, Medium) 3/day; AL NE; SV Fort +5, woodsman’s axe +3 melee (1d6+3/x3); AL NG; SV
Ref +5, Will +7; Str 10, Dex 16, Con 10, Int 13, Wis Fort +4, Ref +2, Will +0; Str 14, Dex 14, Con 14, Int
14, Cha 12. 11, Wis 10, Cha 10.
Skills and Feats: Bluff +5, Concentration +7, Skills and Feats: Climb +6, Handle Animal +5,
Diplomacy +8, Knowledge (arcana) +2, Knowledge Profession (farmer) +4, Ride +5, Use Rope +5;
(nature) +8, Listen +4, Search +3, Spellcraft +6, Animal Affinity, Endurance.
Survival +7 (+9 in aboveground natural environ- Possessions: Woodsman’s axe.
ments), Spot +5, Use Magical Device +8; Combat Arvik Duerlagg, male dwarf, War2: CR 1; Medium
Casting, Improved Initiative, Skill Focus (Use Magic humanoid; HD 2d8+4; hp 13; Init +1; Spd 20 ft.; AC
Device). 14, touch 11, flat-footed 13; Base Atk +2; Grp +5;
Spells Prepared (6/5/4/2/1; DC 12 + spell level): Atk/Full Atk greataxe +5 melee (1d12+4/x3) or dag-
0-level – cure minor wounds, detect magic, flare, read ger +5 melee (1d4+3/19-20) or dagger +3 ranged
magic, resistance, virtue; 1st-level – charm animal, (1d4+3/19-20); SQ dwarven traits; AL N; SV Fort
cure light wounds, entangle, faerie fire, longstrider; +7, Ref +1, Will -1; Str 16, Dex 12, Con 14, Int 10,
2nd-level – barkskin*, flame blade, fog cloud*, gust of Wis 9, Cha 10.
wind; 3rd-level – call lightning*, cure moderate Skills and Feats: Appraise +0 (+2 armor, +2
wounds; 4th-level – summon nature’s ally IV. stone and melat), Climb +6, Craft (armorsmithing)
*Already cast. If Lucia is somehow prevented +4, Intimidate +4; Great Fortitude.
from casting barkskin earlier, reduce her total and Possessions: Greataxe, studded leather,
flat-footed AC by 3. armorsmith’s tools, 3 gp.
Possessions: Club, daggers (x4), +1 leather
armor, switch of the unseelie (10 charges remain-
ing), emerald (1,000 gp), 40 gp.
Wrapping Up
Phinneas Muddey, male human Brd4: CR 4; With Lucia’s defeat, the charm person effect soon lifts
Medium humanoid; HD 4d6+4+3; hp 23; Init +6; from the townspeople (assuming the heroes didn’t kill
Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk them). They are ashamed and angry at themselves for
+3; Grp +3; Atk/Base Atk masterwork rapier +6 falling under Lucia’s power. Still, they firmly believe that
melee (1d6/18-20) or whip +5 melee (1d3) or mas- they saw the dryad kill Stefan, and they protest any
terwork shortbow +6 ranged (1d6/x3); SQ Bardic effort to release or heal Tangle until she confesses.
knowledge +6, countersong 4/day, fascinate 4/day, Anyone who succeeds at a DC 24 Spellcraft check con-
inspire competence 4/day, inspire courage (+1) siders that the four men’s memories may have been
4/day; AL CG; SV Fort +2, Ref +6, Will +3; Str 10, magically modified. Only the sight of Stefan’s corpse or
Dex 14, Con 12, Int 14, Wis 8, Cha 19*. the identification of the switch of the unseelie’s powers
Skills and Feats: Appraise +8, Bluff +11*, will make the men question what they “saw.”
Concentration +8, Diplomacy +13*, Disguise +4 (+6 Tangle regains her senses moments later. With a dry,
acting)*, Gather Information +13*, Intimidate +6*, rasping voice, she asks the adventurers to remove the
Knowledge (arcana) +5, Knowledge (local) +7, painful cold iron shackles. The maimed dryad stares
Move Silently +4, Perform (wind instrument) +10*, with growing concern at the shadows that continue to
Profession (herder) +3, Spellcraft +3, Tumble +5, seep from the roots. She accepts any healing from the
Use Magical Device +9*; Improved Initiative, party, yet she says that time within the great oak will be
Toughness, Weapon Finesse. the best balm – if it lives. If anyone asks whether such
Spells Known (3/3/1; DC 14* + spell level): 0- convalescence within the tree could help her reattach
level – daze, detect magic, light, mage hand, pres- her leg, Tangle replies sadly, “I don’t know – such a
tidigitation, read magic; 1st-level – alarm, cure light thing has never happened before.”
wounds, silent image; 2nd-level – scare, sound burst.
*Includes temporary bonus from potion of Any character with the Knowledge (nature) skill realizes
eagle’s splendor. that the badly damaged oak is susceptible to plant dis-
Possessions: Masterwork shortbow, arrows ease and infestation, which could ruin any chance for its

12
survival. This can be prevented if the adventurers spend
2 hours tending to the tree, aided by Tangle’s instruc-
Further Adventures
tions; a DC 15 Knowledge (nature) check cuts this time The heroes may decide to head south to find out where
in half. A plant growth spell instantly heals the tree. the winged fey took Lucia’s soul. Lucia could return to
Once treated, the great oak “donates” a walking stick to plague the adventurers as an undead, a new type of
Tangle, as a branch conveniently falls near her. hyena-headed fey, or a combination thereof. She will
Despite the pain she feels, Tangle bears no ill will seek to destroy the barrier and gain power from the
toward the townspeople; she knows they were inno- Unseelie Court. The PCs could recruit Phinneas and the
cents under an enchantment. If the adventurers showed other townspeople as guardians of the great oak,
no mercy to the four men during the fight, she is furious although Lucia’s new winged minions may know of
and treats them as nothing better than crude mercenar- other gateways to the fey’s mist-shrouded home...
ies. Despite the fact that they rescued her, she gives
them a curt nod of gratitude and retreats to the great
oak to heal. That’s all. The PCs shouldn’t be rewarded
for indifference to innocent life.
If the heroes showed compassion and attempted to
subdue the charmed townspeople with nonlethal
attacks, the dryad reacts much more favorably. Sensing
that they are honorable, she explains the truth behind
the rumors (see Background Story).
Tangle is the latest in a line of dryads charged with the
protection and care of the tree. If anyone from the
Known Realms has entered the mist-shrouded demi-
plane that is the home of the evil fey, they have not
returned. She wisely refused to tell Lucia any of this,
since the druid would likely have used this knowledge to
find this domain and strike a deal with the Unseelie
Court. However, the barrier to the dark realm is now
clearly weakened, as evidenced by the winged fey that
grabbed Lucia’s soul. She suspects that other attempts
to breach the barrier will come.
If the adventurers desire the switch of the unseelie and
have earned the dryad’s good will, she allows this on
the condition that they take the staff away from this
area. She worries that the proximity of such a powerful
unseelie item could further weaken the portal.
If they have no desire to keep the staff, Tangle promis-
es to see to its destruction. Saying that she wishes to
compensate them, the dryad disappears inside the oak
for several moments. She returns holding several wood-
en amulets (one for each adventurer), seemingly made
from the tree itself and bearing the image of the great
oak. Each amulet is an amulet of health +2.
When the heroes leave Tangle and the great oak, read
or paraphrase the following:
As you begin to lead the rescued townspeople back
home, you suddenly hear a sound that is wonderful
in its simplicity: the chirping of birds in the branches
of the great oak. A sense of renewed life surrounds
you, and the weariness in your bones gives way to
the satisfaction and joy you feel at a job well done.

13
14
Dungeon Crawl Classics
Ghosts of the Mastodon Clan
By Brendan LaSalle
AN ADVENTURE FOR CHARACTER LEVELS 4-6

their impossibly high price in gold and weapons has


Introduction been met. The merchant saw them ride off to the south
Remember the good old days, when adventures were – meaning they must have found some trail out of the
underground, NPCs were there to be killed, and the natural canyon in the foothills of the Trolltooth
finale of every dungeon was the dragon on the 20th Mountains. But once they got there, they found an
level? Those days are back. Dungeon Crawl Classics ancient surprise they hadn’t expected…
don’t waste your time with long-winded speeches, weird More so than most adventures, the flow of Ghosts of the
campaign settings, or NPCs who aren’t meant to be Mastodon Clan depends on the characters’ actions. If
killed. Each adventure is 100% good, solid dungeon they decide to aid the ghost, if they can translate the
crawl, with the monsters you know, the traps you fear, ghost’s language, how they deal with the Kina dilemma
and the secret doors you know are there somewhere. – all of these factors can drastically alter the flow of the
Ghosts of the Mastodon Clan is an adventure for a party story. Read the entire scenario to understand what
of 3-5 characters of 4th-6th level. Parties should be exists inside of the sacred caverns and let the action be
well-rounded. A ranger or other character with the Track ruled by the players’ decisions.
feat is necessary for some, but not all, of the possible
adventure hooks that bring the party to the cave. Game Master’s Section
Adventure Summary Encounter Table
Crime in the forest! Local bandit Merciless Ezdon and To help the GM prepare, we have included a quick ref-
his band of miscreant outlaws waylaid a caravan and, erence table showing all encounters at a glance. Loc –
unsatisfied with the meager plunder it offered, decided the location number keyed to the map for the encounter.
to kidnap Kina, the youngest child of the chief merchant. Pg – the module page number that the encounter can
They have vowed to release her unharmed only when be found on. Type – this indicates if the encounter is a

15
trap (T), puzzle (P), or combat (C). Encounter – the key • It is entirely possible that the characters discover
monsters, traps, or NPCs that can be found in the this cave on their own, perhaps seeking shelter for
encounter. Names in italics are classed NPCs. EL – the the night while pursuing a larger-scale campaign.
encounter level.
• Merciless Ezdon has made many, many enemies.
Loc Pg Type Encounter EL The local baron might just ask the PCs to capture
him as a favor, or a high-ranking guild member
1-3 17 C 4 bandits, human War1, 10
might order them to the task.
Merciless Ezdon, minotaur-
blooded Bbn3/Rog3
Background Story
1-4 18 C Warhorse, light horse 3
1-5 19 C Dharv, human ghost Clr6 8 Ezdon and his bandits arrive at the cave only hours
ahead of the characters. It’s a new hideout, so they
1-8 21 C 3 earth mephits 6 quickly establish defenses and start setting up their
1-12 24 C Ochre jelly 5 camp. However, the cave isn’t empty: it is the haunt of
Dharv, the ancient ghost of the shaman of a tribe of
1-13 25 T Pit trap 2
Neanderthals. This ghost cannot rest until he finds a will-
1-14 25 T Cursed throne trap 8 ing acolyte to carry on the worship of his ancient deity,
Great Grandfather Mastodon. His plan is to pass on the
Scaling Information tragic story of his people (how the brave leader of his
tribe led his people on many successful hunts, grew
Although meant for 4th-6th-level adventurers, Ghosts of
arrogant and turned away from the Great Grandfather,
the Mastodon Clan can be run for parties of lower or
then ran afoul of a dragon that all but wiped his people
higher level. Here is some advice for alterations to suit
off the face of the earth). Dharv has haunted this cave for
such groups:
ages waiting for someone to come along to be the recip-
Weaker Parties (lower than 4th level, or fewer than ient of his teachings. He has finally found that individual:
four characters): In area 1-3, remove Merciless Kina, the daughter of the merchant.
Ezdon’s levels in rogue to make him a CR 5 barbarian.
In area 1-4, remove the warhorse’s training. Reduce the
number of earth mephits in area 1-8 to 2 and replace DCC World
the ochre jelly in area 1-12 with a gray ooze. The deep crevasses and sharp ridges of the Trolltooth Peaks
Stronger Parties (7th level or higher, or more than have long stymied explorers. Even the most wizened of track
six characters): Increase the number of bandits in area finders can easily become lost amongst the winding ravines,
and only the local tribesfolk, descendants of a race of ancient
1-3 to six and make them 2nd-level fighters. Make the
hillmen, are ever truly at home here. The winding passages
light horse in area 1-4 another warhorse trained with the hold innumerable caves, hewn out by the rains, scouring
same tricks as Barger. Increase the number of earth winds, and sharpened claws of long forgotten beasts.
mephits in area 1-8 to four, and change the ochre jelly
in area 1-12 to a black pudding.

Getting the Players Involved


Here are ways to get the party involved in the adventure.
• Proviselow, the merchant who was attacked, tells
every local sheriff, guardsman, would-be hero and
sympathetic ear of Kina’s kidnapping. The ransom
they demanded for her safe return is 1,000 gp –
more than twice what he makes in a year. He begs
help in finding her because his lame leg keeps him
from heading out himself to aid the search.
• Merciless Ezdon believes the locals are too afraid
of his infamous band to retaliate. The cretins
weren’t at all careful with their tracks. The charac-
ters could come across unmistakable signs of a
struggle, tracks heading south, a gold coin and a
rumpled baby doll. Let’s see your paladin turn a
blind eye to that!

16
pile of battered steel shields, meant to warn the
The Cavern of Great bandits of intruders. If the shields fall, the bandits in
Grandfather Mastodon area 1-3 draw weapons, take defensive positions
and prepare to attack.
Read or paraphrase the following: The cold is a side effect of the centuries-old haunt-
Here in the foothills of the mountains, the air is heavy ing of this place. If the ghost of Dharv the Shaman
with mist. The land is so quiet that you can hear the goes on to his eternal rest, the temperature in the
breathing of your individual companions. As you cavern returns to normal.
approach the clearing, you see obvious tracks leading Area 1-3 – Bandit Attack (EL 10): Read or paraphrase
to a cave in a steep hillside. From the rubble strewn the following if the characters avoided the trap in
about its base, you would guess that this cavern was area 1-2:
recently uncovered by a rockslide. You approach cau-
tiously, aware of every sound in the still countryside. You round the bend and see a small improvised
camp. There are seven men here, one of whom
This area has been haunted for thousands of years, and towers over the others. He is a dangerous-look-
some of Dharv the Shaman’s unnatural energy poisons ing humanoid with small horns on his head, a
the land and air nearby. A successful Survival check slightly bovine face and a wide nose. He is
(DC 16) lets the characters know that there are no ani- extremely hairy, with huge bushy eyebrows and
mals, nor even signs of animals, within 100 yards of the a wide shaggy beard. He wears grimy studded
cave mouth. leather armor and carries several weapons.
The others are a motley band of scruffy
Areas of the Map humans, working to start a fire and set up some
Area 1-1 – Entry Cavern: Read or paraphrase the fol- sort of camp.
lowing: Several full packs of gear are piled near the
The narrow cavern goes in five feet, then campfire. In an slight alcove on the north wall,
declines down sharply into darkness. The fur- two horses are tethered and look miserable.
ther you go the steeper the passageway You see a young girl, disheveled and bound,
becomes until you must steady yourself on the leaning against the southeast wall with a sack
walls to keep from sliding forward. The down- over her head. Her muffled cries can still be
ward tunnel twists and turns ahead of you. heard, and a nearby guard shouts at her to be
silent.
A skilled tracker may notice that there is a definite
path through the cobwebs near the ceiling, indicat- Read or paraphrase this section if the characters
ing that a taller-than-average humanoid passed set off the alarm in area 1-2:
through here recently (DC 10 Survival check). Rounding the corner, you see large cavern,
Area 1-2 – Tripwire: Read or paraphrase the following: apparently abandoned very quickly. A small fire
burns in the center of the room. Several full
The passageway levels out and turns south. Off packs of gear are piled near the campfire. In an
in the distance you see a faint light. The cave slight alcove on the north wall, two horses are
has become extremely cold – you are begin- tethered and look miserable. You see a young
ning to see your own breath. girl, disheveled and bound, leaning against the
Characters who make a successful Listen check southeast wall with a sack over her head. Her
(DC 14) from this location hear the muffled sound of muffled cries can still be heard, but there does-
a stifled voice, possibly crying for help, after which n’t seem to be anyone else here.
a man with a harsh voice growls “Quiet down, you Tactics: If the characters have the advantage of
lunatic!” surprise, the bandits do their best to defend them-
The bandits took the time to put an improvised trip selves and their ill-gotten gains.
wire alarm here. It isn’t a sophisticated device; the If alerted to the PCs’ presence by the alarm trap,
characters can find it with a DC 15 Search check, the bandits have hidden themselves in the dark
and a DC 13 Disable Device check can easily recesses of the walls (assuming they all take 10,
bypass it. Ezdon has a total Hide check of 13 and his men
If the characters wander through area 1-2 without have a total Hide check of 8). They attempt to
discovering it, the tripwire brings down a precarious ambush the characters from the shadows.

17
Improved Bull’s Rush, Improved Sunder.
Languages: Common, Giant.
Possessions: +1 greatclub, masterwork sling,
22 sling bullets, 2 daggers, concealed knife, hide
armor, thieves’ tools, riding boots with a false heel
containing 8 small diamonds (10 gp each).
While Raging: +16 hit points; AC 14, touch 11,
flat-footed 11; Atk/Full Atk +14/+9 melee (1d10+7,
greatclub) or +13/+8 melee (1d4+6, dagger) or
+11/+6 ranged (1d4+6, sling); SV Will +4; Str 23,
Con 18. Rage for 7 rounds, then fatigued for the
remainder of the encounter (-2 Str, -2 Dex, can’t
charge or run).
Ezdon’s Bandits, male human War1 (4): CR 1;
Medium humanoid (human); HD 1d10+2; hp 13; Init
+5; Spd 30 ft.; AC 14, touch 11, flat-footed 13; Base
Atk +1; Grp +3; Atk/Full Atk +3 melee (1d10+2,
greatclub) or +3 melee (1d4+2/19-20, dagger) or +2
ranged (1d4+2/19-20, dagger); Space/Reach 5 ft./5
ft.; SA –; SQ –; AL NE; SV Fort +4, Ref +1, Will +1;
Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Skills and Feats: Handle Animal +3, Intimidate
+3, Ride +5; Improved Initiative, Toughness.
Languages: Common.
Possessions: Greatclub, 2 daggers, hide armor,
Merciless Ezdon is absolutely ruthless, and will do iron rations (1 week), waterskin, 3d10 sp and 2d6
whatever he must to survive this encounter, even if gp each.
it costs the lives of his band and the hostage. As the
Area 1-4 – Makeshift Corral (EL 3): Read or para-
situation dictates, he might abandon his men and
phrase the following:
flee, mount his horse and flee, put a knife to the
hostage’s throat or any other low-down trick you There are two quality horses here, a light bay
find appropriate. In melee he spends a full round and a dun warhorse, tethered to a long rock.
action putting out the fire by kicking dirt on it, allow- They huddle quietly together, eyes wide and
ing him to take advantage of his darkvision. He will ears back.
also surrender and beg for mercy if the situation
goes that far. The bay horse was stolen from a nearby town and
has no loyalty to the bandits whatsoever. The dun is
If he is questioned about the girl, Ezdon says he a different story: it is Barger, Ezdon’s well-trained
regrets ever taking her hostage. At first she mount of several years. The bandit whistle-trained
screamed and cried to be returned, but after they the beast (stay, come and attack chief amongst the
reached the cave she started shouting gibberish commands it knows).
and generally making a nuisance of herself.
Tactics: If the characters get near to the warhorse,
Merciless Ezdon, minotaur-blooded Bar3/Rog3: Ezdon whistles and the horse rears and attempts to
CR 8; Medium monstrous humanoid; HD kick anyone who comes near. Barger is an excellent
2d8+3d12+3d6+16; hp 54; Init +3; Spd 30 ft.; AC horse, but so faithful to Ezdon that he is nearly
16, touch 13, flat-footed 13; Base Atk +7/+2; Grp impossible for others to ride. At every opportunity
+11; Atk/Full Atk +12/+7 melee (1d10+5, greatclub) the clever beast tries to throw or otherwise impede
or +11/+6 melee (1d4+4, dagger) or +11/+6 ranged any would-be rider. He must be charmed or
(1d4+4, sling); Space/Reach 5 ft./5 ft.; SA sneak retrained to accept a new rider (a task equivalent to
attack +2d6; SQ darkvision 60 ft., evasion, fast teaching him a new trick). Until then, would-be rid-
movement, inbred cunning, trap sense +1, trapfind- ers may find themselves flung, dragged or clothes-
ing, rage 1/day; AL NE; SV Fort +2, Ref +5, Will +2; lined off again and again and again.
Str 19, Dex 16, Con 14, Int 8, Wis 10, Cha 6.
Skills and Feats: Disable Device +2, Handle Treasure: The horses’ tack lies in a pile near their
Animal +4, Intimidate +1, Listen +5, Open Lock +6, tethering rock, and characters who carefully search
Ride +6, Search +4, Spot +5, Survival +3; Cleave, Ezdon’s fancy nobleman’s hunting saddle (Search

18
DC 17) may find a hidden hollow filled with careful- Dharv used his malevolence ability to possess
ly stowed loot: four tiny diamonds (10 gp each), a Kina’s body, so her stats are enhanced with his (see
large high-quality emerald (worth 50 gp), a string of below) and her voice is supernaturally deep and
exquisite pearls (250 gp) and a tiny vial with a husky (most unlike that of an 8-year-old girl).
potion of delay poison. In addition, there is a tiny
piece of parchment that appears to be some sort of Development: Once freed from the bonds, Dharv
map to an obscure destination (see sidebar). (using Kina’s body) greets the characters in his
native language (an ancient dialect with almost no
Light horse: CR 1; Large animal; HD 3d8+6; hp connection to any modern language the most astute
19; Init +1; Spd 60 ft.; AC 13, touch 10, flat-footed and well-traveled adventurer might have encoun-
12; Base Atk +2; Grp +8; Atk -2 melee (1d4+1, tered) and asks them to accompany him to view the
hoof); Full Atk -2 melee (1d4+1, 2 hooves); Sacred Cave of the Mastodon. A language expert
Space/Reach 10 ft./5 ft.; SA –; SQ low-light vision, might have a chance to detect faint similarities of
scent; AL N; SV Fort +5, Ref +4, Will +2; Str 14, Dex diction and grammar between the dialect of Dharv’s
13, Con 15, Int 2, Wis 12, Cha 6. people and that of the ancient tribes that once inhab-
Skills and Feats: Listen +4, Spot +4; ited this area (DC 30 Knowledge: history).
Endurance, Run.
Of course, the characters hear only gibberish
Barger, heavy warhorse: CR 2; Large animal; HD unless they possess some magical means of trans-
4d8+12; hp 30; Init +1; Spd 50 ft.: AC 14, touch 10, lation. Should they have one, they hear the old
flat-footed 13; Base Atk +3; Grp +11; Atk +6 melee ghost give this proclamation:
(1d6+4, hoof); Full Atk +6 melee (1d6+4, 2 hooves)
and +1 melee (1d4+2, bite); Space/Reach 10 ft./5 “I, Dharv, last shaman of the ancient and revered
ft.: SA –: SQ low-light vision, scent; AL N; SV Fort Great Grandfather of Mastodon, am here to act
+7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2, as the voice of the Ancient Ones. The spirits
Wis 13, Cha 6. have brought this girl-child to me this day so that
Skills and Feats: Listen +5, Spot +4; she may fulfill her great destiny. She shall
Endurance, Run. become the next priestess of Great Grandfather
Mastodon. All those assembled here are free to
Area 1-5 – Captive (EL 8): Read or paraphrase the fol- view the sacred history of my people as was
lowing: recorded in the days of green grass and mighty
hunting. Come and see the story, portrayed bet-
The young girl, bound and sacked, bellows ter than any voice can tell of it.”
oddly and thrashes against her bonds with
manic energy. Her dress is filthy and torn, and Dharv is not innately evil, but he is extremely impa-
she wears only one shoe. tient after so many years of solitude and hopeless-
ness. The ghost grows exasperated and possibly
Kina has been possessed by the ghost of Dharv, irrational if the party does not do as he says. He
the ancient shaman who has inhabited this cold cannot understand why they cannot understand his
empty place for thousands of years. He plans to ini- language, nor why they do not obey the words of
tiate her as the first new priestess of Great the spirit-shaman (a terrible sin according to the
Grandfather Mastodon since the time before leg- custom of his tribe – he is used to near perfect def-
end. This is the first suitable person he has found erence). He will not allow the characters to leave
since his death with the potential to end his lone- the cavern, take Kina out of the cavern, or take any-
some suffering, and he is unwilling to give up pos- thing out of the cavern. If they insist on doing so he
session of her. will attack, using the vessel of Kina’s body to cast

The Map
This map leads to wherever you want it to lead to: the next dungeon or encounter area, some unexplored part
of your campaign world, or to nothing at all. One possibility would be to relate the map any of the adventures in
DCC #46: The Book of Treasure Maps, at the GM’s discretion.
If the map simply doesn’t work into your plans, let the characters make a Knowledge (local) check (DC 20) to
know that the area pictured is an empty part of the huge forest at the base of the Trolltooth mountains, a two-
day ride from the location of this adventure. If they go there, they find a huge, recently excavated pit where
Ezdon’s treasure used to rest. Alternately, let them find a moderate treasure there (300 gp in a locked chest,
Open Lock DC 22), buried six feet deep.

19
ing life as horrific for them as possible. (See
“Concluding the Adventure,” p. 26.)
If the ghost of Dharv is forced from Kina, the little
girl is terrified and disoriented. All she remembers is
being taken from the caravan and brought to the
cave – everything is fuzzy after that. All she wants
is to be reunited with her family.
If Kina dies, the characters may find themselves in
a great deal of trouble. If her demise becomes gen-
eral knowledge they may just find themselves local
outlaws, the target of avenging adventurers and the
like. (See “Concluding the Adventure,” p. 26, for
more consequences of Kina’s death.)
Kina, Com0, while possessed by the ghost of
Dharv: CR 8; Small humanoid (human); HD 1d3+1;
hp 4; Init + 4; Spd 20 ft.; AC 11, touch 11, flat-foot-
ed 11; Base Atk +4; Grp +0; Atk/Full Atk +4 melee
(1d6, corrupting touch); Space/Reach 5 ft./5 ft.; SA
corrupting touch, malevolence; SQ turn resistance
+4; AL N; SV Fort +4, Ref +2, Will +10; Str 5, Dex
10, Con 12, Int 10, Wis 16, Cha 12.
Skills and Feats: Concentration +3, Craft: fire
building +2, Craft: stone carving +2, Diplomacy +3,
Heal +9, Hide +8, Knowledge: ancient religion +3,
spells and use his spell-like abilities against them. If Knowledge: tribal history +2, Listen +11, Search +8,
they attempt to turn the ghost, he will attack, mani- Spot +11, Survival +9: Improved Initiative, Iron Will,
festing and possibly using his malevolence against Self Sufficient, Toughness, Track.
another player as the situation dictates. Languages: Ancient Mammoth Clan.
Read or paraphrase the following if the ghost of Corrupting Touch (Su): When Dharv hits a living
Dharv ever manifests itself plainly to the characters: target with its incorporeal touch attack, he deals
1d6 points of damage. Against ethereal opponents,
You see the translucent form of a squat, highly he adds his Strength modifier to attack and damage
muscled humanoid. If it is a human it is like rolls. Against nonethereal opponents, he adds his
none you have ever seen – squat and bow- Dexterity modifier to attack rolls only.
legged with a pronounced brow and stooped Malevolence (Su): Once per round, Dharv can
demeanor. Its body is hairy and its long grey merge his body with a creature on the Material
hair and beard are matted into thick locks. It Plane. This ability is similar to a magic jar spell
hovers a few feet off the floor, eyes rolling about (caster level 10th), except that it does not require a
with something near madness. receptacle. To use this ability, Dharv must be mani-
fested and must try to move into the target’s space;
If they do follow Dharv/Kina, he leads them through moving into the target’s space to use the malevo-
the concealed door (area 1-6) and throughout the lence ability does not provoke attacks of opportuni-
caverns, eventually taking them to the Sacred ty. The target can resist the attack with a successful
Cavern of the Mastodon (area 1-10). Dharv will not Will save (DC 16). A creature that successfully
help them fight off any of the creatures they saves is immune to Dharv’s malevolence for 24
encounter there, as he is unwilling to risk the body hours, and Dharv cannot enter the target’s space. If
he wishes to become the next High Priestess of the save fails, Dharv vanishes into the target’s body.
Great Grandfather Mastodon (although he may cast Cleric Spells Prepared (caster level 6th,
cure spells on anyone injured). 5/5/5/4, save DC = 14 + spell level): 0 – create
If the ghost of Dharv is defeated, he reforms here in water, light, resistance (2), virtue; 1st – cause fear,
the caverns in 1d4 days, using his rejuvenation abil- command, enlarge person*, protection from evil,
ity. If the characters have looted the cavern, he sanctuary, shield of faith; 2nd – augury, bear’s
swears vengeance against the defilers of the endurance, bull’s strength*, eagle’s splendor, spiri-
Sacred Cavern of the Mastodon, and spends the tual weapon; 3rd – magic vestment*, meld into
rest of his existence hunting them down and mak- stone, bestow curse (2).

20
* = Domain Spell. Possessions: +2 animalbane longspear, mas-
Domains: Survival, Strength (1/day – +6 terwork club, mastodon hide armor, stone food
enhancement bonus to Strength for 1 round). bowl, stone mortar. Note that these items are all
ethereal.
The Ghost of Dharv the Shaman, Clr6: CR 8;
Medium undead (incorporeal); HD 6d12; hp 48; Init Area 1-6 – Concealed Door: The concealed door is
+3; Spd fly 30 ft. (perfect): AC 11, touch 10, flat-foot- just a wide flap of mastodon hide covered in the
ed 11; Base Atk +4; Grp -; Atk/Full Atk +4 melee dust and cobwebs of so many years that it seems to
(1d6, corrupting touch) or +8 melee (1d8+4/x3, be a part of the wall. Once detected (Search DC 20)
longspear, only when manifested, 50% miss it pushes aside easily to reveal the passageway
chance); Space/Reach 5 ft./5 ft. (10 ft. with longs- behind.
pear); SA corrupting touch, malevolence, manifesta-
tion, turn undead; SQ rejuvenation, turn resistance Area 1-7 – Ancient Living Chamber: Read or para-
+4, undead traits; AL N; SV Fort +5, Ref +2, Will phrase the following:
+10; Str 15, Dex 10, Con –, Int 10, Wis 16, Cha 12. This cold chamber might have been a living
Skills and Feats: Concentration +3, Craft: fire chamber at some point. Ancient mats of woven
building +2, Craft: stone carving +2, Diplomacy +3, grass, now fallen into nothing more than pat-
Heal +9, Hide +8, Knowledge: ancient religion +3, terned dust, cover the floor in a circle around a
Knowledge: tribal history +2, Listen +11, Search +8, tiny fire pit ringed in stones. On an abrupt out-
Spot +11, Survival +9: Improved Initiative, Iron Will, crop of rock, almost a natural peg, hang what
Self Sufficient, Toughness, Track. appear to be two hide necklaces adorned with
Languages: Ancient Mammoth Clan. carefully shaped rocks.
Corrupting Touch (Su): When Dharv hits a living
target with its incorporeal touch attack, he deals This was an ancient sleeping chamber where a
1d6 points of damage. Against ethereal opponents, family lived in ancient times. The two necklaces are
he adds his Strength modifier to attack and damage worth money to someone interested in such things
rolls. Against nonethereal opponents, he adds his (100 gp from a sage or collector).
Dexterity modifier to attack rolls only. Area 1-8 – Communal Fire Pit (EL 6): Read or para-
Malevolence (Su): Once per round, Dharv can phrase the following:
merge his body with a creature on the Material
Plane. This ability is similar to a magic jar spell At the center of this room is a huge fire pit,
(caster level 10th), except that it does not require a nearly six feet across, ringed with standing
receptacle. To use this ability, Dharv must be mani- stones. The debris from several woven grass
fested and must try to move into the target’s space; mats surrounds the fire. The ceiling is nearly 30
moving into the target’s space to use the malevo- ft. high, and you see several large cracks that
lence ability does not provoke attacks of opportuni- might once have acted as ventilation for the
ty. The target can resist the attack with a successful smoke of cooking fires. On the east wall is a
Will save (DC 16). A creature that successfully small boulder with thousands of long scratches.
saves is immune to Dharv’s malevolence for 24
hours, and Dharv cannot enter the target’s space. If The boulder was used by Dharv’s people to sharp-
the save fails, Dharv vanishes into the target’s body. en spears and tools. It is an excellent sharpening
Rejuvenation (Su): If the heroes destroy Dharv, stone but otherwise has no value.
he restores himself in 2d4 days with a DC 16 level The cracks in the ceiling have allowed a gang of
check (1d20+6), and returns to the cave. earth mephits to travel in and out at will. They love
Deciphering the tale of the Mastodon Clan allows this quiet, remote cave and consider it their home
him to rest. away from their native plane. If intruders tarry too
Cleric Spells Prepared (caster level 6th, long, they fly down, first warning, then threatening,
5/5/5/4, save DC = 14 + spell level): 0 – create then attacking those who refuse to leave. Dharv has
water, light, resistance (2), virtue; 1st – cause fear, known about the mephits for years and has ignored
command, enlarge person*, protection from evil, them, but on this occasion, if he is still with the party
sanctuary, shield of faith; 2nd – augury, bear’s in some form or other, he orders them out of the
endurance, bull’s strength*, eagle’s splendor, spiri- cave.
tual weapon; 3rd – magic vestment*, meld into
stone, bestow curse (2). The mephits use team tactics, coordinating breath
* = Domain Spell. weapon attacks against spellcasters or lightly-
Domains: Survival, Strength (1/day – +6 armored characters as much as possible. If the fight
enhancement bonus to Strength for 1 round). against them goes badly, they may seek to escape

21
by flying out through the cracks in the ceiling, sum- tom herd of mastodon off in the distance, with zero
moning aid and then returning. chance of pinpointing the source of the sound.
Earth mephits (3): CR 3; Small outsider (earth, Any attempts to use divine magic, either through
extraplanar); HD 3d8+6; hp 19; Init -1; Spd 30 ft., fly divine spells, spell trigger devices or scrolls, have a
40 ft. (average): AC 16, touch 10, flat-footed 16; 50% chance of failure. The exception to this are
Base Atk +3; Grp +2; Atk +7 melee (1d3+3, claw); spells, spell trigger devices or scrolls that create
Full Atk +7 melee (1d3+3, 2 claws); Space/Reach 5 effects from the Survival domain spell list – com-
ft./5 ft.; SA breath weapon, spell like abilities, sum- mune with nature, control weather, create food and
mon mephit: SQ change size, damage reduction water, detect animals or plants, find the path, fore-
5/magic, darkvision 60 ft., fast healing 2; AL CN: SV sight, plant growth, repel vermin, and sympathy
Fort +4, Ref +2, Will +3; Str 17, Dex 8, Con 13, Int (see Great Grandfather Mastodon, p. 24, for full
6, Wis 11, Cha 15. information on the Survival domain). Potions of all
Skills and Feats: Bluff +8, Escape Artist +5, kinds function normally.
Hide +9, Diplomacy +4, Disguise +2 (+4 acting),
Summon monster or summon nature’s ally spells
Intimidate +4, Listen +6, Move Silently +5, Spot +6,
cast here automatically fail. The summoned crea-
Use Rope -1 (+1 with bindings); Power Attack,
tures arrive dead, and may not be raised or resur-
Toughness.
rected.
Breath Weapon (Su): 15-foot cone of rock
shards and pebbles, damage 1d8, Reflex DC 13 half. Area 1-10 – Sacred Cavern of the Mastodon Clan:
Spell-Like Abilities: 1/day—soften earth and Read or paraphrase the following:
stone. Caster level 6th.
You pass under the huge mastodon skull and
Change Size (Sp): Once per hour, an earth
into a long cavern, in which the walls are carved
mephit can magically change its size. This works
from ceiling to floor on either side with ancient
just like an enlarge person spell, except that the
pictographs. The carvings themselves are
power works only on the earth mephit. This is the
extremely small and very dense: it must have
equivalent of a 2nd-level spell.
been the work of several lifetimes for masons
Fast Healing (Ex): An earth mephit heals only if
using primitive tools. There are dozens of sym-
it is underground or buried up to its waist in earth.
bols that reoccur, some obviously standing for
Area 1-9 – Sacred Cavern Entrance: Read or para- men and beasts, while some are less fath-
phrase the following: omable symbols.
As you pass into this large cave you see a star- Show the players Handout B. The carvings around
tling sight. An enormous skull is mounted over the wall are the work of the shamans of Great
the ceiling, with massive tusks that thrust into Grandfather Mastodon. By sacred tradition, each
the room. The skull is ancient, covered in dust shaman carved a version of their tribe’s story. The
and black ice. Beneath it lies a passage head- pictographs show the most important story of the
ing south. The air here is very cold, and the clan told 19 different times, repeated over and over
silence complete. in a series of symbols.

Show the players Handout A. This is the antecham- If the party has made an enemy of Dharv, the ghost
ber to the ancient chamber where Dharv’s clan attacks the party as they try to decipher the wall
recorded their history and held their rites to honor symbols, seeking to destroy them or force them to
Great Grandfather Mastodon. The area is steeped in leave the cave. Even if he was earlier defeated, he
a strange energy – this is the place where Dharv, the appears again, his rejuvenation ability automatical-
last shaman of the Great Grandfather, died. Since ly working to bring him to the defense of the Sacred
the mastodon deity had no more living followers, it Cavern. (This automatic effect only works once – if
was cast into an extra-planar void, locked into a kind Dharv is defeated a second time, his rejuvenation
of existential torpor from which it could not escape. takes its normal time to work.)
The residual energy shed by this supernatural event If the party has made an ally of Dharv (whether or
has given this chamber and the next (areas 1-9 and not he still possesses Kina’s body), he stands by
1-10) some extremely unusual properties: while the characters study, watching them. He
The cave is at a constant 30° F. Fires can burn but refuses to aid: all requests for help or clarification
they give off less heat than a candle. are answered with a grunt while he points at the
wall. Deciphering the story of the Mastodon Clan
A successful Listen check (DC 10) allows the char- was a sacred task that a novice could not ask for
acters to hear the massive footfalls of some phan- help with, a sort of initiation into the priesthood.

22
A party studying the walls can decipher it only in
stages. They must discern certain facts which then The Story of the Mastodon Clan
allow them to learn more. Characters studying the
walls get different checks to learn different bits of In ancient times before language and the dawn of
information about the crowd. Learning some facts is history, humans were a scattered bunch who lived
dependent on previous discoveries. If characters in disorganization, scavenging to survive in the
make their individual findings known to their party, harsh world. One of them was the Bent Man, who
then the entire party gets to roll for the dependant took it upon himself to climb to a mighty plateau to
facts. For example, if a player makes the first see the view from there. Once at the top, he looked
Intelligence check and discovers the eight major over the far side and saw a Mastodon. The
symbols, he may make this knowledge public so Mastodon spoke to the Bent Man, and promised a
that the entire team can make the second good life in exchange for the reverence of the Bent
Intelligence check to discover the ninth symbol. Man’s people.

All checks in the following list take 4-10 minutes of The Bent Man returned to the scattered people
study. Taking a 20 is possible, but the characters who become the Three Connected Men, a symbol
must spend 30 minutes of study per check to do so. of tribal unity. Through the Bent Man, the Mastodon
Characters do not have to learn these sets in any taught the secrets of the hunt and of surviving the
particular order – let their questions guide their dis- harsh winters. With this aid, the Three Connected
coveries. Also, the sets of information are not Men became happy and content. The tribe, pic-
dependent upon one another; only the information tured by the Three Connected Men, produces
within each set. If the party correctly supposes or three mighty offspring, the Tall Warrior, the Short
guesses one of these clues, you can let them roll to Warrior and the Woman. The Tall Warrior and the
learn other rules. Short Warrior hunt together and are amazingly
successful.
Set 1: An Intelligence check (DC 10) lets the char-
acter know that there are eight main characters: the The two Warriors become boastful, each bragging
Bent Man, the Mastodon, the Three Connected of his deeds to The Woman. The duo ceases to
Men, the Tall Warrior, the Short Warrior, and the hunt together, instead going alone. Alone, neither
Woman. If this check is successful, the PC may is successful and the tribe goes hungry. The
make a second Intelligence check (DC 18) to note Woman falls ill because there is no food. Finally,
that there is an ninth symbol that only occurs once: the Bent Man gives the Tall Warrior and the Short
the Winged Monster. Warrior a quest: they go together to find a new
hunting ground. Working together, they cross a
Set 2: A successful Intelligence check (DC 15) lets river and find a new hunting ground. They each
the PC know that the pictures tell some kind of save the other’s life during the quest and they
coherent narrative. If this check is successful, a return to hunting together in friendship. The Three
second Intelligence check (DC 15) lets the hero Connected Men prosper once more and the
know that the story is read right to left. If this check Woman is returned to health.
is also met with success, a third Intelligence check
(DC 18) lets the characters know that it is a single This story is carved into the walls 19 times. The
story told over and over again, with some discrep- last series has a hastily finished new ending to the
ancies, many times. story:

Set 3: A successful Search check (DC 19) lets the The new hunting ground attracts the attention of
character discover ancient dried blood in the the Winged Monster, which makes a den there. It
grooves of some of the ancient carvings. Having first greedily eats all the mammoths, then eats the
made this check, the player can make an Woman. The Tall Warrior and the Short Warrior
Intelligence check (DC 13) to note that only one of work together to fight it, but the Winged Monster
the several reoccurring figures has blood etched first kills the Short Warrior, then kills the Tall
deeply into its cracks: the figure of the Mastodon. A Warrior. One of the Three Connected Men
successful Knowledge: religion check (DC 13) lets escapes, comes to this cave and completes the
characters who know this realize that the blood record.
denotes worship of the Mastodon, either as a divine
The survivor, of course, was Dharv.
being or a symbol of a divine being.
Set 4: A successful DC 15 Craft: stonemasonry
check lets the characters know that the carvings are
the work of multiple artists. If this check is success-

23
ful, the character can make a second Craft: Area 1-11 – Burial Cavern: Read or paraphrase the
Stonemasonry check (DC 15) to know that one tiny following:
series of pictures was done in haste, with a much
smaller attention to detail and quality than all the This wide cave is decorated with bones. Long,
others. Dwarvish characters get their stonnecun- thick bones are crisscrossed on the walls and
ning bonus on these rolls. floors. There are dozens of small piles of care-
fully placed stones, each cairn no more than a
Set 5: A successful Decipher Script (DC 14) lets a foot high. There are heaps of ancient, tattered
character know that the story is read from right to furs stacked about in various areas.
left. A second successful Decipher Script check (DC
20) lets the characters know the Story of the This was the burial chamber of Dharv’s people. If
Mastodon Clan. the ghost is with them, he refuses to enter this
place: the crossed bones are symbols of the pro-
Characters who lean all of the facts from Set 1 and tection of the dead and in the tradition of his people
Set 2 can piece together the story of the Mastodon it prevents spirits from entering. The piles of stones
clan. Characters who discover Sets 1, 2 and 3 know are grave markers. This entire room is hallowed.
the story and understand that the story of the
Mastodon Clan was used in a kind of ritual. Among the pile of discarded hides is a poncho-style
Characters who know all the sets know the story, garment with thick tie-down thongs and a pair of
the fact that the story was a ritual and that each new hide greaves, which acts as a cloak of improved
priest had to carve the story into a new section of cold resistance.
the Sacred Cavern as a part of their holy duties.
Area 1-12 – Slime Chamber (EL 5): Read or para-
A successful application of the legend lore spell lets phrase the following:
the characters know the whole sad tale of the
This chamber appears empty except for the
Mastodon Clan. Clever use of several spells
dust of several centuries and a dozen tiny
(including stone tell and similar magics) can possi-
skeletons that might belong to rats. At the far
bly aid the characters in discovering the above
north end of the chamber, you see the wall is
(GM’s discretion). The tragic history of the story is
sundered with many dozen thick cracks.
too far removed from the present day for bardic
knowledge to reveal any of it. Attached to the 15-foot ceiling of this chamber is an
Once this story is fully understood by the charac- ochre jelly, which crept in through the cracks on the
ters, the soul of Dharv can go on to its great reward. wall and has been dining on rats ever since. This
He asks the characters to pass on the story of isn’t to say that it would turn down a nice meal of
Great Grandfather Mastodon and the Mastodon Slow Adventurer.
Clan. Then he disappears, forever.

New Deity: Great Grandfather Survival Domain


Mastodon Deities: Great Grandfather Mastodon, other ancient
Great Grandfather Mastodon gives the gifts of his deities
noble progeny to ensure the survival of the primitive Granted Power: You gain the Track feat and add
people of Dharv’s world. For providing the single most Survival to your list of cleric class skills.
important element of the survival of the region’s
Neanderthals, devotees always give thanks before Survival Domain Spells
and after the hunt and sacrifice the best parts of the 1 – Detect animals or plants
mastodon kills to the Great Grandfather. Priests are 2 – Create food and water
expected to carve the story of Great Grandfather 3 – Plant growth
Mastodon and the Mastodon Clan in stone at some 4 – Repel vermin
point during their religious career. 5 – Commune with nature
6 – Find the path
Alignment: Neutral Good 7 – Control weather
Domains: Nature, Protection, Strength, Survival 8 – Sympathy
9 – Foresight
Typical Worshipers: Primitive Man
Favored Weapon: Fire-hardened Longspear

24
Tactics: The ochre jelly drops down on the first indi- Area 1-14 – Chieftain’s Chamber (EL 8): Read or par-
vidual to enter the chamber, attempting to defeat, aphrase the following:
dissolve and digest any organic matter it can get its
pseudopods on. At the center of this chamber is an ancient
throne of stone and ivory. The carved stone
Ochre Jelly: CR 5; Large ooze; HD 6d10+36; hp seat has two inset mammoth carvings which
69; Init -5; Spd 10 ft., climb 10 ft.; AC 4, touch 4, flat- cross above it. Set on a narrow natural shelf in
footed 4; Base Atk +4; Grp +10; Atk/Full Atk +5 the west wall is a spear, adorned with feathers
melee (2d4+3 plus 1d4 acid, slam); Space/Reach and topped with a sharp stone head. Around
10 ft./5 ft.; SA acid, constrict 2d4+3 plus 1d4 acid, the room are scattered straw mats and the rub-
improved grab; SQ blindsight 60 ft., split, ooze bish of ancient animal hides.
traits; AL N; SV Fort +8, Ref -3, Wis -3; Str 15, Dex
1, Con 22, Int -, Wis 1, Cha 1. Characters will note that the symbol of the Tall
Skills: Climb +10. Warrior (first seen in area 1-10) is carved into the
Acid (Ex): An ochre jelly secretes a digestive back of the throne.
acid that dissolves only flesh. Any melee hit or con- The spear hanging on the wall is a +2 animal bane
strict attack deals acid damage. spear, which has been borne by a long succession
Constrict (Ex): An ochre jelly deals automatic of the chieftains of Dharv’s people.
slam and acid damage with a successful grapple
check. The throne is magically cursed. If any of the players
Improved Grab (Ex): To use this ability, an sit on it, the entire cavern begins to collapse. Once
ochre jelly must hit with its slam attack. It can then someone triggers the curse, read or paraphrase the
attempt to start a grapple as a free action without following:
provoking an attack of opportunity. If it wins the You hear a rumble deep in the earth. Cracks
grapple check, it establishes a hold and can con- start to appear in the ceiling, and in the next
strict. instant, dust is everywhere. The rumbling gets
Split (Ex): Slashing and piercing weapons and louder and louder.
electricity attacks deal no damage to an ochre jelly.
Instead the creature splits into two identical jellies, Any player immediately stating that they run for the
each with half of the original’s current hit points exit to the cavern (and has a speed of at least 15
(round down). A jelly with 10 hit points or less can- feet) escapes before the tunnels completely cave
not be further split and dies if reduced to 0 hit in. Those who fail to immediately leave (waiting two
points. rounds or about fifteen seconds) find the ceiling
coming down on their heads. They can either stand
Area 1-13 – Pit Trap (EL 2): Read or paraphrase the there and die, or run and try to escape. Characters
following: who waited this long to flee must make a DC 13
The floor of this chamber is thick with dust-cov- Reflex save every round as they flee. If they fail,
ered straw mats. The walls are hung with the they take 1d6 damage from falling rocks and must
decayed remnants of several animal hides. make an DC 15 Fortitude save to avoid being
knocked prone. Ten rounds after the debris stars
Midway down this passageway is a 20-foot-deep pit falling, the roof caves in entirely and anyone left is
lined with sharp stones. Characters who walk crushed.
across it get a Reflex save (DC 20) to jump back
before falling in. Characters who fall in take damage If the cave is destroyed before the players learn the
from both the fall and the sharp stones, and will like- entire secret of the Mastodon Clan (see area 1-10),
ly need aid getting out: the walls are steep, sharp the ghost of Dharv haunts them forever, appearing
and afford few handholds (Climb DC 22). to bedevil them from time to time during their
adventuring careers. (See “Concluding the
Spiked Pit Trap: CR 2; mechanical; location trig- Adventure” for more information.)
ger; manual reset; DC 20 Reflex save avoids; 20 ft.
deep (2d6, fall); multiple targets (first target in 2 Cursed Throne Trap: CR 8; magic device; touch
adjacent 5-ft. squares); pit spikes (Atk +10 melee, trigger (alarm); automatic reset; cavern collapse (10
1d4 spikes per target for 1d4+2 each); Search DC rounds to escape or be crushed); Search DC 32;
18; Disable Device DC 15. Disable Device DC 32.

25
Concluding the Adventure If Kina is killed in the cave, the necromantic effect of the
cavern and the presence of Dharv cause her soul to
If the characters learn the story of the Mastodon Clan become a ghost, which may or may not blame the
and free Dharv, the ghost goes on to its eternal rest, adventurers for her death (GM discretion). If she does
never to say so much as boo to another living soul. If blame the party, she haunts them wherever they rest,
you feel it’s appropriate to your game, you might give no matter how many times she is defeated, until the
the party a moderate XP bonus for figuring out the story characters commit some great act of atonement to her
(say 200-500 XP each). and her family.
If the characters make an enemy of Dharv and fail to If, by some strange confluence of circumstance and PC
learn the story of the Mastodon Clan, the ghost never whimsy, one or more of the characters manages to
lets them rest. For the rest of its existence, it returns either revive the worship of Great Grandfather
every so often to haunt and bedevil the party, always at Mastodon or take it up themselves, an amazing event
the least opportune moments. The party can destroy the occurs: Great Grandfather Mastodon himself awakens
ghost again and again, but it just continues to return after the first ceremony is performed in his honor. He
until someone returns to the cave and learns the story. returns to minor deity status and can have clerics and
grant spells. This cosmic event brings about the return
If Kina is returned to her family, they are overjoyed. The of the mastodon, which had been largely extinct. Within
grateful merchant offers the characters 250 gp worth of a decade there are whole herds roving across the cold
equipment (including weapons, armor and horses, if extremes of the world, perhaps providing sustenance to
they wish). Kina herself is profoundly changed by the a new generation of followers. Need we specify that this
experience. She claims to dream of mastodons and all happens at the GM’s discretion?
hears the voice of Dharv every night. Perhaps she’ll
grow up to be a shaman…

26
Players’ Handout A
Trim along dotted line.

Permission granted to photocopy this page for personal use.

Players’ Handout B

27
28
Dungeon Crawl Classics
Heroes’ End
By Stephen S. Greer
AN ADVENTURE FOR CHARACTER LEVELS 4-6

the first token, a lock of hair from a maiden trapped in a


Introduction nearby tower, the PCs must defeat the implacable Black
Remember the golden days of role playing, when Knight who rides a massive charger named Maelstrom.
adventures were underground, NPCs were there to be However, not all is as it seems. The Black Knight is a
killed, and the finale of every dungeon was the dragon charmed would-be hero whose mind has been poisoned
on the 20th level? Well, those days are back. Dungeon by the damsel in the tower. She is a polymorphed suc-
Crawl Classics feature bloody combat, intriguing dun- cubus, a beautiful demon that seduces and devours
geons, and no NPCs who aren’t meant to be killed. potential rescuers. The PCs must find a way to get a lock
Each adventure is 100% good, solid dungeon crawl, of her hair by defeating her, convincing her to trade with
with the monsters you know, the traps you fear, and the them, or by other clever stratagems.
secret doors you know must be there somewhere. The second token is a magical shoe worn by a wizened
Heroes’ End is a short adventure designed for 4-6 char- dwarf harridan living in an enormous boot with her
acters of 4th through 6th level. We recommend 20-30 horde of children. The curious abode is called Fester
character levels between the party members. While Boot, and it is home to a family of feral cannibals: a
characters can be of any basic character class, a good dwarven crone named Ma and her score of “children,” a
mix of character classes is helpful. See the “Scaling family of halfling man-eaters kept in check by the old
Information” section for ways to tailor this adventure to dwarf. Her right shoe is a powerful magic item that
your group’s unique style of play. makes her nearly impervious to harm. The PCs must
hack their way through the teeming mass of hungry
Adventure Summary halfling savages to get to Ma and claim the shoe.
However, getting it from her poses an interesting chal-
The PCs enter a demiplane called Heroes’ End and lenge that will test the PCs’ problem-solving skills and
meet the citizens of a tent town full of failed adventurers. tactical ability.
They learn that the only way out of the demiplane is to
obtain 2 tokens that activate a gate back to their home Without these tokens the PCs face an uncertain future
world. Each token is guarded by powerful foes. To obtain with the rest of the failed adventurers in Heroes’ End.

29
priately. Some specific changes to the adventure should
Game Master’s Section include:
Encounter Table Weaker Parties (3 or fewer characters, or lower than
4th level): At area 2-4 change the strangle briers to nor-
To help the GM prepare, we have included a quick ref- mal briers infested with 2 spider swarms. Replace
erence table showing all encounters at a glance. Loc – Neareatha in area 2-5 with a harpy. Give her a level of
the location number keyed to the map for the encounter. sorcerer with charm person and disguise self. Remove
Pg – the module page number that the encounter can one or two of the debased halfling warriors from each
be found on. Type – this indicates if the encounter is a encounter involving them. Remove one or two of the
trap (T), puzzle (P), or combat (C). Encounter – the key mastiffs from area 4-1. At area 4-2, use a CR 3 spiked
monsters, traps, or NPCs that can be found in the pit trap (see DMG, Chapter 3, Traps).
encounter. Names in italics are classed NPCs. EL – the
Stronger Parties (7 or more characters, or higher
encounter level.
than 6th level): Add 2-3 spider swarms infesting the
Loc Pg Type Encounter EL strangle briers in area 2-4. Advance Neareatha’s HD by
two to four, increasing her CR to 8 or 9. Add one to three
1-1 33 P The Way Out Portal – more debased halfling warriors to each encounter with
them. Add an additional 1 or 2 crow swarms to area 3-
1-2 33 C Korrigan One-Tusk 4
3. Add two to three more mastiffs to area 4-1. Change
Rufus, hunting dog
the trap in area 4-10 to a CR 5 Fusillade of Darts trap
1-3 35 C Sister Fairhand 4 (see DMG, Chapter 3, Traps).
1-4 35 C Lord Riker of the 5 Getting the Players Involved
House of Owls
Sir Ethan Heroes’ End can only be entered via a gate opened by
Servants (4) the Tome of Tales (see the Tome of Tales sidebar). The
Tome of Tales lures adventurers into the numerous fairy
2-1 37 C Lazlo the Carpenter 5 tale demiplanes it connects to. Your job as the GM is to
2-3 38 C The Black Knight 5 play the cunning trickster, and to get your players to
Maelstrom, heavy enter the gate to Heroes’ End. Below are suggestions
warhorse on how to accomplish this.

2-4 39 C Strangle briers (2) 5 A favorite of the Tome’s tricks is to create an illusion in
a dungeon or other locale of something appealing to
2-5 39 C Neareatha 7 PCs (a treasure chest, a library full of priceless tomes,
(a.k.a. “Rapunzel”) a short hallway ending at a special looking door, etc.)
with its major image ability. It then opens a gate, con-
3-2 42 C Debased halfling 7
cealed by the illusion, in a spot where the PCs will
War1 (6)
unknowingly walk through it.
3-3 42 C Crow swarm (2)4
The Tome of Tales replaces a spellbook or other magi-
4-1 43 C Mastiff (5) 5 cal text a PC recently purchased. When he attempts to
use it, the Tome of Tales opens a gate around him and
4-2 44 T Spiked pit trap 5 closes it before the character can escape. When the
4-3 44 C Debased halfling 6 rest of the player characters come looking for their
War1 (4) friend, the Tome opens a disguised gate and mimics
their ally’s voice to lure them in (+14 Bluff modifier and
4-7 45 C “Ma” 8 speaks Common, Abyssal, Draconic, and Sylvan). Add
the original book the PC purchased to the adventure as
4-10 47 T Metal Coil Trap 4
extra treasure.
Scaling Information Although this entails eliminating the Tome of Tales as
the facilitator in getting the PCs to Heroes’ End, you can
Heroes’ End is designed for four to six characters of lev-
drop a malfunctioning teleportation device into the
els 4-6, but may be adjusted to suit parties of different
adventure you run prior to this one. PCs stepping into its
sizes or levels. To begin with, adjust all NPC character
area of effect are sent on a one-way trip to Heroes’ End.
levels up or down, as appropriate, by a number equal to
that which the average party levels of your group devi-
ates from 4-6. Remember to alter the treasure appro-

30
Features of Heroes’ End long as they transport the caster within Heroes’ End. A
spell such as plane shift intended to transport the cast-
Heroes’ End is loosely styled after the themes of the er out of the demiplane simply does not function, but is
children’s tale “Rapunzel” and the nursery rhyme “There still lost as a prepared spell, spell slot, or use of a spell-
was an Old Woman Who Lived in a Shoe.” You and your like ability for the day. Spells with the teleportation
players may recognize references to other familiar sto- descriptor cast from other planes may sometimes mal-
ries as well. Heroes’ End has the following planar traits. function and bring visitors into the demiplane through a
All other aspects are normal. sort of fluctuating one-way “back door.”
Self-Contained Shape. Heroes’ End is hemispherical Guardian Rejuvenation. The guardians of the 2 tokens
in shape and measures approximately 50 miles across. needed to open The Way Out Portal are unique in that
Its borders wrap, so if the PCs reach an edge they sim- Heroes’ End restores them to their former state after
ply pass through to the opposite side. they have been slain or otherwise defeated.
Divinely morphic. Heroes’ End is alterable by the
deranged god that created it. Mortals must use spells or Background Story
physical effort to affect a change here.
Once upon a time there lived a wizard named Dolerous.
Mildly Chaotic-aligned and Evil-aligned. Lawful and Amongst his other interests, he had a great love and
good creatures take a -2 circumstance penalty on all fascination for children’s stories, fairy tales, and other
Charisma-based checks in Heroes’ End. fantastical works of fiction. During his many journeys
and adventures he built up an impressive library of
Enhanced and Limited Magic. Spells and spell-like
books and tomes on these subjects. As he grew older,
abilities from the Enchantment school are extended (as
Dolerous became increasingly erratic in his behavior
the Extend Spell metamagic feat, but the spells do not
and was viewed as eccentric in the extreme by some,
require higher-level slots). As a demiplane, there is only
and stark, raving mad by others.
one way in (the Tome of Tales) and one way out (The
Way Out Portal), but see below. Spells and spell-like Late in his life, he disappeared into his library and
abilities with the teleportation descriptor function as began the long and arduous task of compiling an
abridged collection of all his favorite stories. He named
DCC World this large work of literature “Tome of Tales.” The more
Dolerous worked on his masterpiece, the more he want-
The ubiquitous Tome of Tales (detailed in Appendix II ed to make it something unique, something the world
and in Dungeon Crawl Classics #38: Escape from the had never seen before. He tried various magical
Forest of Lanterns) can be found nearly anywhere enhancements and experiments, but they all fell short of
across the face of Áereth, but the mighty codex was his grand vision.
last reported in the hands of Gol’zul of the Seven During his research, Dolerous came across an ancient
Tongues, a rapacious warlock of no small ambition. set of scrolls he had forgotten about. The scrolls out-
lined a magical rite that involved calling upon a mysteri-
ous god of great power, but of unpredictable nature and
caprice. Dolerous seized upon the idea of conducting
the rite to empower his book with all of the grand pow-
ers he envisioned for the Tome of Tales, aware, yet
unconcerned of the dangers it entailed.
Dolerous prepared the Tome of Tales for the magical
rite, and went through all of the steps outlined in a ritu-
al that lasted for several days. Infused with the power of
this mysterious god of chance, luck, and insanity, the
book was ensorcelled with tremendous power, sen-
tience, and a capricious will. Using Dolerous as a con-
duit, the divine entity created numerous small, infantile
demiplanes budding from a single nexus – the Tome of
Tales. Each young demiplane grew and developed into
twisted progenies of the collective imagination of
Dolerous and the crazed god.
During the next few months Dolerous found that the
magical tome could take him to small worlds where the

31
stories he so loved were given life. However, during
Tome of Tales (Minor Artifact) what would be his last visit, he met an untimely end in
one of the newly formed demiplanes, the first of his cre-
This large, bulky book is bound in dark brown ation’s many victims. The tome then disappeared to
leather and tied with a chord of braided, black uni- spread its mischief elsewhere in the known worlds,
corn hair. Created by a powerful wizard with the nesting in dragon hoards, wizard’s libraries, and more
direct aid of a mysterious god, this book of chil- mundane locales, waiting to be found.
dren’s stories and fairy tales possesses great intel-
ligence. It is a gateway to numerous demiplanes,
budding from the book’s central nexus like grapes
Player Beginning
on a vine. The demiplanes are perverted reflec- However you decide to transport the PCs to Heroes’
tions of the stories within the tome. Such is the End, read the following once you have affected their
nature of the Tome of Tales that its very presence arrival.
in any locale twists fate and circumstance in odd
ways. A house may be struck by lightning and burn The world seems to tilt and drop out from beneath you.
to the ground on a clear day or a gambler might win Everything is dark… After a moment of disorientation,
a fortune, but suddenly die choking on a bit of food. you suddenly find yourself standing on a grassy knoll
overlooking a small settlement made up of a motley col-
The Tome of Tales appears randomly throughout lection of tents ranging from simple one-man affairs to a
the known worlds. Wherever it appears, strange luxurious pavilion fit for a king. Mixed among the tents
things happen and often people disappear myste- are a few poorly built log buildings one might find in a
riously. simple thorp. Men and women dressed in armor and
bristling with weapons mingle with robed academicians,
The Tome of Tales speaks and reads Common,
minstrels, and goat herders. The community appears to
Abyssal, Draconic, and Sylvan.
be built around a large stone arch, which serves as a
Tome of Tales: book of fairy tales; AL CN; Int 18, curious town square.
Wis 10, Cha 18; Speech, telepathy, 120 ft. darkvi-
Rolling hills blend with meandering streams, small
sion, blindsense, and hearing; Ego score 21.
forests, and soaring mountain peaks in the distance.
Lesser Powers: 10 ranks in Bluff (+14), Knowledge White puffy clouds drift lazily across a summer sky.
(local) (+14), and Knowledge (the Planes) (+14) Everything seems idyllic and peaceful, yet you feel an
itching “wrongness” about it.
Greater Powers: At will – detect thoughts, major
image; 3/day – clairvoyance
Special Purpose: Draw creatures into its fairy tale Character Death, Level
demiplanes
Advancement, and Gear
Dedicated Power: Gate at will, and the spell effect
may take any visual form it desires Since this adventure takes place in a closed demi-
plane that has trapped many adventurers, you
Personality: The Tome of Tales often goes by have a large pool of possible replacement charac-
“Tom” when interacting with others. Tom learns as ters you can draw from. The exact motivations and
much as possible about new groups of people backgrounds for each replacement PC are left up
before revealing itself. When it does, it is quite to you and your players to work out.
chatty and freely regales listeners with the tales
penned on its pages, even creating extravagant GMs that award experience points at the end or
illusions to accompany the stories it contains. beginning of each session should allow the char-
When it finds one that catches its listeners’ fancy, it acters to level up during the adventure any time
creates a portal to one of its demiplanes and trans- they attain enough XP to do so.
ports its audience there, preferably without their The town is stocked with simple things one might
knowledge since it loves surprises. It can accom- find in a small community, but it lacks specialized
plish this quite easily by masking planar travel items such as magical scrolls, potions, and even
behind illusions. When questioned about other some of the basic gear in the equipment section of
subjects, Tom is courteous, but evasive, steering the PHB. However, some of the NPCs in the tent
the subject back to the stories it enjoys telling. town might be convinced to trade items they have
Strong conjuration; CL 20th; Weight 3 lb. in their possession or craft them if they possess the
skill.

32
Level 1: The Tent Town of Failed Heroes
This community is unique in that its citizenry is made up radiates strong conjuration magic. By placing a lock
of adventurers that want to escape the demiplane. of hair from Neareatha’s head (area 2-5) and Ma’s
There is a communal feeling of temporariness, thus magic iron shoe (area 4-7) in the correct niches, a
most of them live in tents that can be taken down quick- gate opens to the PCs’ home world, which lasts for
ly once they see an opportunity to leave Heroes’ End. 1 round. It then dissipates and the tokens disap-
Upon entering the town, the PCs are sure to attract a pear. The iron shoe returns to Fester Boot (see that
crowd wanting to know where they came from and if section for more details). The process of obtaining
they have the tokens for the arch (see The Way Out the tokens must be repeated to open the portal for
Portal below). Others simply watch the PCs suspicious- anyone that didn’t make it through.
ly or see them as more additions to the sorry collection
of adventurers living there. The arch is made of magically treated stone.

A few NPCs have stats provided. Feel free to populate Gate Portal: magically treated stone arch; 5-10 ft.
the rest of the town as you see fit. Chapter 4 of the DMG thick; hardness 16; hp 1,080 per 10 ft. section; SR
has a few sample NPCs already generated for immedi- 32; Break DC 70; Climb DC 22
ate use. As a general rule, none of the NPCs should If the PCs acquire the tokens and place them in
have class levels higher than the player characters. their niches, return to this section and read or para-
Tent Town (thorp): Nonstandard; AL N; Population: 61; phrase the following.
40 gp limit; Assets: 120 gp; Mixed (human 79%, halfling A light flashes between the arches and is sud-
9%, elf 5%, dwarf 3%, gnome 2%, half-elf 1%, half-orc denly replaced by a familiar scene: home. A
1%) breeze wafts through the portal carrying with it
Authority Figures: Lord Riker of the House of Owls all of the scents you remember from your
(area 1-4); Sister Myriam Fairhand (area 1-3); Korrigan homeland, but the image begins to waver, as if
One-Tusk (area 1-2) they are about to disappear in the next
moment!
Wandering Monsters Call for Initiative from your players after reading the
There are no wandering monsters here, however, PCs above. Do not explain why. The PCs have a single
entering the territory of hostile citizens may find trouble round to get through the portal before the gate clos-
there if they aren’t careful. es on 1 in the Initiative order (in case of a tie the
gate has a +0 modifier). Any PCs failing to get
Areas of the Map through it in time are stuck in Heroes’ End until they
acquire the tokens again. See the Concluding the
Area 1-1 – The Way Out Portal: Read or paraphrase Adventure section for suggestions on how to deal
the following to the players: with this.
Rising 20 ft. into the air, this ancient-looking Area 1-2 – “One-Tusk’s Eatin’ Shack” (EL 4): Read or
arch is approximately 15 ft. across and 10 ft. paraphrase the following to the players:
thick where it sinks into the earth. It tapers
slightly as it rises, reaching a width of about 5 This log hut has a single large window with a
ft. at its arch. Letters engraved prominently at flat wooden counter extending from it and a sin-
the top read, “The Way Out.” Near the base of gle door around the corner. A burly half-orc
each column are small niches with symbols and wearing a crudely made apron leans out the
words engraved over them. window smoking a long wood and silver pipe. A
sign above the window reads “One-Tusk’s
The left column bears a symbol of a braid or Eatin’ Shack.”
perhaps a coil of rope. Above it are the words,
“A lock from fair Rapunzel’s head.” The right This simple establishment serves up surprisingly
column bears a symbol of a boot. The engrav- tasty fare, including boar, pheasant, rabbit, and wild
ing above it reads, “The wretched mother’s fruits and vegetables.
shoe.” Korrigan’s tent is a dozen feet away. It is made of
The arch is aptly named, and serves as a teasing stitched together hides and comfortably holds up to
reminder to the trapped adventurers living around it 4 occupants, though only he and his hunting dog
that the means of their escape is so near. The arch Rufus use it.

33
Korrigan quickly saw his worth as an experienced melee (1d8+6/x3) or +1 composite long bow [+4
woodsmen and hunter among the “softer” adventur- Str] +8 ranged (1d8+5/x3) or +1 composite long
ers living here and built the only eatery in the com- bow [+4 Str] +6/+6 ranged (1d8+5/x3); SA Favored
munity. Many of the other citizens could probably enemy animals +2; SQ Animal companion, combat
hunt and forage on their own, and some do, but style (archery), darkvision 60 ft., empathic link, half-
many of them don’t bother since Korrigan is willing orc traits, share spells, wild empathy +4; AL CN; SV
to do it for them. Whether they mind Korrigan’s arbi- Fort +6, Ref +6, Will +1; Str 18, Dex 14, Con 14, Int
trary fees or not, the townsfolk pay and have 12, Wis 10, Cha 6.
become increasingly dependant on the half-orc Skills and Feats: Climb +6, Craft (bowmaking)
ranger. +4, Hide +5, Jump +6, Knowledge (nature) +8,
Listen +5, Move Silently +5, Profession (cook) +5,
Development: Korrigan had been hunting a mag- Search +4, Spot +5, Survival +7, Swim +6, Use
nificent white stag when he suddenly found himself Rope +5, Endurance, Point Blank Shot, Rapid Shot,
in the Eastern Woods of Heroes’ End, snared by the Track, Weapon Focus (composite longbow).
Tome of Tales. Korrigan discovered the others Possessions: +1 studded leather, masterwork
stuck here and has made the best of his situation. spear, +1 composite longbow [+4 Str], quiver with
He is loyal to no one except Rufus his hunting dog. 20 arrows, backpack, bedroll, fish hook and line,
He is neutrally pleasant unless flagrantly insulted or flint & steel, 50 ft. silk rope, trail rations (3 days),
attacked. waterskin.
The prices of “One-Tusk’s Eatin’ Shack” change to Rufus, Male Hunting Dog: CR 1; Medium animal;
match what each customer can trade. Korrigan HD 2d8+4; hp 13; Init +2; Spd 40 ft.; AC 16, touch
sometimes accepts IOUs, which he can collect on 12, flat-footed 14; Base Atk +1; Grp +3; Atk/Full Atk
whenever he wants. Some residents have worked bite +3 melee (1d6+3); SA –; SQ Bonus trick, low-
out deals as part-time employees in exchange for light vision, scent; AL N; SV Fort +5, Ref +5, Will +1;
food. There’s usually at least one person helping Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
here, often covering for Korrigan when he leaves to Skills and Feats: Jump +8, Listen +5, Spot +5,
hunt. Swim +3, Survival +1 (+5 when tracking by scent);
Korrigan One-Tusk, Male Half-Orc Rgr4: CR 4; Alertness, Track.
Medium humanoid (half-orc); HD 4d8+8; hp 26; Init Tricks Known: Attack, Come, Defend, Down,
+4; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Guard, Heel, Seek, Track.
Atk +4; Grp +8; Atk masterwork spear +9 melee
(1d8+6/x3) or +1 composite long bow [+4 Str] +8
ranged (1d8+5/x3); Full Atk masterwork spear +9

Problems with the Locals


How the PCs go about opening the gate portal once they’ve obtained the tokens may be problematic. All of the
NPCs in town have been waiting for something to happen at The Way Out Portal. Most of them have figured out
what they need to do to open the gate, but have failed in their attempts.
If the PCs make no effort to hide the fact that they have the tokens, Lord Riker may attempt to organize the tent
town citizenry into groups based on how long individuals have been trapped in the demiplane. Those that have
been trapped the longest will be first through the gate when it opens, and those that have come more recently
will leave in groups to follow (which would put the PCs last in line!). Only a quarter of the people would be able
to get through in time.
On the other hand, there are a few unsavory types that may attempt to take the tokens from the PCs by force,
and others that may try to buy the tokens from them. Korrigan and a few of his friends might fall into the cate-
gory of those willing to part with nearly anything in trade for the tokens and resort to force if that doesn’t work.
Others may simply latch onto the PCs and attempt to include themselves in their party, tagging along everywhere
they go, shadowing their every move so they won’t get left behind.
Probably the most convenient way of getting home without these hassles would be to simply sneak out with Hide
and Move Silently checks. Of course, PCs sympathetic to the plight of the rest of the failed heroes may try to
come up with their own plan to get everyone home. All of the above can make for an entertaining series of
events.

34
Area 1-3 – The Infirmary (EL 4): Read or paraphrase Area 1-4 – Lord Riker’s Pavilion (EL 5): Read or par-
the following to the players: aphrase the following to the players:
A sign near the entrance of a large tent made of A magnificent pavilion occupies a large swath
smaller stitched together tents and blankets of ground. Within, several folding wooden
reads: “The Infirmary.” The open tent flaps chairs surround a collapsible table covered with
reveal several makeshift cots in neat rows and teacups, saucers, and a teakettle. A man of
a thin tarp separating this area from another obvious nobility wearing a fine red silk doublet
section at the back. with a crest depicting a black owl on a check-
ered background occupies one of the chairs,
This Infirmary measures 10 feet by 25 feet. It is the while another man in simple leather armor and
home and workplace of the only cleric in the com- tunic occupies the one opposite him. Several
munity, Sister Myriam Fairhand. While perusing her servants stand ready to serve them.
holy texts one evening, she found that the Tome of
Tales had replaced them. The book beguiled her This is the pavilion of Lord Riker, a paladin and
into Heroes’ End and she has been here ever since. nobleman of the House of Owls. He was tricked into
The townsfolk in Heroes’ End defer to Sister Myriam Heroes’ End while exploring a dungeon with Sir
in most spiritual matters, and she has proved Ethan (the man sitting at tea with him) and their
invaluable as a healer. entourage of retainers.
There are 6 cots in the infirmary made from animal Lord Riker is a man of order and reason, and he
hides stretched over simple wooden frames. The naturally assumed the role of leader in Heroes’ End.
partition at the back of the tent conceals Sister He frequently patrols the area on foot with his
Fairhand’s small sleeping area and shrine to Delvyr entourage, offering assistance or advice (whether it
(or any benevolent deity you wish to substitute). is wanted or not), acting as arbiter and judge in dis-
agreements, and boosting the morale of the citi-
Development: If your party lacks a cleric or other zens. Naturally, not all of the citizens like having a
character class with healing abilities, Sister paladin around. There are several thieves, a necro-
Fairhand can provide healing for them. Whether mancer that keeps his practices hidden, and a mur-
she demands any kind of payment or barter for her dering soldier that all have reasons to want Lord
services is up to you. Riker out of the picture. The rest cannot help but
Sister Myriam Fairhand, Female Human Clr4: like and admire him.
CR 4; Medium humanoid (human); HD 4d8+4; hp Development: Lord Riker and his companion, Sir
22; Init -1; Spd 30 ft.; AC 14, touch 9, flat-footed 14; Ethan, are more than willing to assist the PCs in
Base Atk +3; Grp +4; Atk/Full Atk +1 heavy mace +6 finding a place to bed down, provide some basic
melee (1d8+2); SA Greater turning 1/day, turn information about the lay of the land, and introduce
undead 5/day (+4, 2d6+6); SQ Aura of good, spon- them to other NPCs like Korrigan and Sister
taneous casting (cure spells); AL NG; SV Fort +6, Fairhand. Lord Riker, like everyone else in Heroes’
Ref +1, Will +8; Str 13, Dex 8, Con 12, Int 10, Wis End, knows about the tokens that are needed to
16, Cha 14. open the gate, but advises that the risk of death is
Skills and Feats: Diplomacy +4, Heal +11, so incredibly high that such a venture is simply not
Knowledge (arcana) +2, Knowledge (religion) +5, worth the risk. He attempts to persuade the PCs to
Profession (healer) +8, Spellcraft +2; Brew Potion, blend in with the rest of the citizens and try to make
Skill Focus (Heal), Weapon Focus (Heavy Mace). the best of their new lives. Lord Riker is no coward;
Spells (5/4+1/3+1; save DC 13 + spell level; he has simply seen too many visitors die trying to
Domains: Healing, Sun): 0 – create water, cure get the tokens, and has even failed to do so himself,
minor wounds (2) (CL 5), detect magic, detect poi- though he lived to tell about it. If the PCs are deter-
son; 1st – bless, comprehend languages, cure light mined to get the tokens (which they should be), he
wounds (CL 5)*, deathwatch, sanctuary; 2nd – cure wishes them luck and warns them about the Black
moderate wounds (CL 5)*, delay poison, hold per- Knight guarding Rapunzel’s Tower and the vile
son, spiritual weapon. *Domain spell. man-eating children (he only knows the halflings’
Possessions: masterwork chain shirt, light descriptions secondhand) living in Fester Boot.
wooden shield, +1 heavy mace, cloak of resistance
+1, 4 potions of cure light wounds (CL 5), belt pouch Lord Riker of the House of Owls, Male Human
(10 gp and 18 sp), cleric’s vestments, healer’s kit, Ari2/Pal3: CR 4; Medium humanoid (human); HD
spell component pouch, waterskin. 2d8+2 plus 3d10+3; hp 30; Init +0; Spd 20 ft.; AC
17, touch 10, flat-footed 17; Base Atk +4; Grp +6;
Atk/Full Atk +1 longsword +8 melee (1d8+3/19-20)

35
or composite longbow [Str +2] +4 ranged
(1d8+2/x3); SA Smite evil 1/day (+3 to hit, +3 to
Level 2: Rapunzel’s Tower
damage); SQ Aura of courage, aura of good, detect A 40-ft. tower of aged white marble partially covered in
evil, divine grace, divine health, lay on hands (9 ivy and briers creeping up its sides is nestled in a small
points); AL LG; SV Fort +7, Ref +4, Will +8; Str 14, clearing in a copse near the Eastern Woods. The briers
Dex 10, Con 12, Int 8, Wis 13, Cha 16. grow much thicker around the base of the tower, forming
Skills and Feats: Diplomacy +16, Knowledge a natural, prickly barrier against trespassers. The plants
(nobility and royalty) +4, Knowledge (religion) +4, conceal a stout door into the tower, which is locked and
Ride +5, Sense Motive +6; Power Attack, Skill stuck from disuse. The tower has a single narrow win-
Focus (Diplomacy), Weapon Focus (longsword). dow at its topmost level that looks down onto the clear-
Possessions: +1 breastplate, masterwork light ing and the path that leads up to it. The ground level is
steel shield with black owl crest, +1 longsword, dag- simply an empty chamber with a winding staircase along
ger, composite longbow [Str +2] with 20 arrows, the inner wall climbing to the chamber above.
potion of bull’s strength (CL 3), potion of cure light
wounds (CL 1), backpack, belt pouch (25 gp, 30 sp, A succubus named Neareatha has been imprisoned
10 cp), noble’s outfit, silver holy symbol, waterskin. here for as long as the demiplane has existed. The
upper level of the tower acts as a magic summoning cir-
Sir Ethan, Male Human Ftr2: CR 2; Medium cle, focused inward to keep her there. She may only be
humanoid (human); HD 2d10+4; hp 15; Init +5; Spd released when she has lured 666 living souls into her
30 ft.; AC 15, touch 11, flat-footed 14; Base Atk +2; prison. She has a long way to go, but she is ambitious
Grp +4; Atk/Full Atk masterwork greatsword +6 and patient.
melee (2d6+3/19-20) or short sword +4 melee
(1d6+2/19-20); SA –; SQ –; AL NG; SV Fort +5, Ref Neareatha poses as the storybook damsel in distress,
+1, Will +1; Str 15, Dex 13, Con 14, Int 8, Wis 12, Rapunzel, trapped in the tower by an evil witch. She
Cha 10. knows about The Way Out Portal, and that a lock of her
Skills and Feats: Climb +3, Handle Animal +7, hair is needed to activate it. However, she has no inten-
Jump +3, Ride +5; Improved Initiative, Skill Focus tion of letting her hair go so easily. Her boudoir is littered
(Handle Animal), Power Attack, Weapon Focus with the bones of past heroes that have clambered
(greatsword). through her window in hopes of gaining one of her pre-
Possessions: +1 studded leather, masterwork cious locks. She knows that many of the residents of
greatsword, short sword, backpack, belt pouch (5 this demiplane are trapped here, and if she must endure
gp, 10 sp, 28 cp, pearl worth 100 gp), explorer’s this place then so shall they.
outfit, waterskin.
Rapunzel’s tower window is 25 ft. from the ground level.
Servant, Male Human Exp1 (4): hp 4 each; It measures 4-ft.-high-by-2 1/2-ft.-wide; thus, only one
Profession (servant) +8. person of Medium size may squeeze through it at a
time.
Tower Walls: 5 ft. thick; hardness 8; 450 hp; Break DC
50; Climb DC 15
Tower Door: 2 in. thick; hardness 5; 20 hp; Break DC
23, Open Lock DC 27; Search DC 20 to locate

Wandering Monsters
There is a 10% chance (1-2 on d20) every hour spent
traveling along the Eastern Road or the hilly grasslands
and copses nearby that the PCs have an encounter
from the list below. Determine the result of the
encounter by rolling 1d20:
d20 Encounter
1-3 2 Ogres
4-8 1d4+1 Tent Town Citizens
9-10 Troll
11-14 One Tusk and Rufus (stats as in area 1-2)
15-18 1d4+1 Dire Badgers
19-20 Ettin

36
The following statistics are provided for easy reference. weapon fighting; AL CE; SV Fort +9, Ref +2, Will +5; Str
23, Dex 8, Con 15, Int 6, Wis 10, Cha 11.
Ogre: CR 3; Large giant; HD 4d8+11; hp 29; Init -1; Spd Skills and Feats: Listen +10, Search +1, Spot +10;
30 ft.; AC 16, touch 8, flat-footed 16; Base Atk +3; Grp Alertness, Improved Initiative, Iron Will, Power Attack
+12; Atk/Full Atk greatclub +8 melee (2d8+7) or javelin SA – Superior Two-Weapon Fighting (Ex): An ettin
+1 ranged (1d8+5); Space/Reach 10 ft./10 ft.; SA –; SQ fights with a morningstar or javelin in each hand.
Darkvision 60 ft., low-light vision; AL CE; SV Fort +6, Because each of its two heads controls an arm, the ettin
Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, does not take a penalty on attack or damage rolls for
Cha 7. attacking with two weapons.
Skills and Feats: Climb +5, Listen +2, Spot +2;
Toughness, Weapon Focus (greatclub). Areas of the Map
Tent Town Citizen, Human Ftr2: CR 2; Medium Area 2-1 – A Lizard with a Ladder (EL 5): Read or par-
humanoid (human); HD 2d10+4; hp 15; Init +5; Spd 30 aphrase the following to the players:
ft.; AC 15, touch 11, flat-footed 14; Base Atk +2; Grp +4;
Atk/Full Atk masterwork longsword +6 melee A small stone cottage occupies a patch of land
(1d8+2/19-20) or short bow +4 ranged (1d6/x3); SA –; several dozen feet from the road. Long rough-
SQ –; AL N; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, cut logs are stacked against one of its walls.
Con 14, Int 8, Wis 12, Cha 10. Near the lumber, several workbenches hold
Skills and Feats: Climb +2, Jump +2, Ride +5, Swim various tools of carpentry: saws, hammers,
+4; Improved Initiative, Power Attack, Weapon Focus wood planes, sanding blocks, and an assort-
(longsword), Weapon Focus (short bow). ment of loose nails. A path from the cottage
Possessions: Masterwork chain shirt, masterwork leads to a shack near the road. A sign over the
longsword, short bow and 20 arrows, backpack, belt wide window facing the road reads, “Ladders
pouch (25 gp, 10 sp), explorer’s outfit, hemp rope, for Sale.”
waterskin.
This is the home and place of business of Lazlo the
Troll: CR 5; Large giant; HD 6d8+36; hp 63; Init +2; Spd lizardfolk carpenter, or Lazlo the Lizard. The reptilian
30 ft.; AC 16, touch 11, flat-footed 14; Base Atk +4; Grp carpenter has seized the opportunity to profit from
+14; Atk claw +9 melee (1d6+6); Full Atk 2 claws +9 attempts to rescue Rapunzel. Lazlo is friendly, and
melee (1d6+6) and bite +4 melee (1d6+3); happy to sell one of his 25 ft. ladders to the PCs for
Space/Reach 10 ft./10 ft.; SA Rend 2d6+9; SQ 5 gp or an equally valuable item in trade. He knows
Darkvision 90 ft., low-light vision, regeneration 5, scent; nothing helpful about Rapunzel’s Tower except that
AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, many adventurers have met an untimely end there,
Con 23, Int 6, Wis 9, Cha 6 and others have fled from the Black Knight. One
Skills and Feats: Listen +5, Spot +6; Alertness, Iron thing he does know is that if you want to get up to
Will, Track. the tower window you need a good ladder.
Dire Badger: CR 2; Medium animal; HD 3d8+15; hp 28; Development: Lazlo wants no part in a fight with
Init +3; Spd 30 ft., burrow 10 ft.; AC 16, touch 13, flat- the PCs. If attacked, he flees into his cottage and
footed 13; Base Atk +2; Grp +4; Atk claw +4 melee locks and bars the door (2 inches thick, hardness 5,
(1d4+2); Full Atk 2 claws +4 melee (1d4+2) and bite -1 hp 20, Open Lock DC 25, Break DC 28). If cor-
melee (1d6+1); SA Rage; SQ Low-light vision, scent; AL nered, he fights to the death if he can’t make some
N; SV Fort +7, Ref +6, Will +4; Str 14, Dex 17, Con 19, kind of deal with the PCs.
Int 2, Wis 12, Cha 10.
Skills and Feats: Listen +6, Spot +6; Alertness, Lazlo the Carpenter, Male Lizardfolk Exp5: CR 5;
Toughness, Track. Medium humanoid (reptilian); HD 2d8+1 plus
SA – Rage (Ex): A dire badger that takes damage in 5d8+5; hp 40; Init +0; Spd 30 ft.; AC 15, touch 10,
combat flies into a berserk rage on its next turn, clawing flat-footed 15; Base Atk +4; Grp +5; Atk/Full Atk
and biting madly until either it or its opponent is dead. It masterwork quarterstaff +6 melee (1d6+1) or light
gains +4 Strength, +4 Constitution, and -2 AC. The hammer +5 melee (1d4+1); SA –; SQ Hold breath;
creature cannot end its rage voluntarily. AL N; SV Fort +2, Ref +4, Will +4; Str 13, Dex 10,
Con 13, Int 10, Wis 10, Cha 10.
Ettin: CR 6; Large giant; HD 10d8+20; hp 65; Init +3; Skills and Feats: Appraise +5 (+7 carpentry-
Spd 30 ft.; AC 18, touch 8, flat-footed 18; Base Atk +7; related items), Balance +7, Craft (carpentry) +8,
Grp +17; Atk morningstar +12 melee (2d6+6) or javelin Diplomacy +9, Gather Information +2, Jump +8,
+5 ranged (1d8+6); Full Atk 2 morningstars +12 melee Knowledge (local) +5, Listen +2, Profession (mer-
(2d6+6) or 2 javelins +5 ranged (1d8+6); Space/Reach chant) +5, Sense Motive +5, Spot +2, Swim +9;
10 ft./10 ft.; SA –; SQ Low-light vision, superior two- Alertness, Negotiator, Skill Focus (Craft [carpentry]).

37
gauntleted fists and a dark steel shield bearing
a red crow in the other. He shouts, “Be gone
from this place or suffer my wrath, miscreants!”
The self-proclaimed Black Knight originally came
here, like many would-be heroes, to save the young
maiden locked in the tower. He is under the affects
of a charm spell, which compels him to “protect”
Rapunzel. His mind has been poisoned into believ-
ing that anyone approaching the tower is a threat to
her.
Tactics: The Black Knight charges the nearest PC
using his Ride-By Attack and Spirited Charge feats.
He circles, and then charges the next closest
enemy, repeating this tactic as often as possible to
inflict double damage with each attack. He is aware
of the strangle briars and their locations, and avoids
getting too close to them, but may try to lure the
PCs into their reach. The Black Knight is fanatical in
his duty, fighting to the death to “defend the Lady.”
Development: If the Black Knight is targeted by a
dispel magic or break enchantment spell that suc-
ceeds on a DC 23 caster level check, it breaks the
charm. He warns the PCs that the maiden in the
tower is not what she seems. If the party is sorely
lacking a strong fighter type in the group, he can
make a good NPC, and helps them out until his
Possessions: Light hammer, masterwork quar- debt is paid. Otherwise, he gallops away after wav-
terstaff, potion of cure light wounds (CL 1st), pouch ing his thanks, anxious to be gone from this
containing 25 gp and 2 sapphires each worth 100 accursed place.
gp, gold ring worth 250 gp.
Ad Hoc XP Award: If the PCs break the spell on
Area 2-2 – Tower Marker: Read or paraphrase the fol- the Black Knight rather than killing him, award XP
lowing to the players: as if they had defeated him in combat.
The Eastern Road enters a stretch of rolling Black Knight, Male Human Ftr4: CR 4; Medium
grassy hills with a scattering of trees and scrub. humanoid (human); HD 4d10+8; hp 40; Init +1; Spd
About a mile down the road a divergent path 20 ft.; AC 21, touch 11, flat-footed 20; Base Atk +4,
angles away from the main road into a large Grp +8; Atk/Full Atk +1 flail +10 melee (1d8+7); SA
thicket. A nearby sign reads, “Rapunzel’s –; SQ –; AL LN; SV Fort +6, Ref +2, Will +0; Str 18,
Tower” and points in the direction of the path. Dex 12, Con 14, Int 10, Wis 8, Cha 13.
Skills and Feats: Climb +2, Handle Animal +6,
Area 2-3 – The Black Knight (EL 5): Read or para- Intimidate +5, Jump +2, Ride +9; Mounted Combat,
phrase the following to the players: Power Attack, Ride-By Attack, Spirited Charge,
A tall stone tower surrounded by thick briers Weapon Focus (flail), Weapon Specialization (flail).
and ivy vines that claw their way up its sides Possessions: +1 full plate, masterwork light
rises from a small clearing at the center of the steel shield, +1 flail, gauntlets of ogre power,
thicket. The tower is approximately 40 ft. high warhorse.
with a peaked roof covered in overlapping Maelstrom, Heavy Warhorse: CR 2; Large animal;
slates. A narrow window some 25 ft. up appears HD 4d8+12; hp 30; Init +1; Spd 35 ft. (base 50 ft.);
to be the only entrance. AC 22, touch 10, flat-footed 21; Base Atk +3, Grp
Before you have a chance to examine the +11; Atk hoof +6 melee (1d6+4); Full Atk 2 hooves
structure, a man in black plate mail appears +6 melee (1d6+4) and bite +1 melee (1d4+2); SA –,
from the opposite side of the tower. He rides an SQ Low-light vision, scent; AL N; SV Fort +7, Ref
ebony steed, likewise armored, and clenches a +5, Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 13,
flail glowing with green, eldritch energy in one Cha 6.

38
Skills and Feats: Listen +4, Spot +4; SA – Constrict (Ex): A strangle brier deals
Endurance, Run. 1d6+7 points of damage with a successful grapple
Possessions: Masterwork full plate barding, check.
military saddle. Entangle (Su): A strangle brier can animate
plants within 30 ft. of itself as a free action (Ref DC
Area 2-4 – Strangle Briers (EL 5): Read or paraphrase 13 partial). The effect lasts until the vine dies or
the following to the players: decides to end it (also a free action). The ability is
The thorny tangle of brier patches nestled otherwise similar to entangle (caster level 4th).
against the tower are nearly 10 ft. thick at their Improved Grab (Ex): To use this ability, a stran-
base, but thinner where the vines climb the gle brier must hit with its slam attack. It can then
tower walls. attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the
A PC approaching the vines on the western side of grapple check, it establishes a hold and can con-
the tower may make a DC 20 Spot check to notice strict.
the door recessed in the tower’s base, which is con-
cealed by the thick, thorny vines. A second DC 20 Area 2-5 – Rapunzel’s Chambers (EL 7): Read or par-
Spot check allows the PC to recognize the briers as aphrase the following to the players:
a threat. Of course, getting this close may have dire A large canopy bed shrouded in a thin blue veil
results before the danger is apparent. dominates this 20-ft.-square room. A tall win-
These brier patches are sentient predator plants so dow looks out to the west, affording a good
closely related to assassin vines that only the dif- view of the clearing below. Besides the bed, the
ference in their appearance sets them apart. Many room’s furnishings consist of a tall vanity
would-be rescuers fall victim to their crushing vines. against the wall opposite the bed, a table with
Strangle briers use the same statistics as assassin two matching chairs, and a tall armoire. A dis-
vines. There are two patches hidden amongst the turbing mix of jasmine and the stench of
ordinary briers surrounding the tower. decomposition fills the chamber, the latter obvi-
ously coming from the bones and bloodstained,
Tactics: The strangle briers remain motionless until shredded clothing littering the floor.
a target is within their reach or until the PCs attempt
to harm them by hacking through with swords or Tactics: Neareatha calls for the PCs to climb up
axes. They use their entangle ability to animate the and rescue her. She does nothing while the PCs
adjacent briers to help them capture opponents. fight the Black Knight and the strangle briers. Once
a PC climbs into the tower window she attempts to
Treasure: The bones and rotting gear of many slain kiss him. The succubus continues to use her level-
adventurers is buried under a shallow layer of soil draining kiss if the targeted PC fails to save against
around the roots of the strangle briers. Each suc- her suggestion to accept more, or until she has
cessful DC 25 Search check through the dirt uncov- drained her victim of all of his character levels or Hit
ers one of the following intact items of treasure: 5 Dice. She uses her suggestion spell-like ability on
rotting leather belt pouches (pouch #1 contains 300 the next PC through the window, seductively telling
gp; pouch #2 contains a small crystal apple worth the character that his companions must be elimi-
50 gp, 78 gp, and 30 sp; pouch #3 contains 10 pp, nated.
33 sp, and a thunderstone; pouch #4 contains 3
onyxes worth 10 gp each and 25 sp; pouch #5 con- Neareatha waits until the party is weakened from
tains an unfinished love letter to someone named fighting each other, then assumes her true form and
Lavendria, 5 gp, and 42 cp), 2 lengths of silk rope attacks any remaining PCs in her chamber with her
(50 ft.), 3 longswords, 1 masterwork dagger, and a claws. Neareatha cannot use her own summoning
mithral chain shirt. abilities since she is a summoned creature herself.

Strangle Brier (2): CR 3; Large plant; HD 4d8+12; Treasure: The vanity contains several ivory and sil-
hp 30 each; Init +0; Spd 5 ft.; AC 15, touch 9, flat- ver combs and brushes worth 300 gp for the set, a
footed 15; Base Atk +3; Grp +12; Atk/Full Atk slam gold necklace with a single firedrop worth 200 gp,
+7 melee (1d6+7); Space/Reach 10 ft./10 ft. (20 ft. and several sets of earrings and rings worth a total
with vine); SA Constrict 1d6+7, entangle, improved of 480 gp. The brushes each have many strands of
grab; SQ Blindsight 30 ft., camouflage, immunity to Neareatha’s hair stuck in them.
electricity, low-light vision, plant traits, resistance to Development: When Neareatha is slain, she sim-
cold 10 and fire 10; AL N; SV Fort +7, Ref +1, Will ply vanishes, leaving a fading scream behind.
+2; Str 20, Dex 10, Con 16, Int –, Wis 13, Cha 9. However, until Neareatha has fulfilled her duty of

39
luring souls into the tower, death at the hands of the +19, Knowledge (local) +12, Listen +19, Move
PCs is temporary. After 24 hours, she returns to life, Silently +10, Search +12, Spot +19, Survival +2 (+4
still trapped in the tower, there to remain until work following tracks), Use Rope +1 (+3 with bindings);
is complete. Neareatha is somewhat aware of this, Dodge, Mobility, Persuasive.
as it has happened once before, though she does SA – Energy Drain (Su): Neareatha drains
not fully understand it. If the PCs can persuade her energy from a mortal she lures into some act of
to give up a lock of her hair in trade (DC 35 passion, or by simply planting a kiss on the victim.
Diplomacy check), she is willing to do so for a dis- If the target is not willing to be kissed, Neareatha
missal spell. If the PCs have the means to cast the must start a grapple, which provokes an attack of
spell, by finding the scroll of dismissal in area 4-1 of opportunity. Neareatha’s kiss or embrace bestows
Fester Boot for example, her freedom is short-lived. one negative level. The kiss also has the effect of a
Without fulfilling her duties in Heroes’ End she is suggestion spell, asking the victim to accept anoth-
forced back to the tower 24 hours later. Woe to the er kiss from the Neareatha. The victim must suc-
next adventurers that she encounters in this event. ceed on a DC 21 Will save to negate the effect of
the suggestion. The DC is 21 for the Fortitude save
If the PCs simply try to take a lock of hair by force, to remove the negative level.
they may attempt to grapple Neareatha. If they pin Spell-Like Abilities: At will–charm monster (DC
her, they can pluck a single strand of hair from her 22), detect good, detect thoughts (DC 20), ethereal
head with each successful grapple check. jaunt (self plus 50 pounds of objects only), poly-
Ad Hoc XP Award: If the PCs gain Neareatha’s morph (humanoid form only, no limit on duration),
lock of hair by diplomacy instead of combat, award suggestion (DC 21), greater teleport (self plus 50
them XP as if they had defeated her in combat. pounds of objects only). Caster level 12th.
Summon Demon (Sp): Once per day
Rapunzel (Neareatha), Polymorphed Succubus: Neareatha can attempt to summon 1 vrock with a
CR 7; Medium outsider (chaotic, extraplanar, evil); 30% chance of success. This ability is the equiva-
HD 6d8+6; hp 33; Init +1; Spd 30 ft., fly 50 ft. (aver- lent of a 3rd-level spell.
age); AC 20, touch 11, flat-footed 19; Base Atk +6; SQ – Tongues (Su): Neareatha has a perma-
Grp +7; Atk claw +7 melee (1d6+1); Full Atk 2 claws nent tongues ability (as the spell, caster level 12th).
+7 melee (1d6+1); SA Energy drain, spell-like abili- Possessions: cloak of resistance +3 with silver
ties, summon demon; SQ Damage reduction fox head clasp worth 50 gp.
10/cold iron or good, Darkvision 60 ft., immunity to
electricity and poison, resistance to acid 10, cold
10, and fire 10, spell resistance 18, telepathy 100
ft., tongues; AL CE; SV Fort +9, Ref +9, Will +10;
Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26.
Skills and Feats: Bluff +19, Concentration +10,
Diplomacy +12, Disguise +27 (+29 acting [both
modifiers are while polymorphed]), Escape Artist
+10, Gather Information +10, Hide +10, Intimidate

Spell Mishap
If a spell with a verbal component results in a random effect, roll d8 to determine the effect from the table below.
d8 Result
1-4 The caster is outlined in faerie fire (no save).
5 The spell fizzles in a noxious puff of smoke with the same effect as a stinking cloud centered on the
spellcaster with a save DC equal to that of the intended spell.
6 A random spell is triggered. One of the caster’s prepared or available spells of the same level affects
the target (regardless of range and automatically hits) or is centered on the target if it is an area of effect.
If there are no more available spells of that level, the caster is dazed for 1 round instead (no save).
7 The caster is rendered unconscious as the sleep spell (no save).
8 Arcane energy envelops the caster for 1 round, dealing 1d6 damage/level of the spell (no save).

40
Level 3: The Forest of Stolen Words
Several forests are scattered across the face of Heroes’ combatant that it continues to fight without penalty even
End. However, The Forest of Stolen Words (better while disabled or dying.
known as the Western Woods by the people of the tent
town) bears an odd enchantment that sets it apart from Giant Constrictor Snake: CR 5; Huge animal; HD
the others. Spoken words are somehow stolen from the 11d8+14+3; hp 63; Init +3; Spd 20 ft, climb 20 ft., swim
mouths of those that utter them while under its leafy 20 ft.; AC 15, touch 11, flat-footed 12; Base Atk +8; Grp
boughs. This makes talking a tad difficult, as parts of +23; Atk/Full Atk bite +13 melee (1d8+10);
conversations are simply stolen by the forest itself. Space/Reach 15 ft./10 ft.; SA Constrict 1d8+10,
Listen checks suffer a -4 penalty, and anything requiring improved grab; SQ Scent; AL N; SV Fort +8, Ref +10,
a Concentration check has its DC increased by 2. Will +4; Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2.
Skills and Feats: Balance +11, Climb +17, Hide
The forest’s effect is particularly troublesome for spell- +10, Listen +9, Spot +9, Swim +16; Alertness,
casters that attempt to cast spells or use spell comple- Endurance, Skill Focus (Hide), Toughness.
tion items with verbal components, such as scrolls. In SA – Constrict (Ex): On a successful grapple check,
the Forest of Stolen Words these spells simply fail, but a giant constrictor snake deals 1d8+10 points of dam-
there is a 50% chance (1-10 on d20) that a random age.
effect occurs instead (see the Spell Mishap sidebar). Improved Grab (Ex): To use this ability, a giant con-
Single command word items such as wands and some strictor snake must hit with its bite attack. It can then
wondrous items are not subject to this effect. attempt to start a grapple as a free action without pro-
voking an attack of opportunity. If it wins the grapple
Wandering Monsters check, it establishes a hold and can constrict.
There is a 20% chance (1-4 on d20) every hour spent in Stirge: CR 1/2; Tiny magical beast; HD 1d10; hp 5; Init
the Forest of Stolen Words that the PCs have an +4; Spd 10 ft., fly 40 ft. (average); AC 16, touch 16, flat-
encounter with some of its denizens. Determine the footed 12; Base Atk +1; Grp -11 (+1 when attached);
result of the encounter by rolling 1d20: Atk/Full Atk touch +7 melee touch (attach);
Space/Reach 2 ? ft./0 ft.; SA Attach, blood drain; SQ
d20 Encounter Darkvision 60 ft, low-light vision; AL N; SV Fort +2, Ref
1-4 Giant Stag Beetle +6, Will +1; Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6.
5-8 Dire Boar Skills and Feats: Hide +14, Listen +4, Spot +4;
9-10 Giant Constrictor Snake Alertness, Weapon Finesse.
11-14 8 Stirges SA – Attach (Ex): If a stirge hits with a touch attack,
15-18 2 Giant Wasps it uses its eight pincers to latch onto the opponent’s
19-20 Dire Bear body. An attached stirge is effectively grappling its prey.
The following statistics are provided for easy reference. The stirge loses its Dexterity bonus to AC and has an
AC of 12, but holds on with great tenacity. Stirges have
Giant Stag Beetle: CR 4; Large vermin; HD 7d8+21; hp a +12 racial bonus on grapple checks. An attached
52; Init +0; Spd 20 ft.; AC 19, touch 9, flat-footed 19; stirge can be struck with a weapon or grappled itself. To
Base Atk +5; Grp +15; Atk/Full Atk bite +10 melee remove an attached stirge through grappling, the oppo-
(4d6+9); Space/Reach 10 ft./5 ft.; SA Trample 2d8+3; nent must achieve a pin against the stirge.
SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +8, Blood Drain (Ex): A stirge drains blood, dealing 1d4
Ref +2, Will +2; Str 23, Dex 10, Con 17, Int –, Wis 10, points of Constitution damage in any round when it
Cha 9. begins its turn attached to a victim. Once it has dealt 4
SA – Trample (Ex): Reflex half DC 19. The save DC points of Constitution damage, it detaches and flies off
is Strength-based. to digest the meal. If its victim dies before the stirge’s
Dire Boar: CR 4; Large animal; HD 7d8+21; hp 52; Init appetite has been sated, the stirge detaches and seeks
+0; Spd 40 ft.; AC 15, touch 9, flat-footed 15; Base Atk a new target.
+5; Grp +17; Atk/Full Atk gore +12 melee (1d8+12); Giant Wasp: CR 3; Large vermin; HD 5d8+10; hp 32;
Space/Reach 10 ft./5 ft.; SA Ferocity; SQ Low-light Init +1; Spd 20 ft., fly 60 ft. (good); AC 14, touch 10, flat-
vision, scent; AL N; SV Fort +8, Ref +5, Will +8; Str 27, footed 13; Base Atk +3; Grp +11; Atk/Full Atk sting +6
Dex 10, Con 17, Int 2, Wis 13, Cha 8. melee (1d3+6 plus poison); Space/Reach 10 ft./5 ft.; SA
Skills and Feats: Listen +8, Spot +8; Alertness, Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV
Endurance, Iron Will. Fort +6, Ref +2, Will +2; Str 18, Dex 12, Con 14, Int –,
SA – Ferocity (Ex): A dire boar is such a tenacious Wis 13, Cha 11.

41
Skills and Feats: Spot +9, Survival +1. recently found the necklace in the woods, but has no
Poison (Ex): Injury, Fortitude DC 14, initial and sec- idea that it is more than a pretty piece of jewelry.
ondary damage 1d6 Dex.
Debased Halfling War1 (6): CR 2; Small humanoid
Dire Bear: CR 7; Large animal; HD 12d8+51; hp 105; (augmented halfling); HD 1d8+6; hp 12 each; Init
Init +1; Spd 40 ft.; AC 17, touch 10, flat-footed 16; Base +7; Spd 20 ft.; AC 18, touch 14, flat-footed 15; Base
Atk +9; Grp +23; Atk claw +19 (2d4+10); Full Atk 2 Atk +1; Grp +4; Atk claw +5 melee (1d3+3) or mas-
claws +19 melee (2d4+10) and bite +13 melee (2d8+5); terwork heavy crossbow +6 ranged (1d8/19-20);
Space/Reach 10 ft./5 ft.; SA Improved Grab; SQ Low- Full Atk 2 claws +5 melee (1d3+3) and bite +0
light vision, scent; AL N; SV Fort +12, Ref +9, Will +9; melee (1d4+1) or masterwork heavy crossbow +6
Str 31, Dex 13, Con 9, Int 2, Wis 12, Cha 10. ranged (1d8/19-20); SA Improved grab, rend
Skills and Feats: Listen +10, Spot +10, Swim +10; 2d3+4; SQ Fast healing 5, halfling traits, low-light
Alertness, Endurance, Run, Toughness, Weapon Focus vision; AL CE; SV Fort +6, Ref +4, Will +2; Str 16,
(claw). Dex 17, Con 17, Int 6, Wis 12, Cha 6.
SA – Improved Grab (Ex): To use this ability, a dire Skills and Feats: Climb +7, Hide +7, Jump +0,
bear must hit with a claw attack. It can then attempt to Listen +3, Move Silently +5, Swim +4; Improved
start a grapple as a free action without provoking an Initiative, Toughness.
attack of opportunity. SA – Improved Grab (Ex): If a debased halfling
warrior hits an opponent of Small size or smaller
Areas of the Map with a claw attack, it deals normal damage and can
attempt to start a grapple as a free action without
Area 3-1 – Cacophonous Whispers: Read or para- provoking an attack of opportunity. If it gets a hold,
phrase the following to the players: it deals automatic rend damage. Debased crea-
Stepping into the shadowy woods, the leaves tures have a +4 circumstance bonus on all Grapple
stir in a breeze that carries disembodied whis- checks (already figured into the stat block).
pers gibbering nonsensically in hundreds of dif- Rend (Ex): If a debased halfling warrior hits with
ferent voices and languages. both claw attacks, it latches onto the opponent’s
body and tears the flesh. The attack automatically
This effect is more or less constant throughout the deals 2d3+4 points of damage.
PCs’ trek through the forest. On average, it should Possessions: Leather armor, masterwork heavy
take the PCs about 3-4 hours to reach Fester Boot crossbow and 10 bolts.
following footpaths with an occasional sign pointing
them in the correct direction Area 3-3 – Forest’s Edge (EL 4): Read or paraphrase
the following to the players:
Area 3-2 – Hunting Party (EL 7): Read or paraphrase
the following to the players: The path leads out of the forest down into a
small hollow. At the forest’s edge a grim collec-
A group of six dirty, disheveled children emerge tion of bony human and humanoid carcasses
from the woods ahead of you. As they step out (elves, dwarves, and a gnome) have been tied
onto the path, you can see that two of them are to crossed posts like necrotic scarecrows.
dragging a large, bloody boar using ropes tied Dozens of crows perch on branches nearby,
around the dead carcass. Spotting your group, while others pick at the corpses with gore-
they suddenly lose interest in their kill and stained beaks. Their beady, black eyes
begin to close the distance between you. observe you dispassionately as you approach.
As the small hunters get closer, it is obvious that A wooden sign further up the path reads, “We
they are halflings. This is a group of debased eat trespassers!”
halfling warriors that were heading back to Fester There are a total of 2 crow swarms here. They are
Boot with their latest kill. Now that they’ve spotted aggressive and jealous of their latest meal.
the PCs, they ditch the dire boar in favor of sweet-
er meat...the adventurers. Tactics: The crow swarms attack any PCs that
approach within 10 ft. of the corpses or otherwise
Tactics: The debased halflings fire their crossbows meddle with their food.
then close for melee with their claws and bites.
They attempt to surround the PCs. Development: An examination of the corpses
reveals that most of the flesh has been stripped
Treasure: One of the halflings has a necklace of from their bodies. A successful DC 15 Heal or
fireballs type V wadded up inside a dirty belt pouch Knowledge (nature) check allows the PCs to notice
along with some feathers and polished rocks. He that, aside from what the crows have done to them

42
Level 4: Fester Boot
There was an old woman who lived in a shoe
She had so many children she didn’t know what to do.
She gave them some broth without any bread,
Then whipped them all soundly and put them to bed.
– Nursery rhyme
The colossal leather shoe known as Fester Boot is nes-
tled in a hollow between the rocky foundations of the
surrounding mountains and the Forest of Stolen Words.
It and its residents are a twisted perversion of the nurs-
ery rhyme above. It boasts several windows, a tin chim-
ney rising from a wooden shingled roof, and a stout
door.
Fester Boot has numerous rooms spread out over three
separate levels, with each level connected by stout
wooden ladders. The rooms have no doors. Instead, a
ragged curtain or tattered cloth hangs over the open-
ings. The windows are simply holes cut in the thick
leather boot and covered from the inside by dark,
ragged cloth nailed over the openings. The front door
was obviously not originally intended for the giant boot,
and sits crookedly in its frame, but is quite sturdy
nonetheless.
There are nearly a score of debased halflings that live
there are bite marks in the rotting flesh that appear here, though they’re usually not all in residence at the
to have been made by small humanoids (the same time. The halflings are kept in line by a vicious
debased halflings living down in the hollow in Fester dwarven crone named Ma, who is far more cruel and
Boot). bloodthirsty than her “children”. Ma is the keeper of the
second of two tokens required to open The Way Out
If combat ensues, the angry shrieks and caws of the
Portal: the iron shoe. Its affects are already calculated
crows alerts the residents of Fester Boot that trou-
in Ma’s stat block. Also, see the Donning the Iron Shoe
ble may be headed their way.
sidebar.
Crow Swarm (2): CR 2; Tiny animal (swarm); HD
Exterior Walls: 6 in. thick; hardness 2; hp 30; Break DC
4d8+3; hp 13; Init +2; Spd 5 ft., fly 40 ft. (good); AC
30; Climb DC 20.
14, touch 14, flat-footed 12; Base Atk +3; Grp –;
Atk/Full Atk swarm (1d6); Space/Reach 10 ft./0 ft.; Interior Walls: 1 in. thick; hardness 1; hp 5; Break DC
SA Distraction; SQ Half damage from slashing and 20; Climb DC 20.
piercing, low light vision; AL N; SV Fort +4, Ref +6,
Will +3; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6 Strong Wooden Door: 2 in. thick; hardness 5; hp 20;
Skills: Listen +5, Spot +6. Break DC 25; Open Lock DC 25.
Feats: Toughness, Weapon Finesse.
Distraction (Ex): Any living creature vulnerable
Wandering Monsters
to a crow swarm’s damage that begins its turn with There are no wandering monsters in Fester Boot.
a swarm in its square must succeed on a DC 12
Fortitude save or be nauseated for 1 round. Areas of the Map – First Level
Area 4-1 – The Yard (EL 5): Read or paraphrase the
following to the players:
An enormous leather boot covered in filth dom-
inates a small hollow between the nearby
woods and mountains. The sheer weight of the
colossal boot has caused it to sink a few inch-

43
es into the loamy soil it rests on. A peaked roof shoe is made of. An open arch draped with a
of wooden shingles, many missing, covers the stained curtain that might have once been red
top of this odd structure, and a dilapidated pick- is the only other exit from the room.
et fence surrounds its perimeter. The yard
inside the sagging fence is strewn with junk – If Fester Boot’s occupants are unaware of the PCs
tattered backpacks, tools, belts, shredded arrival to the hollow, several long wooden planks
clothing, rotting food, bones, and other bric-a- are laying on the ground side-by-side in the center
brac. There are several makeshift windows portion of the floor covering the trap. If the halflings
along the side of the boot and a heavy iron are ready for the PCs, they pull the planks into area
banded door that hangs awkwardly in its frame. 4-3 after setting the dogs loose.

Unless the residents of Fester Boot are on alert, a The 10-ft.-by-10-ft. section of floor in the center of
pack of near feral mastiffs are picking through the the foyer is a leather flap concealing a 40-ft. deep
refuse in the yard. These guard dogs are loyal and spiked pit trap. If 25 lbs. or more is applied to it, the
obedient to the debased halflings who breed them flap collapses under the weight, dropping the object
and train them to fight. or creature into the pit beneath it. The leather flap
springs back into place once the pressure is
If Ma and the halflings are aware of trespassers removed, automatically concealing the trap again.
entering the hollow, the dogs have already been The bottom of the pit is earthen and bristles with
called inside the boot. Once the PCs enter the yard, broken swords, daggers, and sharpened stakes
one of the halflings opens the door to let the dogs driven into the earth, with tips pointing up.
out with a shouted “Git ‘em!” In either case, the
dogs viciously attack any trespassers. Treasure: A coil of rope under one of the skewered
remains of past victims is actually a rope of entan-
Tactics: The mastiffs try to surround the PCs and glement. It appears in perfect condition, contrasting
knock them prone with their bite/trip attacks. The starkly with the decomposing gear around it.
mastiffs focus their attacks on enemies knocked
prone. A prone opponent suffers a -4 penalty to AC Development: The bottom of the leather flap is
and attack rolls. hung with bells that jingle loudly when the trap is
sprung. This alerts any residents in the adjacent
Treasure: A Search (DC 20) of the refuse littering rooms that there are uninvited bootguests.
the yard turns up several rotting coin pouches con-
taining a total of 2 gp, 28 sp, and 127 cp, 3 thun- Spiked Pit Trap: CR 5; mechanical; location trig-
derstones, a tanglefoot bag, a scroll of dismissal ger; automatic reset; DC 25 Reflex save avoids; 40-
(CL 7th), and a potion of cure serious wounds. ft. deep (4d6, fall); multiple targets (first target in
each of two adjacent 5-ft. squares); pit spikes (Atk
Mastiff (5): CR 1; Medium animal; HD 2d8+4; hp +10 melee, 1d4 spikes for 1d4+5 each); Search DC
16; Init +2; Spd 40 ft.; AC 16, touch 12, flat-footed 21; Disable Device DC 20.
14; Base Atk +1; Grp +3; Atk/Full Atk bite +3 melee
(1d6+3); SA Trip; SQ Low-light vision, scent; AL N; Area 4-3 – Lounge (EL 5): Read or paraphrase the fol-
SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, lowing to the players:
Int 2, Wis 12, Cha 6. This long room is filled with mismatched, dirty
Skills and Feats: Jump +8, Listen +5, Spot +5, furniture, including stools, chairs, a pair of
Swim +3, Survival +1 (+5 when tracking by scent); couches, and a pair of tables. Vermin skitter
Alertness, Track. along the ground at your approach, seeking the
SA – Trip (Ex): A mastiff that hits with a bite shadows and dark places under the furniture. A
attack can attempt to trip the opponent (+2 check pair of arches covered with dark curtains pro-
modifier) as a free action without making a touch vides the two other exits out of this room.
attack or provoking an attack of opportunity. If the
attempt fails, the opponent cannot react to trip the A group of 4 debased halfings are usually here laz-
mastiff. ing about, idly occupying themselves with snacks,
games involving throwing knives, or bickering
Area 4-2 – Foyer (EL 6): Read or paraphrase the fol- amongst themselves.
lowing to the players:
Tactics: If the debased halflings are on alert, they
The heavy outer door opens into a 20-ft.-by-20- are armed with crossbows from area 4-6. They wait
ft. chamber that smells of dirty, wet leather and for the sound of the trap being sprung in area 4-2
rotting refuse. The walls, floor, and ceiling are and then throw aside the curtain separating two
made of the same thick leather the enormous areas and begin making ranged attacks. Once the

44
PCs close with them, the halflings drop their cross- Treasure: The unfinished heavy crossbow is of
bows and use their claw and bite attacks. masterwork quality. The weapon is worth 150 gp to
a craftsman interested in finishing its construction.
Treasure: A collection of 10 matching silver and The tools are worth 55 gp.
gold throwing knives with decorative etching are
piled on one of the tables. They are masterwork Area 4-5 – Bedrooms:
quality and use the same stats as daggers. The
debased halflings use them for their knife-throwing These areas are all basically the same. They con-
games. The set is worth 3,270 gp. tain small unkempt beds, a variety of worthless
keepsakes, and open footlockers containing
Debased Halfling War1 (4): CR 2; Small humanoid stained – and for the most part dirty – clothes sized
(augmented halfling); HD 1d8+6; hp 12 each; Init for halflings.
+7; Spd 20 ft.; AC 18, touch 14, flat-footed 15; Base
Atk +1; Grp +4; Atk claw +5 melee (1d3+3) or mas- Area 4-6 – Weapon Room: Read or paraphrase the
terwork heavy crossbow +6 ranged (1d8/19-20); following to the players:
Full Atk 2 claws +5 melee (1d3+3) and bite +0 This room contains a wooden rack nailed to the
melee (1d4+1) or masterwork heavy crossbow +6 wall. It holds several crossbows, but is obvious-
ranged (1d8/19-20); SA Improved grab, rend ly sized to hold many more. A small table under
2d3+4; SQ Fast healing 5, halfling traits, low-light the rack is stacked with mismatched bolt cases
vision; AL CE; SV Fort +6, Ref +4, Will +2; Str 16, and crossbow bolts loosely scattered across its
Dex 17, Con 17, Int 6, Wis 12, Cha 6. surface. A spear is propped against the far wall
Skills and Feats: Climb +7, Hide +7, Jump +0, next to a wooden chest.
Listen +3, Move Silently +5, Swim +4; Improved
Initiative, Toughness. Treasure: Six Small masterwork heavy crossbows
SA – Improved Grab (Ex): If a debased halfling hang from the rack. The table holds 10 full bolt
warrior hits an opponent of Small size or smaller cases and 16 loose bolts sized for the crossbows
with a claw attack, it deals normal damage and can above them. If the debased halflings in area 4-3 are
attempt to start a grapple as a free action without on alert, four of the crossbows and bolt cases and
provoking an attack of opportunity. If it gets a hold, 4 of the loose bolts are missing from the table. The
it deals automatic rend damage. Debased crea- spear is nothing out of the ordinary. The chest con-
tures have a +4 circumstance bonus on all Grapple tains 3 short swords, 2 longswords, a heavy mace,
checks (already figured into the stat block). a cold iron spiked chain, and 2 longbows with quiv-
Rend (Ex): If a debased halfling warrior hits with ers containing a total of 18 arrows. The weapons in
both claw attacks, it latches onto the opponent’s the chest were looted from past kills. They are sized
body and tears the flesh. The attack automatically for Medium creatures.
deals 2d3+4 points of damage. Area 4-7 – Kitchen (EL 8): Read or paraphrase the fol-
Possessions: Leather armor, masterwork heavy lowing to the players:
crossbow and 10 bolts.
Several cabinets, tables, and shelves fill this
Area 4-4 – Workshop: Read or paraphrase the follow- large kitchen. Knives and cleavers stained from
ing to the players: frequent use and infrequent cleanings are stuck
Worktables rest against the far wall, one with a into the wooden tabletop. A large sooty iron
wooden stool in front of it, while a smaller table stove occupies a nearby corner. A wooden lad-
occupies a space along the wall near the arch- der leads up to the next level through a hole in
way leading in. Boxes and crates are piled hap- the ceiling.
hazardly in the remaining space. Numerous Ma can usually be found here. Two other archways
tools and curious bits of metal, springs, cables, exit the kitchen; one leads to a well-stocked larder,
and polished wood cover the worktables. A par- the other to an exit at the far end of the kitchen.
tially built crossbow occupies the smaller table.
Ma is a sour, old dwarven crone with disheveled
This is Ma’s workshop. She can build almost any grey hair and patchy whiskers. She wears the iron
common weapon with the tools here, but the major- shoe on her right foot and a clumpy leather boot on
ity of the materials in the room are for building the other. She is aware of her endless role as
crossbows. A PC with Craft (weaponsmithing) may guardian of the iron shoe, which keeps her in a foul,
recognize that the tools are for weapon building. hostile mood. She stands in front of one of the
There are enough raw and salvaged materials here tables chopping some meat for a stew she’s work-
to craft 4 crossbows of any size or type and 100 ing on. Even if Fester Boot is on alert she remains
crossbow bolts.

45
here, supremely confident in her own combat Ma, Debased Female Dwarf Bbn4: CR 6; Medium
prowess and the abilities of her debased halfling humanoid (augmented dwarf); HD 4d12+23; hp 55;
“children.” Init +0; Spd 30 ft; AC 22, touch 10, flat-footed 22;
Base Atk +4; Grp +13; Atk masterwork cleaver +10
Tactics: If the PCs make it this far, she growls, “You melee (1d6+5) or claw +9 (1d4+5); Full Atk master-
ain’t ‘a gittin’ the shoe, but I got somethin’ else ye work cleaver +10/+5 melee (1d6+5) and claw +4
can have,” and hefts her bloodstained cleaver. Ma melee (1d4+5) and bite +4 melee (1d6+2) or 2
then rages and wades into the midst of the PCs claws +9 melee (1d4+5) and bite +4 melee (1d6+2);
chopping with her cleaver. If any of the adventurers SA Improved grab, rage 2/day, rend 2d4+7; SQ
manage to damage her, she focuses her attacks on Damage reduction 10/–, darkvision 60 ft., dwarf
that opponent, attempting to kill him or cause him to traits, fast healing 5, fast movement, illiteracy, low-
flee, before returning her attention to the other PCs. light vision, spell resistance 32, trap sense +1,
She frequently taunts the PCs with how delicious uncanny dodge; AL CE; SV Fort +9, Ref +1, Will +2;
they look and what great additions some “man Str 20, Dex 10, Con 20, Int 8, Wis 13, Cha 6.
meat” will make to her stew. Skills and Feats: Appraise -1 (+1 weapons, +1
Development: This is a tough encounter that may metal and stone items), Climb +7, Craft (weapon-
take the PCs more than one attempt to overcome. smithing) +5, Jump +6, Listen +5, Spot +2, Survival
Spells that ignore spell resistance are a good way +5; Cleave, Power Attack, Toughness.
to deal with Ma. Another good tactic is to grapple SA – Improved Grab (Ex): If Ma hits a Medium
Ma and pin her. A successful disarm attempt can or smaller opponent with a claw attack, she deals
get the iron shoe from her foot (see the PHB, normal damage and can attempt to start a grapple
Chapter 8, Disarm and Grapple). For the purposes as a free action without provoking an attack of
of disarm attempts, the shoe is considered a poorly opportunity. If she gets a hold, she deals automatic
secured item. rend damage. Debased creatures have a +4 cir-
cumstance bonus on all Grapple checks (already
Ad Hoc XP Award: If the PCs defeat Ma, reward figured into her statistics block).
half again (+50%) as much XP for her CR. Rage (Ex): Twice per day, Ma may enter a fit of
rage that lasts for 10 rounds. While raging, Ma has
the following changes; hp 63; AC 20, touch 8, flat-
Iron Shoe (Minor Artifact) footed 20; Grp +15; Atk masterwork cleaver +12
melee (1d6+7) or claw +11 melee (1d4+7): Full Atk
This powerful protective item resembles nothing
masterwork cleaver +12 melee (1d6+7) and claw
more than an ordinary shoe of stout workmanship
+11 melee (1d4+3) and bite +6 melee (1d6+3) or 2
made of iron. It has no mate, but functions neverthe-
claws +11 melee (1d4+7) and bite +6 melee
less when worn on the foot of any humanoid crea-
(1d6+3); SA Rend 2d4+10; Fort +11, Will +4; Climb
ture. However, it is keyed to the immediate vicinity of
+9, Jump +8.
Fester Boot and only functions there.
Rend (Ex): If Ma hits with both claw attacks,
The iron shoe provides its wearer with the following she latches onto her opponent’s body and tears the
special qualities: flesh. The attack automatically deals 2d4+7 points
of damage.
• Damage reduction 10/– Possessions: +2 breastplate, masterwork
• +5 natural armor bonus cleaver, iron shoe, 4 potions of cure serious wounds
(CL 5th), key to trunk in area 4-10, gold necklace
• Spell resistance 32 set with sapphires worth 300 gp, pouch with 88 pp
and 3 rubies each worth 100 gp, 3 gold rings worth
Strong abjuration; CL 20th; Weight 5 lbs.
50 gp, 110 gp, and 200 gp.
Donning the Iron Shoe Second Level
Though the iron shoe may seem like a great treasure,
Area 4-8 – Trophy Room: Read or paraphrase the fol-
it only functions in the hollow occupied by Fester
lowing to the players:
Boot. While a PC may enjoy its benefits for a short
time, once he leaves this area, it is simply a heavy Shelves on the walls hold a variety of curios:
shoe made of iron. Regardless, once it is used to animal skulls, boar tusks, large fangs, porcu-
power The Way Out Portal, the iron shoe returns to pine quills, a long golden brown feather, and a
Fester Boot where it is once again donned by a reju- large piece of what appears to be insect chitin.
venated, and even surlier Ma. A pair of curtained arches lead to other rooms,

46
and a second ladder leads to a hole up to the
next level.
Level 5 (Optional): The
Examination of the curios reveals that not all of the Hinterlands of Heroes’ End
skulls are animals. There are several human, elf,
and half-orc skulls as well. The large feather came There are many dangerous areas in Heroes’ End that
from a griffon. have not been detailed. Feel free to allow your PCs to
explore these areas if they wish. See the Continuing
Area 4-9 – Upper Bedrooms: These sleeping cham- Adventures in Heroes’ End and Beyond section for a
bers are identical to the ones at area 4-5. few suggestions.

Third Level Wandering Monsters


Area 4-10 – Ma’s Bedroom (EL 4): Read or para- There are certainly many wandering monsters in the
phrase the following to the players: areas detailed below. Suggestions for what the PCs
may encounter there have been provided below, how-
This is the topmost room of this strange abode. ever, it is up to you as the GM to come up with appro-
A roof of sagging timbers and wooden shingles priate random encounters and fully flesh out the areas
covers the boot 15 ft. above you. A large, squat that follow.
bed rests against the far wall and mismatched
furniture, including trunks, stools, chairs, an Areas of the Map
armor stand, chests of drawers, and a small
table, round out the rest of this huge room’s Area 5-1 – The Mountains: The mountains of Heroes’
contents. End form a ring that hems in the rest of the demi-
plane on all sides. They are home to ogres, trolls,
Ma’s bedroom matches the rest of Fester Boot in giant vermin, griffons, and gargoyles. And those are
the quality of its filth and clutter. A search turns up just the monsters that live on the surface! Who
filthy clothing, vermin, a few odds and ends from the knows what horrors lurk in the dark places under
kitchen that have been misplaced here (a wooden the mountains?
spoon, measuring cup, salt shaker), and a bottle of
nasty smelling green cream Ma uses on burns, Area 5-2 – Northern Woods: Most of the forests of
abrasions, warts, and wrinkles. It doesn’t help with Heroes’ End are filled with normal woodland wildlife
any of those things, but she seems to think it does. and a few dire animals. However, the Northern
Woods are a dangerous place to traverse, being the
Unlike the other trunks and drawers, a black chest home of a fiercely territorial company of girallons,
with iron banding is locked (Open DC 25). Ma has which are fond of humanoid flesh. Luckily they do
the key. If the key is turned incorrectly in the lock or not pose a problem for those that avoid entering
an attempt is made to pick it, a pressure-sensitive their woods, as the girallons prefer to stay in the for-
trap is triggered after the lid is opened. A metal coil est.
lining the inside of the lid snaps down like a mouse-
trap as soon the object inside is disturbed. Area 5-3 – Southern Woods: The Southern Woods are
a dark and foreboding place filled with shadows,
Treasure: A +1 shock heavy crossbow and 2 cases will-o’-wisps, and poisonous plants and oozes. A
of bolts are stored inside the trapped chest. marshy quagmire at the center of the Southern
Development: The trap makes a loud “THWACK!” Woods is home to a green hag whose cozy cottage
sound when it is sprung. If the PCs have not always appears welcoming to those foolish enough
encountered Ma, she immediately rushes here to to venture that far into the forest. She appears as a
see who is trying to pilfer her prized possession. kindly old crone that never hesitates to invite travel-
She arrives in 4 rounds. ers in for dinner. One of her favorite meals happens
to be adventurers.
If the PCs make off with Ma’s crossbow they may
be able to use it as a bargaining chip to get the iron Area 5-4 – The Lizardfolk Village: Between the
shoe from her. Ma will do just about anything to get Southern Woods and the mountains bordering them
her favorite weapon back. She considers forfeiting is a small community of lizardfolk. They are peace-
the shoe a small price, and one she is willing to pay. ful and willing to trade with outsiders. However, the
monsters that dwell in the mountains above them
Metal Coil Trap: CR 4; mechanical; touch trigger; and the horrors lurking in the Southern Woods
manual reset; Atk +15 melee (2d4+4, metal coil); make visitors to their settlement few and far
Search DC 25; Disable Device DC 25. between.

47
Concluding the Adventure
Once the PCs have obtained the 2 tokens to open a gate and return to their home plane, the adventure is essen-
tially over. Of course, there is a chance that some of the characters do not make it through the portal before it clos-
es. This may be from hesitation on their part, NPC interference, or a variety of other reasons. Gaining both tokens
again is the only way to open another portal. The guardian rejuvenation quality of Heroes’ End means that the
PCs must face Neareatha and Ma all over again. While the PCs may have learned ways to better deal with them
from their first encounters with the two token guardians, so too have Neareatha and Ma learned more effective
ways to deal with the PCs. Their tactics will change to match what they remember of the PCs when they meet
again.
In the event that some of the PCs are left behind in Heroes’ End while their companions escaped, you can have
your players generate new PCs to join the characters that got stuck there or even allow them to take over running
Lord Riker, Sister Fairhand or Korrigan One-Tusk from the Tent Town of Failed Heroes.

Continuing Adventures in Heroes’ End and Beyond


The Hinterlands of Heroes’ End section details numerous other adventure locales within this demiplane. If your
players are enjoying their time in Heroes’ End and would like to explore more of it, there is no reason you have to
call it quits at The Way Out Portal. At your option, the gate may need more than just the tokens placed in their cor-
responding niches to activate it. Perhaps a command word must also be uttered. Rumors of a wise old crone liv-
ing in the heart of the Southern Woods can lead the PCs on an adventure to the quagmire at its heart to bargain
with the green hag for the command word. Maybe she knows it and maybe she doesn’t. Perhaps the word can
only be revealed through a special divination only she knows how to cast, but it requires special components that
the adventurers must obtain: a fresh girallon heart, a vial of blood from a troll, and a griffon feather.
You can create additional tokens that are needed to power The Way Out Portal, such as a silver chalice nestled
in a cluster of strangle briers in the Southern Woods. It lies among other treasure acquired by a string of will-o’-
wisps that lurk there. The PCs may also have to obtain a battered iron crown worn by a grizzled ogre chieftain in
his mountain stronghold.
If you plan to run DCC #38, “Escape from the Forest of Lanterns”, instead of opening a portal back to the PCs’
home world, you can instead open a shadowy gate to The Forest of Lanterns. Be sure you provide enough encoun-
ters and mini-adventures in Heroes’ End to get the characters to the appropriate level before you send them on
their way.

48
Heroes’ End

49
Level 1: The Tent Town of Failed Heroes

50
Level 2: Rapunzel’s Tower

51
Level 4: Fester Boot

52
Dungeon Crawl Classics
Tide of Evil
By Eric Artis
AN ADVENTURE FOR CHARACTER LEVELS 4-6

Introduction Adventure Summary


Remember the golden days of role playing, when The village of Sandyshore, once prosperous, is being
adventures were underground, NPCs were there to be extorted by an increasingly demanding trio of sea hags
killed, and the finale of every dungeon was the dragon that have moved into a nearby reef. The villagers, tired
on the 20th level? Well, those days are back. Dungeon of giving their prized pearls to the sea hags, are ready
Crawl Classics feature bloody combat, intriguing dun- to hire a group of adventurers to clear them out. The
geons, and no NPCs who aren’t meant to be killed. sea hags, however, are expecting trouble and are ready
Each adventure is 100% good, solid dungeon crawl, for it...
with the monsters you know, the traps you fear, and the
secret doors you know must be there somewhere. Game Master’s Section
Tide of Evil is designed for 4-6 characters of 4th level. Encounter Table
Although any of the basic character classes can be used,
paladins with their aura of courage and spellcasters with To help the GM prepare, we have included a quick ref-
access to remove fear will do especially well. Also, as erence table showing all encounters at a glance. Loc –
most of the dungeon is either partially- or fully-sub- the location number keyed to the map for the encounter.
merged, characters who prefer light armor will be more of Pg – the module page number that the encounter can
an asset than their heavily-armored companions. be found on. Type – this indicates if the encounter is a
trap (T), puzzle (P), or combat (C). Encounter – the key
DMs should familiarize themselves with the swimming monsters, traps, or NPCs that can be found in the
rules in the Player’s Handbook and the aquatic terrain encounter. Names in italics are classed NPCs. EL – the
and underwater combat rules in the DMG before play- encounter level.
ing this adventure.

53
Loc Pg Type Encounter EL of the hags’ displays of power. They are forced to
make port in Sandyshore where they learn of the
1-1 56 T Bestow curse trap 4 hags and their extortion from the patrons of the
1-2 57 C Sea cat skeleton 3 Sodden Sailor.

1-3 57 C 3 scrag skeletons 6 • A merchant in a nearby town (but originally from


Sandyshore) knows of the plight of the villagers
1-4 58 C Merrow 3 there and hires the PCs to help. He tells them to
contact village council for more details.
1-5 58 C 2 Medium shark 4
zombies No matter what hook is used, the council promises the
party 2,000 gp in pearls and gives each character a
1-6 59 C Grol, male merrow 5 potion of water breathing (10 hour duration) to use.
Bbn2 Characters worried about their heavy armor are offered
1-7 60 C 2 merrows 5 the use of a suit of studded leather (there are enough
suits for everyone who wants one). The council can also
1-8 60 C Giant lobster 4 provide tridents and spears for those who wish them.
1-9 61 C 3 sea hags 7
Background Story
1-10 62 C Aquatic mimic 4
The village of Sandyshore was once the envy of every
1-11 63 C Neral, lacedon Rog3 4 fishing village for miles. Not only did they have an
excess of fish in their waters and vast pearl-bearing
Scaling Information oyster beds, they also had a sea cat living in a nearby
Although Tide of Evil is designed for 4th level charac- coral reef that kept the waters around the village shark-
ters, it can be adjusted to accommodate smaller parties free. But all that changed when a covey of sea hags and
or parties of higher-level characters. Use the following their merrow servants, recently chased out of their old
guidelines to make the adjustments: home by a dragon turtle, decided the reef would be a
perfect new home.
Weaker parties (3 or fewer characters): Change the
bestow curse trap at the entrance to a hail of needles The hags and merrows made short work of the sea cat
trap (DMG pg. 71); remove one merrow from each and, copying the Stormbringer clan of storm giants,
encounter and lower Grol’s barbarian levels by one. began extorting protection money in the form of a share
of the pearl harvest from the villagers. At first, the citi-
Stronger parties (7 or more characters, or charac- zens of Sandyshore resisted, but after a particularly
ters above 4th level): Make the bestow curse trap nasty week of unabated storms and attacks by the mer-
curse the victim with a -4 penalty to attack rolls, saves, row on any fisherman or diver braving the storms, the
ability checks, and skill checks until the curse is village agreed.
removed and couple it with a fusillade of spears trap;
add a level or two of barbarian to each merrow; add 8 Month after month, the hags demanded more and more
HD to the giant lobster, a level or two of sorcerer to each from the villagers until the people could no longer pay
of the sea hags, and 8 HD to the aquatic mimic. For the extortion and still feed their families. Surreptitiously,
even more difficulty, have the hags summon a storm the villagers have gathered together a small cache of
after the players defeat the scrags in area 3, making the potions of water breathing with the intention of hiring
water throughout the reef rough (Swim DC 15) and some adventurers to clear out the hags and their mer-
stormy in area 8 (Swim DC 25). rows.
But the hags have not been idle; they know that even-
Getting the Players Involved tually the people of Sandyshore will try to get rid of
There are a number of ways to get the adventurers them. In preparation for an attack, the hags have bol-
involved in the situation at Sandyshore. stered their defenses by creating a number of undead
guardians: skeletons from the corpses of the sea cat
• The characters are traveling through Sandyshore and a trio of scrags, and two zombies from a pair of
on their way to another destination and are hired by sharks. Also, they have managed to forge an alliance
the village council. A secret meeting is held with an aquatic mimic to watch over their treasures.
between the characters and the council to discuss
the details of the mission.
• The PCs are traveling by ship and are caught in one

54
The Village of Sandyshore The Sodden Sailor: A two-story tavern and inn cater-
ing to the fisherfolk, divers, and wharf workers. Vishan,
Sandyshore (village): Conventional; AL LG; 200 gp a half-elf of aquatic elf parentage (Com1), runs this well-
limit; Assets 9250 gp; Population 925; Mixed (human lit, friendly bar. He’s taciturn and emotionless for an
731, halfling 83, elf 46, dwarf 28, gnome 19, half-elf 9, innkeeper but that has only endeared him to the locals,
half-orc 9). who refer to him as “Ol’ Stoneface.” An air of cama-
raderie normally pervades the atmosphere but it has
Authority Figures: Geoff Broadblade (mayor, human become noticeably subdued of late. Meals and drinks
male Ari2), Krackov (constable, male human Ftr2), are priced standard to the Player’s Handbook. There
Enialis (councilman, male elf Clr4 [Pelagia]), Elias are 6 private rooms upstairs (2 gp/day) or guests can
Rootmonger (councilman, male gnome Wiz[Con]3), “bunk out” in the common room (2 sp/day).
Jhaster Stoneshoulders (councilman, male dwarf
Clr2/Wiz1). Temple of Pelagia: This one-story wooden building
burned down several days ago after a particularly nasty
Militia: Com1 (11), War1 (2). The militia for Sandyshore storm and has yet to be rebuilt. Enialis holds his servic-
is smaller than normal to reflect the losses suffered from es and works out of the town hall for the time being.
the initial merrow raids.
Conditions within the Reef
Notable Locations
The reef is made of dead coral with the top 15 feet
Town Hall/Mayor’s Residence/Jail: This immense always exposed. During the different tides, more or less
two-story stone building is the largest in Sandyshore. of the reef becomes visible and the conditions within the
The town hall, records office, and council chamber reef change. The DM should ask the players at what
make up the first floor while living quarters and a private tide they want to enter the reef caverns as that affects
office for the mayor take up the second floor. A recent- how the encounters play out. Make the following
ly-built outbuilding (after the old one burned down from changes to each room as needed:
a lightning strike) houses the jail and constable’s offices
and quarters.
E & J‘s Ephemera: Two councilmen, Elias Rootmonger DCC World
and Jhaster Stoneshoulders, own this small, bad-
smelling (from the alchemical components) wooden The village of Sandyshore is renowned and envied
building. An experienced conjurer, Elias always tries to for its rich fishing waters. A nearby coral reef is
talk customers into summoning scrolls “for that extra reported by locals to be home to a beneficent sea cat
help everyone needs now and again” while Jhaster gives that patrols the waters, keeping them free of sharks.
the customer exactly what they asked for, no more, no Though these tales are widely dismissed, there is no
less. Here they sell many one-use items such as scrolls, doubt that the surrounding waters are home to some
potions and alchemical items. They keep a small stock of the finest pearl beds in the Southern Province.
of scrolls and potions (1d3 items of the requested potion
or scroll, maximum 50 gp cost) and most alchemical
items (except holy water and alchemist’s fire). Anything
costing more than 50 gp must be ordered and half the
cost of the item paid in advance. Elias and Jhaster do all
the work themselves, so most items will only take a day
to make and are limited to their abilities (no 3rd level
spell or above for scrolls or potions).
Sign of the Hook: Fron (male human Exp2), a friendly
old salt, owns this large, one-story hardware store and
small lumberyard for fishermen and pearl divers.
Everything those professions use (sail cloth, lumber,
rope, hooks, nets, tridents, knives, salt, etc.) can be
bought here.
Fron is a bit addled and sometimes forgets what he was
talking about (the result of being hit in the head by a
mast boom) but is otherwise very friendly and often
calls his customers by the names of dead relatives, not
realizing he has done so.

55
Low Tide: Player Beginning
Areas 1-1 and 1-2 are dry. Only a few small pools
of water lie scattered about. The hags’ reef sits 300 feet offshore. The council loans
the party the use of a rowboat to reach it and sees them
Areas 1-3 through 1-7 are partially submerged (see off with wishes of good luck and better hunting. Read or
below). Areas 1-8 through 1-10 are flooded. paraphrase the following as the players set out:

High Tide: The aftermath of the last storm in Sandyshore lingers in


a misty spray and five-foot swells, heaving one of the
Areas 1-1 and 1-2 are partially submerged. The rest only seaworthy boats the villagers still possess. Looking
of the caverns are flooded (see below). back among the broken docks and shattered and
Normal Tide: Areas 1-1 and 1-2 are almost dry (as sunken vessels, the village council and a few other citi-
low tide with slightly more water). Areas 1-3 through zens watch as you row your way to your destination: the
1-7 are mostly flooded (treat as flooded but having coral reef lair of a covey of sea hags and their merrows.
the top 2 feet of each room filled with air). Areas 1- A few hundred feet ahead, the black reef rises from the
8 through 1-10 are flooded. grey seas like a malignant tumor. You don’t know what
Note: Area 1-11 is always dry. awaits you within, but if you are successful in your mis-
sion, the legend of your band will grow. Saving an entire
Partially Submerged: Area is filled with water to a village from such evil makes for a great song the bards
depth of 4 feet. Medium or larger creature move at half will sing for years.
speed or can swim (DC 10). Small and smaller crea-
tures are forced to swim (or walk along the bottom if When the players reach the reef, they must climb up the
they meet the weight requirement in gear to do so). reef wall to reach the entrance (Climb DC 15).
Medium and larger creatures gain cover while Small
and smaller creatures gain improved cover (+8 AC and The Reef
+4 Reflex saves). Medium and larger creatures can also
gain this improved cover by crouching, but anyone ben- Area 1-1 – Entrance (EL 4): Read or paraphrase the
efiting from this improved cover suffers a -10 penalty on following to the players:
attacks against creatures that are not underwater. A yawning cave, ten feet wide and eight feet
Lastly, all Move Silently DCs are increased by 2. high, with a sloping tunnel burrows into the
Being aquatic, the merrows must stay underwater to dead coral of the reef. Crude pictograms of
breathe. They stay below the waterline and are consid- large humanoids with tridents and nets terroriz-
ered prone at the start of every encounter. They can ing smaller humanoids are carved into the coral
stand up, but must hold their breath while doing so. to decorate the edges of the opening. There is
no light coming from below, but the stench of
Flooded: Areas are completely submerged and crea- rotten fish wafts up from inside.
tures must either swim or walk along the bottom.
The merrows have carved drawings of themselves
Walls: Thickness 3 ft.; Break DC 45; Hardness 7; 480 terrorizing the villagers of Sandyshore. The large fig-
hp; Climb DC 15. ures are shown overturning boats, knocking smaller
figures into the water, and chasing the smaller fig-
Floors: Uneven and rough; Balance DC 10 to run or ures underwater, all while a lightning storm rages
charge. overhead. The merrows have also hidden the pass-
All ceilings within the reef are 12 feet high, unless oth- word to bypass the bestow curse trap within the
erwise noted. drawings since the hags got tired of telling them over
and over so they would remember. A successful
Search check (DC 15) discovers the phrase “I am a
stupid ogre” in Giant carved into the coral.
Variant Rule: Accelerated The passageway burrows 20 feet into the reef
Swimming before opening into area 2.
With this variant rule, characters are allowed to swim Trap: The hags have placed a bestow curse trap on
faster (up to their full movement rate) as a full-round the entrance to their lair and anyone crossing the
action if they succeed on a Swim check with a -5 threshold without first giving the password (“I am a
penalty. Doing so is very strenuous, and uses up four stupid ogre” spoken in Giant) triggers it. Speaking
rounds worth of their air. the password deactivates the trap for one minute.

56
Victims suffer a -6 penalty to Strength until the two potion vials (elixirs of swimming) nestled on a
curse is removed. tiny velvet pillow. The scroll case contains two
scrolls: haste (CL 5) and knock (CL 3).
Bestow Curse Trap: CR 4; magic device; proximi-
ty trigger; no reset; password bypass (Search DC Area 1-3 – Scrag Cave (EL 6): Read or paraphrase the
20); spell effect (bestow curse, 5th level cleric, DC following to the players:
14 Will save negates); Search DC 28; Disable
Device DC 28. Although not as foul smelling as the previous
chamber, this room still has a strong fish odor
Area 1-2 – Sea Cat’s Cave (EL 4): Read or paraphrase about it. Three large creatures squat against
the following to the players: the far wall, facing the entryway. Their rubbery
hide glistens with moisture, and their powerful
Rotten fish and bones lie scattered about the arms end in sharp claws. A long, thin nose
floor of this chamber. droops over their mouth.
The merrow have thrown dozens of dead fish into A tunnel slopes downward out of this cavern to
this area and left them to rot, creating a miasma of the northwest.
foulness that affects anyone entering the room.
Creatures must succeed on a DC 12 Fortitude save The sea hags use this chamber as a secondary
or be sickened as long as they remain in the room. guardroom. The usual merrow guard has been
replaced by three animated, skeletal scrags.
Characters investigating the bones will find that
although most of the bones are from various fish The sloping passageway descends 20 feet before
and other marine animals, there are also a large ending in area 4.
number of humanoid bones. A successful Heal
check (DC 15) reveals that most of the humanoid Creature: A trio of scrag skeletons has been post-
bones bear the marks of large teeth, like those of a ed here to watch the entrance to the deeper cav-
great cat. erns. The hags have placed a veil spell (Will disbe-
lief DC 19) on the scrags so they appear alive, hop-
Creature: The hags have animated the sea cat that ing invaders waste spells on them. One of the trolls
once lived here into a skeleton and ordered it to wears a torc carved from coral (see Treasure).
attack any non-merrow that enters the cave. As a
final touch, the hags covered the sea cat with a veil Tactics: The scrag skeletons attack as normal
spell (Will disbelief DC 19) so that it appears as a scrags do, flinging themselves at the nearest oppo-
living sea cat. nent without fear. As mindless undead, they fight
until killed.
The sea cat lies in the southeast corner of the room,
out of sight of anyone looking through the doorway Scrag Skeletons (3): CR 3; Large undead (aquat-
(its Hide check is 8). ic); HD 6d12; hp 39; Init +7; Spd 20 ft., swim 40 ft.;
AC 14, touch 12, flat-footed 11; Base Atk +3; Grp
Tactics: The sea cat skeleton is a straightforward +13; Atk Claw +8 melee (1d6+6); Full Atk 2 claws
combatant and always goes for its closest oppo- +8 melee (1d6+6) and bite +3 melee (1d6+3);
nent. It concentrates all of its attacks on that oppo- Space/Reach 10 ft./10 ft.; SQ Damage reduction
nent until either that foe is killed or another oppo- 5/bludgeoning, darkvision 60 ft., immunity to cold,
nent becomes the closest. It fights until destroyed. undead traits; AL NE; SV Fort +2, Ref +5, Will +5;
Str 23, Dex 16, Con –, Int –, Wis 10, Cha 1.
Sea Cat Skeleton: CR 3; Large undead; HD 6d12; Skills and Feats: Swim +14; Improved Initiative.
hp 39; Init +6; Spd 10 ft., swim 40 ft.; AC 21, touch
11, flat-footed 19; Base Atk +3; Grp +11; Atk claw +6 Treasure: Around the neck of one of the scrag
melee (1d6+4); Full Atk 2 claws +6 melee (1d6+4) skeletons is a coral torc (a C-shaped necklace) with
and bite +1 melee (1d8+2); Space/Reach 10 ft./5 ft.; a silver pearl at one end and a black pearl at the
SQ Damage reduction 5/bludgeoning, darkvision 60 other (worth 900 gp total). The black pearl is the sea
ft., immunity to cold, undead traits; AL NE; SV Fort hags’ hag eye, radiating moderate divination if
+2, Ref +4, Will +5; Str 19, Dex 14, Con –, Int –, Wis detect magic is cast upon it. The hags take turns
10, Cha 1. peering through it at all times and will watch the
Skills and Feats: Swim +12; Improved Initiative. PCs battling their undead minions, noting their
strengths and weaknesses. They will not warn the
Treasure: A Search check (DC 20) among the merrows about any visitors but will make prepara-
bones and other detritus of this chamber reveals tions themselves (see area 9 for details).
two items of interest: a small box and a scroll case
(both waterproof). The box is not locked and holds

57
Creature: A single female merrow is stationed here
(a punishment for fending off Grol’s advances). She
sits against the west wall fixing a suit of hide armor,
but keeping her eyes on all three entrances to this
chamber, taking her assignment seriously for fear of
offending Grol again.
Tactics: The merrow will attack any non-merrow
that enters, shouting a warning to the merrows in
area 7 while doing so. She will first attempt to use
her net to ensnare a fighter-type and focus her
attack on them. If the room is flooded, she also
uses her ink bladder (see Appendix) to create a bar-
rier between herself and any spellcasters. If brought
to below 10 hp, she retreats to area 7, gathers the
merrows there, and returns.
Merrow: CR 3; Large giant (aquatic); HD 4d8+11;
hp 29; Init -1; Spd 20 ft., swim 30 ft.; AC 16, touch
8, flat-footed 16; Base Atk +3; Grp +12; Atk/Full Atk
Trident +8 melee (2d6+5) or net +1 ranged touch
(entangle); Space/Reach 10 ft./10 ft.; SQ
Darkvision 60 ft., low-light vision; AL CE; SV Fort
+6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis
10, Cha 7.
Skills and Feats: Climb +5, Listen +2, Spot +2,
Swim +10; Exotic Weapon Proficiency (net),
Area 1-4 – Common Area (EL 3): Read or paraphrase Toughness.
the following to the players: Possessions: Large hide armor, Large trident,
Large net, ink bladder.
Crude tools, lobster pots, and crab traps, some
still with tenants, are scattered about this cham- Area 1-5 – Armory (EL 4): Read or paraphrase the fol-
ber along the walls and floor. A ripped suit of lowing to the players:
hide armor drapes over some empty lobster
pots. Large folded nets, massive tridents, and spare
suits of sharkskin hide armor hang on pegs
Normally a common area for the merrows where along the north, east, and west walls of this
they can socialize and perform their version of room. Like a kind of lord among weapons, an
maintenance on their equipment, Grol (see area 6) enormous heavy crossbow holds a place of
has taken it upon himself to also make it another honor, suspended on two pegs by itself on the
guardroom, a punishment for those merrow who south wall. Near the floor in the center, con-
displease him or the hags. stantly circling, are two sharks.
The tools here are typical craftsman’s tools such as The merrows use this cavern as storage for spare
awls, hammers, and knives; items normally associ- weapons and armor. There are 8 nets, 4 tridents,
ated with primitive tool-makers, though badly fash- the heavy crossbow, and 2 suits of hide armor, all
ioned. Their Large size, however, makes them sized for a merrow. The weapons are made from
usable as weapons. All the tools deal only 1d6 coral, seaweed, and bone, and aside from their
points of damage and suffer a -1 penalty to attack large size, are normal weapons. The heavy cross-
rolls due to their ungainly balance. bow belongs to Grol. It is a masterwork crossbow,
with the stock made from driftwood and the filed-
About half of the pots and traps still have lobsters
down arms of a boat anchor as the crosspiece. A
and crabs in them. The merrows have obviously
quiver of driftwood bolts hangs on a peg next to the
been poaching the village’s secondary food source.
crossbow. Grol’s spare crossbow is worth 700 gp.
Made from sharkskin, the hide armors are torn in
Creature: The sea hag’s have animated two
several places and appear to be in the process of
Medium sharks as zombies and placed them here
repair. The armor is Large size, obviously made for
as another layer of guards. They have also placed
a merrow.
a veil spell on them (Will DC 19 disbelief) to make

58
them appear alive. The sharks constantly circle the reputation of the ship and her crew, he went back
center of the room until a non-merrow or non-hag and removed the wheel and placard from the
enters, in which case, they attack. wreckage as trophies. He often claims that he
planned and carried out the attack that sank the
Tactics: Being mindless undead, the sharks attack famous ship, although he only aided in sinking it.
the nearest opponent and fight until destroyed.
The passageway down to area 8 slopes down 30
Medium Shark Zombie: CR 2; Medium undead feet over its length.
(aquatic); HD 6d12+3; hp 42; Init +1; Spd Swim 60
ft.; AC 16, touch 9, flat-footed 15; Base Atk +3; Grp Creature: When not planning raids with the hags,
+5; Atk/Full Atk Bite +5 melee (1d6+3) or slam +5 ordering his followers about, or tormenting the local
melee (1d6+3); SQ Damage reduction 5/slashing, fishermen, the chieftain, Grol, can be found here.
darkvision 60 ft., single actions only, undead traits; Grol takes everything about being a merrow to the
AL NE; SV Fort +2, Ref +3, Will +5; Str 15, Dex 13, extreme. Where most merrow are big, ugly, and
Con –, Int –, Wis 10, Cha 1. greedy, Grol is even more so. Although not as lazy
Skils and Feats: Swim +10; Toughness. as his kin, he has an even worse temper and loves
to torture captives for hours before throwing them to
Area 1-6 – Chieftain’s Cave (EL 5): Read or para- the giant lobster in area 8 (if he doesn’t eat them
phrase the following to the players: alive himself, that is).
Humanoid and other skulls hanging from pegs Tactics: Grol always rages before rushing into
and seaweed ropes dominate the décor of this combat, choosing the biggest, toughest-looking tar-
room. Shark jaws line one wall with a bizarre get, hoping to add to his collection of trophies. As
six-limbed turtle shell above them. Mounted on long as he rages, he will not retreat or surrender.
the far wall is a ship’s wheel and placard. The
placard reads: Red Queen. Underneath the Grol, male merrow Bbn2: CR 5; Large giant
wheel and placard lies a large pile of seaweed. (aquatic); HD 4d8+16 plus 2d12+8; hp 55; Init +0;
Spd 30 ft., swim 40 ft.; AC 18, touch 9, flat-footed
Grol, the leader of the merrows, makes his home 18; Base Atk +5; Grp +16; Atk/Full Atk Mwk trident
here. He has decorated his chamber with trophies +13 melee (2d6+7) or mwk heavy crossbow +5
from his past. Skulls of elves, humans, dwarves, ranged (2d8/19-20); Space/Reach 10 ft./10 ft.; SA
merfolk, and scrags make up most of the orna- Rage 1/day; SQ Darkvision 60 ft., fast movement,
ments and an adult tojanida shell hangs above low-light vision, uncanny dodge; AL CE; SV Fort
more than a dozen shark jaws of various sizes +11, Ref +1, Will +1; Str 25, Dex 11, Con 18, Int 8,
(mostly Medium but a few Large sharks as well). Wis 10, Cha 4.
His pride and joy is the wheel and placard from a Skills and Feats: Climb +8, Listen +3, Spot +3,
famous pirate ship, the Red Queen. The seaweed Swim +12; Cleave, Power Attack, Weapon Focus
acts as Grol’s bed but contains nothing of interest. (trident).
He’s cleverer than the other merrows and has hid- SA – Rage (Ex): Once per day, Grol can enter
den his treasure better. a state of fierce rage that last for 9 rounds. The fol-
Romana Winternight, daughter of an influential lowing changes are in effect as long as he rages:
duke and once a famous paladin herself, fell from AC 16 (touch 7, flat-footed 16); hp 67; Atk/Full Atk
grace and became a pirate, eventually becoming masterwork trident +15 melee (2d6+9); SV Fort
captain of her own ship. The Red Queen, her cap- +13, Will +3; Str 29, Con 22; Climb +10, Swim +14.
tain (also known as the Red Queen for both her At the end of his rage, Grol is fatigued for the dura-
ferocity and flame-colored hair), and her crew were tion of the encounter.
famous for their daring raids and their bloodthirsty Possessions: Mwk Large scale mail, master-
demeanor. About ten years ago, after a particularly work Large trident, masterwork Large heavy cross-
audacious raid where the pirates made off with sev- bow, 2 ink bladders.
eral priceless holy relics, the ship and all her crew Treasure: Grol has hollowed out three of the ship
disappeared, never to be seen or heard from again. wheel’s handles and hidden his share of pearls in
A DC 15 Knowledge check (local, nobility, or histo- them. A DC 20 Search check reveals that the han-
ry) will reveal this information. dles detach and each holds 5 silver pearls (worth
When Grol was still young, his tribe fell upon the 100 gp each). One also holds a crude map drawn
Red Queen as it lay at anchor right after its last raid. on manta ray skin showing the rough location of the
They killed everyone aboard, scuttled the ship, and wreckage of the Red Queen. The placard and
made off with the relics. When Grol heard about the wheel can be sold to a historian or collector of mar-
itime history for 1,000 gp.

59
Area 1-7 – Merrow Lair (EL 5): Read or paraphrase Area 1-8 – Lobster Guardian (EL 4): Read or para-
the following to the players: phrase the following to the players:
Shark jaws and other trophies adorn the walls This rough chamber’s floor is covered with the
while three large piles of seaweed sit in the bones of many marine animals. The water’s
center of each wall to the north, west, and east. current pushes and pulls at you, being much
A few empty lobster pots are strewn about the stronger here.
floor.
A strong current flows through this cavern, passing
The merrows use this cavern as their sleeping quar- through very small tunnels in the walls. The current
ters. Each pile of seaweed acts as a bed and they eddies and flows, forcing all swimmers to succeed
keep their weapons stacked next to their beds. on a DC 15 Swim check to make progress. Also,
Most of the trophies are shark jaws but a few mer- ranged weapons (but not spells) suffer a 20% miss
folk and even a scrag skull have their place on the chance from the strong, unpredictable currents.
wall. Tiny or smaller creatures must succeed on a DC 15
Fortitude save or be knocked against the closest
Creature: Two merrows currently occupy this room. wall, suffering 1d4 points of nonlethal damage per
There is a 50% chance that they are sleeping; oth- 10 feet of distance they traveled, and are stuck
erwise, they are loudly boasting to each other. against that wall until they succeed on a Fortitude
Neither is wearing armor, but they keep their save. Small creatures walking on the floor and
weapons within easy reach. Medium swimmers must succeed on a similar
Tactics: The merrows throw their nets at the clos- Fortitude save or be knocked prone by the currents.
est intruder, hoping to entangle and take them out Medium walkers move at quarter speed. Large or
of the fight for a while. If the merrow entangle a larger creatures are unaffected.
character, they ignore him and focus on the other The bones in this chamber are a good representa-
party members. They use their ink bladders to cre- tion of the local inhabitants. Fish, seals, sharks, dol-
ate barriers like the merrow in area 4. If one merrow phins, and even a merfolk or two have met their end
is killed, or either is brought to less than 10 hp, they here, captured or killed by the merrows to feed the
attempt to flee the reef, never to return. hags’ pet.
Merrows (2): CR 3; Large giant (aquatic); HD Creature: Trading some pearls and other treasures
4d8+11; hp 29; Init -1; Spd 30 ft., swim 40 ft.; AC 13, to a local tribe of sahuagin, the hags have acquired
touch 8, flat-footed 13; Base Atk +3; Grp +12; a giant lobster for their own private guardian. The
Atk/Full Atk Trident +8 melee (2d6+5) or net +1 lobster squats next to the west wall, awaiting its
ranged touch (entangle); Space/Reach 10 ft./10 ft.; next meal. The lobster hasn’t fed in a few days and
SQ Darkvision 60 ft., low-light vision; AL CE; SV is voracious.
Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int
6, Wis 10, Cha 7. Tactics: The lobster has been trained to be very
Skills and Feats: Climb +5, Listen +2, Spot +2, aggressive against intruders. It charges the first crea-
Swim +10; Exotic Weapon Proficiency (net), ture to enter the chamber, attempting to grapple and
Toughness. crush that foe before attacking another. If it grabs an
Possessions: Large hide armor, Large trident, opponent, it immediately retreats to the west side of
Large net, ink bladder. the cavern and constricts until its prey breaks free or
dies. Unless faced with an opponent that is larger
Treasure: The merrows keep their shares of treas- than itself, the lobster will fight until killed. Against
ure stashed in their seaweed beds (Search DC 20). larger foes, it retreats to the west side and fights
Each bed has 3 silver pearls (worth 100 gp each) defensively until killed or its opponent leaves.
hidden within it. The merrows have made a habit of
ransacking the others’ beds looking for treasure As a Large creature, the giant lobster is unaffected
while the others are gone. Since they’re stealing by the currents here.
from each other at every chance, when they do find Giant Lobster: CR 4; Medium vermin (aquatic); HD
a large number of pearls in another’s bed, they 8d8+32; hp 72; Init -1; Spd 20 ft., swim 40 ft.; AC
assume that merrow is hoarding more than their fair 17, touch 8, flat-footed 17; Base Atk +6; Grp +15;
share and the thieving merrow “redistributes” the Atk claw +10 melee (1d6+5); Full Atk 2 claws +10
wealth to its own bed. melee (1d6+5); Space/Reach 20 ft./5 ft.; SA
Constrict 1d6+5, improved grab; SQ Darkvision 60
ft., vermin traits; AL N; SV Fort +10, Ref +1, Will +2;
Str 15, Dex 14, Con 16, Int –, Wis 10, Cha 7.

60
Skill and Feats: Swim +13.
SA – Constrict (Ex): On a successful grapple
check, a giant lobster deals 1d6+5 points of dam-
age.
Improved Grab (Ex): To use this ability, a giant
lobster must hit with a claw attack. It can then
attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the
grapple check, it establishes a hold and can con-
strict.
Treasure: Stuck against the ceiling (Search check
DC 20) is a bottle of air a merfolk was bringing to
Sandyshore to trade for more useful items.
Unfortunately, he was captured by the merrows and
brought here to feed the lobster. The bottle slipped
out of his satchel and floated up to the ceiling,
becoming caught in a crevice.
Ad-Hoc XP Award: Due to the encounter condi-
tions of this area, award +50% the normal xp.
Area 1-9 – Hags’ Cave (EL 7): Read or paraphrase the
following to the players:
Enormous seaweed fronds and other marine
plants reach 20 feet above you to the ceiling.
The thick plant growth prevents you from see-
ing the far side of the cavern.. hag eye, the hags are waiting for them near the wall
map. With their mirage arcana ability in effect, they
The sea hags use this cavern as their sleeping hide among the illusory plants (the heavy growth
quarters and common area, and the ceiling here grants a +5 circumstance bonus to Hide checks).
reaches 20 feet. The hags share a communal bed Unless a character succeeds on the Will save to
of seaweed in the northern alcove, and a map disbelieve the illusion, they treat it as real, suffering
carved in the reef to the right shows the local area a -5 circumstance penalty to Tumble and Move
(with depths, reef formations, oyster beds and Silently checks and a 30% miss chance with their
aquatic communities marked out). Ever since the attacks (the hags suffer this miss chance with their
party encountered the scrags in area 1-3, the hags evil eye ability if their target hasn’t succeeded on
have cast mirage arcana (Will disbelief DC 18) to the save). Running and charging are impossible
change the appearance of this chamber to the and each 5 foot square requires 4 squares of move-
descriptive text. If the party has not alerted the ment to enter. Characters receive a new saving
hags, the cavern appears bare except for the sea- throw each time they interact with the illusion (mov-
weed bed and the map. ing, attacking, etc).
The secret door to area 11 (Search DC 20) sits high Because the hags move through the illusion easily,
up on the cavern wall. The hags don’t know about allow a character who sees the hags ignoring the
it, thinking that no one would build a secret door in mirage a new save to disbelieve. Those who suc-
a dead coral reef (they believe the sea cat was the ceed no longer see the plants and can ignore the
only inhabitant). penalties.
Creature: All three hags are here, likely having The hags’ first action is to cast polymorph on one of
been forewarned about the party by their hag eye. their number, changing her into an orca whale. PCs
If they hear sounds of fighting or see light coming who first see them must save against their horrific
from the giant lobster’s den, they get ready to use appearance (only one save is required). Opponents
their spell-like abilities (see below). They start next failing against a hag’s appearance become targets
to the far wall beside the wall map when the party of the polymorphed hag. The other two concentrate
arrives. their evil eye attacks on fighters first, rogues next,
Tactics: Assuming the characters have done noth- then clerics, and finally, wizards. Dazed opponents
ing to prevent them from being seen through the or those brought to Strength 0 by the hags’ horrific

61
appearance are ignored if there are still active foes. 10, Wis 13, Cha 14.
The hags continue to use their evil eye ability if they Skills and Feats: Craft (trapmaking) +3, Hide
are not in melee. If there aren’t any opponents sub- -3, Listen +6, Spot +6, Swim +16; Alertness,
ject to the hags’ horrific appearance, the polymor- Toughness.
phed hag attacks any spellcasters. Hags brought to
less than 5 hp try to flee to the treasury (area 10) Area 1-10 – Treasury (EL 4): Read or paraphrase the
and hide behind the mimic there, hoping to draw the following to the players:
characters in so the mimic can attack them. This room is bare except for two chests carved
Sea Hags (3): CR 4; Medium monstrous humanoid from coral, one large and one small. The small
(aquatic); HD 3d8+6; hp 19; Init +1; Spd 30 ft., swim chest is up against the far wall, while the large
40 ft.; AC 14, touch 11, flat-footed 13; Base Atk +3; chest sits to the south.
Grp +7; Atk Claw +7 melee (1d4+4); Full Atk 2 The hags keep their protection money here, but only
claws +7 melee (1d4+4); SA Covey spell-like abili- the small chest actually contains valuables; the other
ties, horrific appearance, evil eye; SQ Darkvision 60 chest is actually an aquatic cousin to the mimic.
ft., amphibious, spell resistance 14; AL CE; SV Fort
+2, Ref +4, Will +4; Str 19, Dex 12, Con 12, Int 10, Creature: The larger of the two chests is an aquatic
Wis 13, Cha 14. mimic that the hags have employed to help guard their
Skills and Feats: Craft (trapmaking) +3, Hide treasure. Because of its environment, it resembles a
+4, Listen +6, Spot +6, Swim +12; Alertness, chest carved from the dead coral surrounding it.
Toughness. Tactics: The mimic waits until a character gets
SA – Horrific Appearance (Su): The sight of a close enough to attack before lashing out with its
sea hag is so revolting that anyone (other than pseudopod and grappling its foe. Trapped in here
another hag) who sets eyes upon one must succeed and with its slow movement rate, the mimic realizes
on a DC 13 Fortitude save or instantly be weakened, it cannot escape and fights until killed.
taking 2d6 points of Strength damage. The damage
cannot reduce a victim’s Strength score below 0, but Aquatic Mimic: CR 4; Large aberration (aquatic,
anyone reduced to Strength 0 is helpless. Creatures shapechanger); HD 7d8+21; hp 52; Init +1; Spd 10
that are affected by this power or that successfully ft.; AC 15, touch 10, flat-footed 15; Base Atk +5; Grp
save against it cannot be affected again by the same +13; Atk Slam +9 melee (1d8+4); Full Atk 2 slams
hag’s horrific appearance for 24 hours. +9 melee (1d8+4); Space/Reach 10 ft./10 ft.; SA
Evil Eye (Su): Three times per day, a sea hag Adhesive, crush; SQ Darkvision 60 ft., immunity to
can cast its dire gaze upon any single creature with- acid, mimic shape; AL N; SV Fort +5, Ref +5, Will
in 30 feet. The target must succeed on a DC 13 Will +6; Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10.
save or be dazed for three days, although remove Skills and Feats: Disguise +13, Listen +8, Spot
curse or dispel evil can restore sanity sooner. In +8, Swim +9; Alertness, Lightning Reflexes,
addition, an affected creature must succeed on a Weapon Focus (slam).
DC 13 Fortitude save or die from fright. Creatures Adhesive (Ex): A mimic exudes a thick slime
with immunity to fear effects are not affected by the that acts as a powerful adhesive, holding fast any
sea hag’s evil eye. creatures or items that touch it. An adhesive-cov-
Spell-like Abilities: 3/day – animate dead, ered mimic automatically grapples any creature that
bestow curse (DC 17), control weather, dream, hits it with a slam attack. Opponents so grappled
forcecage, mind blank, mirage arcana (DC 18), cannot get free while the mimic is alive without
polymorph, veil (DC 19), vision. Caster level 9th. To removing the adhesive first.
use one of these abilities (which requires a full- A weapon that strikes an adhesive-coated
round action), all three hags must be within 10 feet mimic is stuck fast unless the wielder succeeds on
of one another, and all must participate. a DC 16 Reflex save. A successful DC 16 Strength
Possessions: Potion of cure light wounds, 2 ink check is needed to pry it off.
bladders. Unlike their underground cousins, air (not alco-
hol) dissolves the aquatic mimic’s adhesive, but the
Sea Hag (in orca form): CR 4; Huge monstrous mimic still can grapple normally. A mimic can dis-
humanoid (aquatic); HD 3d8+15; hp 28; Init +2; Spd solve its adhesive at will, and the substance breaks
Swim 50 ft.; AC 16, touch 10, flat-footed 14; Base down 5 rounds after the creature dies.
Atk +3; Grp +19; Atk/Full Atk Bite +9 melee Crush (Ex): A mimic deals 1d8+4 points of dam-
(2d6+12); Space/Reach 15 ft./10 ft.; SQ Darkvision age with a successful grapple check.
60 ft., amphibious, spell resistance 14; AL CE; SV Mimic Shape (Ex): A mimic can assume the
Fort +5, Ref +5, Will +4; Str 27, Dex 15, Con 21, Int general shape of any object that fills roughly 150

62
cubic feet (5 feet by 5 feet by 6 feet), such as a search for them elsewhere, but they were wrong.
massive chest, a stout bed, or a wide door frame.
The creature cannot substantially alter its size, The wizard/assassin, not fully trusting a band of
though. A mimic’s body is hard and had a rough tex- thieves, stashed an amulet of inescapable location
ture, no matter what appearance it might present. in with the rest of his goods. His plan was that if the
Anyone who examines the mimic can detect the Hand kept his possessions for themselves, he
ruse with a successful Spot check opposed by the could track them down no matter where they went.
mimic’s Disguise check. Of course, by this time it is When his possessions were late, he cast powerful
far too late. divinations to locate them. Tracing them to the reef
near Sandyshore, he entered and discovered the
Treasure: The small chest contains a portion of the secret door with Neral and Las still inside. Not want-
protection money the villagers of Sandyshore have ing to face an unknown number of rogues on their
paid to the extortionists. The rest has been traded home turf, he arcane locked the door and left them
for weapons, food, guardians, and other essentials. to starve or die of thirst, planning to return and col-
It still holds a sizable number of silver pearls, exact- lect his things.
ly 32 (worth 100 gp each).
Discovering they were locked in and with hunger
Area 1-11 – Old Smuggler’s Den (EL 4):The secret and thirst soon gnawing at their sanity, Neral and
door to this chamber is arcane locked (caster level Las fell upon each other. After a vicious struggle,
10). Once inside, read the following: Neral won and ate his one-time companion; but that
only sated his hunger for a while. Soon he called up
The bones of several creatures lie scattered the zombies from the necromancer’s robe of bones
across this room. Most are broken and appear and ate them as well. And still he was hungry.
gnawed on. A single, desiccated corpse
dressed in studded leather armor, its face a ric- When Neral finally died of thirst, he was cursed to
tus of pain, sits on the floor against the far wall, return as a lacedon. When the party enters the
leaning on a large chest. Barrels and sacks are room, he disguises himself as another corpse (a
piled in the south corner. Spot check versus his Disguise check to see
through the ruse), hoping someone will get close
Characters examining the bones find a mix of ani- enough to him and the chest so he can attack.
mal and humanoid bones. A DC 15 Heal check will
identify the bones as three humans, two goblins, Tactics: Neral will attack the first character to
and two wolves; and all bear tooth and claw marks approach him and the chest. Crazed with hunger,
except for one of the humans whose bones also he concentrates all his attacks on that individual. If
show the cuts of a weapon. All of the bones have he manages to kill or paralyze that person, he will
been broken open and the marrow removed. The start to eat them. Only if he is attacked by another
barrels once held water and wine, and the sacks will he stop his feasting and attack the rest of the
were filled with cheeses, dried meats, and other party. Knowing he is cursed into this form and with
foodstuffs, now empty, consumed long ago. The nothing to lose, he will fight to the death.
chest Neral leans against has a red hand print
painted on the lid (Knowledge [local] DC 20 to iden- Neral, male lacedon Rog3: CR 4; Medium undead
tify this mark as belonging to the smuggling band, (aquatic); HD 2d12 plus 3d6; hp 26; Init +4; Spd 30
the Crimson Hand). ft., swim 30 ft.; AC 19, touch 14, flat-footed 15; Base
Atk +3; Grp +5; Atk Bite +7 melee (1d6+2 plus
Creature: Neral, a lacedon, was trapped in here paralysis); Full Atk Bite +7 melee (1d6+2 plus paral-
years ago by a malicious wizard who didn’t appre- ysis) and 2 claws +5 melee (1d3+1 plus paralysis);
ciate being stolen from. Neral used to be loosely- SA Ghoul fever (DC 12), paralysis (DC 12), sneak
affiliated with the Crimson Hand, a band of smug- attack +2d6; SQ Darkvision 60 ft., evasion, trapfind-
glers from Fair Haven. While his dealings with the ing, trap sense +1, undead traits, +2 turn resist-
Hand were fairly lucrative, Neral wanted more. He ance; AL CE; SV Fort +1, Ref +7, Will +7; Str 15,
and his partner, Las, began skimming off the top of Dex 19, Con –, Int 16, Wis 16, Cha 10.
whatever shipments the Hand sent their way until Skill and Feats: Appraise +9, Bluff +6, Climb +9,
they grew too greedy. Diplomacy +2, Disguise +5 (+7 acting), Hide +12,
Intimidate +2, Jump +7, Listen +8, Move Silently
A load of magic items destined for a powerful wiz- +12, Search +8, Spot +11, Survival +3 (+5 following
ard/assassin came into their possession and they tracks), Swim +10, Use Magic Device +5;
decided to keep the entire cargo. Holing up in their reef Multiattack, Weapon Finesse.
hideaway, the two hoped the Hand and their employ- SA – Ghoul Fever (Su): Disease – bite,
er would assume they skipped town with the loot and Fortitude DC 12, incubation period 1 day, damage

63
1d3 Con and 1d3 Dex. An afflicted humanoid who
dies of ghoul fever rises as a ghoul at the next mid- New Alchemical Item: Ink Bladder
night. A humanoid who becomes a ghoul in this way Made from the swimming bladder of a large fish,
retains none of the abilities it possessed in life. It is these items are filled with octopus or squid ink then
not under the control of any other ghouls, but it stitched shut with strands of seaweed. When cut,
hungers for the flesh of the living and behaves like smashed, or squeezed open, they release a thick
a normal ghoul in all respects. A humanoid of 4 Hit cloud of ink filling a 10-foot cube. This cloud obscures
Dice or more rises as a ghast, not a ghoul. all sight, even darkvision, beyond 5 feet. A creature
Paralysis (Ex): Those hit by a Neral’s bite or within the cloud has concealment (attacks have a
claw attack must succeed on a DC 12 Fortitude 20% miss chance). Creatures on opposite sides of
save or be paralyzed for 1d4+1 rounds. Elves have the cloud have total concealment to each other (50%
immunity to this paralysis. miss chance, and the attacker can’t use sight to
Possessions: Mwk studded leather, short locate the target).
sword, amulet of inescapable location, key to treas-
ure chest. The cloud persists for 1 minute in calm water, 4
rounds in rough water, and 1 round in stormy water.
Treasure: Neral has managed to stash items help-
ful to his smuggling career, along with the magic Above water, the ink bladder can be thrown in an
items stolen from the Crimson Hand and his wizard attempt to blind an opponent. The owner makes a
employer. Inside the chest he was leaning against ranged touch attack with a 10-foot range increment
are a robe of bones (with only the skeletons left, and, if he hits, his opponent must succeed on a DC
Neral ate all the zombies), two doses of id moss 12 Fortitude save or be blinded for 1d4 rounds.
poison in small vials, and two feather tokens (a
swan boat and a fan). Cost: 10 gp.

Treasure Chest: Hardness 5; hp 15; Break DC 23;


Open Lock DC 30.
Trap: Neral installed a poison needle trap on his
treasure chest to keep out the unwanted. Anyone
trying to pick the lock sets off the trap. The key he
has will bypass the trap and open the chest.
Poison Needle Trap: CR 2; mechanical; touch trig-
ger; repair reset; lock bypass (Open Lock DC 30);
Atk +17 melee (1 plus poison, needle); poison (blue
whinnis, DC 14 Fortitude save resists (poison only),
1 Con/Unconsciousness; Search DC 22; Disable
Device DC 17.

Concluding the Adventure


The villagers of Sandyshore treat the characters to a
festival and start a holiday in their honor. The council
rewards them with the agreed amount and offer to buy
any items they have no use for. If the players bring the
hags’ wall map to the council’s attention, they add
another 500 gp worth of pearls to their reward and later
invite a band of aquatic elves to move in to the reef in
exchange for trade goods. Perhaps even asking the
PCs to act as the village’s emissaries to the elves.
A few weeks later, the next time the characters are at a
tavern, they hear several requests for and a perform-
ance of “The Tide of Evil”, a ballad about their exploits
in this adventure complete with flattering descriptions of
each character and their abilities, giving them an almost
legendary quality.

64
Tide of Evil

65
Dungeon Crawl Classics
Mistfall
By Mike Ferguson
AN ADVENTURE FOR CHARACTER LEVELS 4-6

Introduction Adventure Summary


Remember the golden days of role playing, when Located somewhere in the Amn’crith Forest is a giant
adventures were underground, NPCs were there to be tree known as the Galada Stalkhit – the Tree of Falling
killed, and the finale of every dungeon was the dragon Mists. This enchanted tree acts as the magical source
on the 20th level? Well, those days are back. Dungeon of many small rivers and streams in the region. In recent
Crawl Classics feature bloody combat, intriguing dun- weeks, the flow of water from these streams has slowed
geons, and no NPCs who aren’t meant to be killed. and then virtually stopped. With several human and
Each adventure is 100% good, solid dungeon crawl, elven settlements villages facing grave peril from this
with the monsters you know, the traps you fear, and the bleak situation, the player characters travel deep into
secret doors you know must be there somewhere. the heart of the Amn’crith to investigate the reasons for
this mysterious occurrence, and to restore the waters of
Mistfall is an adventure designed for four to six players the Tree of Falling Mists to the region.
of 4th through 6th level. While the player characters can
be of any class, at least one rogue and one ranger char- Game Master’s Section
acter will be essential for good game play, and a druid
character would certainly come in handy. The difficulty Encounter Table
of play will be influenced a lot by how much the players
characters pay attention to details and how they choose To help the GM prepare, we have included a quick ref-
to deal with potential adversaries. See the “Scaling erence table showing all encounters at a glance. Loc –
Information” section for ways to tailor this adventure to the location number keyed to the map for the encounter.
your group’s size, level, and unique style of play. Pg – the module page number that the encounter can

66
be found on. Type – this indicates if the encounter is a Scaling Information
trap (T), puzzle (P), or combat (C). Encounter – the key
monsters, traps, or NPCs that can be found in the Mistfall is designed for four to six characters that are of
encounter. Names in italics are classed NPCs. EL – the 4th through 6th level, but it can be easily modified for
encounter level. parties of different sizes or levels. Consider adapting
the adventure using any of the following suggestions:
Loc Pg Type Encounter EL
Weaker parties (3 or fewer characters, or lower than
1-1 70 C 2 maktar scouts War1 5 4th level): Remove one of the Large monstrous spiders
2 large monstrous spiders from area 1-1, and the giant praying mantis from area 1-
1-2 71 C 2 maktar scouts War1 4 2. Remove one of the maktar scouts from area 1-3.
Giant praying mantis Remove the griffon from area 2-2. Remove 2 character
levels from Ghalysar Tarm in area 3-2, and remove one
1-3 71 C 4 maktar scouts War1 4 of the Medium water elementals from area 3-3.
1-4 72 T Fireball trap 5 Stronger parties (7 or more characters, or higher
than 6th level): Add an additional maktar warrior and
2-1 72 C 2 maktar scouts War1 4
Large monstrous spider to area 1-1, and an additional
2 rift elf brigands Rgr1
giant praying mantis to area 1-2. Double the number of
2-2 73 C Syadta Skarne, elf Rgr3 5 maktar scouts in area 1-3. Double the number of rift elf
brigands in area 2-1. Add 2 character levels to Syadta
Griffon Skarne in area 2-2. Add an additional rift elf brigand to
3-1 74 C 2 rift elf brigands Rgr2 4 area 3-1. Add 2 character levels to Ghalysar Tarm in
area 3-2, and add an additional Medium water elemen-
3-2 75 C Ghalysar Tarm, elf Rgr7 7 tal in area 3-3.
3-3 76 C 2 medium water 7
elementals
Getting the Players Involved
T 2 burning hands traps Feel free to use the following plot hooks to get the char-
acters headed straight toward the dungeon.
DCC World The town of Stagdale, which stands within bowshot of
the Amn’crith Forest, relies heavily on water from the
Legends tell that deep in the heart of the Amn’crith small but powerful Eradake River for sustenance, and
Forest is a giant tree known as the Galada Stalkhit – to move felled timber from the forest to the town. A little
the Tree of Falling Mists. Stories of savage fae-kin – more than two weeks ago, however, the waters of the
known commonly as rift elves – stalk the shadowed river mysteriously dried up, leaving the town in a state
groves, deterring all but the most brazen fool. of crisis. The timber merchants of Stagdale hire the
player characters to travel to the source of the Eradake
River to determine the reasons for this odd occurrence,
and to return the flowing waters of the river to the town.
Rumors abound that in the town of Stagdale, strange,
mystical objects have been found that are causing
strange and wondrous events. Although no one can
produce these objects – or is willing to do so in public –
it is believed that these objects are enchanted metal
disks, roughly the size of a shield and covered in sinis-
ter glowing runes. Four of the disks are believed to have
been found in the woods, and the appearance of the
disks has coincided with the disappearance of the water
from the Eradake River. Members of the Ordo Arcana
hire the player characters to travel deep into the
Amn’crith Forest in order to learn more about the origins
of these rumored mystical metal disks.

67
Background Story The Forest Awakened
In more recent times, however, hints of the forest’s for-
The Dawn of Elvenkind mer grandeur have come to the attention of humankind.
In ancient times, when dragons still ruled over the Within the past one hundred years, two human towns –
realms of Áereth, strange gateways to other worlds spo- Ironvale and Stagdale – formed along the outskirts of
radically opened and closed deep in the heart of the the Amn’crith. Many timber merchants reside in these
Amn’crith Forest. Legend speaks of a great pool of two towns, cutting down the great and rare Ashwood
magical waters – the Lóno Huinë, or the Dark Pool of trees found in the Amn’crith, and exporting them for
Gloom – which served as the source for these random, profit.
chaotic links to other planes of existence. Though no However, as the timber merchants moved deeper and
trace of this mystical pool can be found in the wilds of deeper into the forest, they began to discover the lega-
the Amn’crith anymore, it is known as fact that the elves cies of the elves who once ruled over the Amn’crith.
of the Northlands once harnessed the waters of the Human woodcutters working in the forest suddenly
Lóno Huinë as a source for their own sorcerous powers. found themselves under attack from expert archers hid-
Ancient elven wizards created many legendary artifacts den in the trees. While no trace of these mysterious
in arcane rituals involving the waters of this mysterious bowmen was ever found, the arrows are clearly the
pool, and to this day, certain elven spellcasters wear work of master elven craftsmen. Rumors abounded in
tiny vials of enchanted water around their necks – water Stagdale that woodcutters also began to find slim metal
said to have come from the Lóno Huinë itself. circular disks in the darker recesses of the forest.
For many years, the Amn’crith Forest served as one of Though the purpose of these rune-covered disks
the primary seats of elven power. Presumably, this was remains unknown, it is believed that their origins are
due to the power contained within the Lóno Huinë. also elven in nature.
However, due to its isolation, the forest was ill-equipped Most harrowing of all, though, was the disappearance of
to handle the vast number of elves who journeyed to the water from the Eradake River. As the rumors about the
Amn’crith in search of knowledge and enlightenment. To disks found in the Amn’crith Forest increased in
this end, a conclave of elven sorcerers created the Stagdale, the waters flowing from the Eradake slowed
Galada Stalkhit – the Tree of Falling Mists – in the cen- to a trickle ... and then disappeared altogether. The few
ter of the Amn’crith. This conclave placed a portal to the scouts sent into the Amn’crith to investigate the vanish-
Elemental Plane of Water near the top of one of the ing waters of the river vanished themselves, leaving the
tallest trees in the forests, transforming the imposing town of Stagdale in a state of panic. Clearly, an ancient
natural wonder into a mighty waterfall. A small river – legacy of the elves had been awakened deep in the
the Eradake – flowed forth from the base of this now- heart of the Amn’crith. Facing dire danger, it seemed
magical tree, supplying the elven tribes in the region that only the intervention of brave heroes could save
with an unending supply of fresh water. Stagdale from certain doom...
Lost to the Ravages of Time Return of the Elves – GM’s Eyes
However, the glory of the Amn’crith Forest and its Dark Only
Pool of Gloom was relatively short-lived. For reasons
that remain unclear to this very day, most of the elves For the most part, the elves that still live in the seclud-
vanished from the seclusion of the Amn’crith shortly ed regions of the Amn’crith Forest are good and gentle
after the ancient War of Divine Right, leaving much of souls, content to remain in relative isolation far away
these mysterious woodlands to the flora and fauna of from the rest of the world. However, a small band of elu-
the forest. Only a few elves remained, but the few that sive creatures known as rift elves have witnessed the
did so became even more secluded and hermit-like, actions of the human woodcutters...and decided that
and effectively cut themselves off from the rest of the humankind’s intrusion into the Amn’crith must come to
world. an end. To accomplish this, they have re-activated
some of the long-dormant enchanted devices found
Tales of the powerful magicks found within the forest upon the Tree of Falling Mists. The rift elves plan to use
still permeated the region, but tangible proof of the for- the power of these devices to deprive Stagdale of its
mer might of the Amn’crith slowly vanished with each water, and to claim the power once wielded by their
passing year. Only the strong, steady river waters flow- ancestors. They have already succeeded in the first part
ing forth from the strange forest provided any hint of of their plan, and it will be up to the player characters to
the sorcerous might and origins of this former elven determine whether or not the rift elves succeed in the
stronghold. second part...

68
Player Beginning
As you travel along the dry, parched banks of the ly surround the base of the tree. Higher up, you can see
Eradake River, you see many signs that something sin- an elaborate system of rope ladders and wooden plat-
ister has befallen this ancient forest. Many trees along forms interlaced between the larger branches of the
the riverbanks have been crudely hacked to pieces, massive tree. A wooden gate, slightly open and appar-
black smoke from blazing fires can be seen far off in the ently unguarded, appears to be the only way to get
distance...and, ever so often, you find the corpse of a behind the walls and to reach the tree itself.
human scout or woodcutter, cut down ruthlessly by
dozens of arrows. Someone has apparently decided to take control of the
Tree of Falling Mists, and to defend it with force. If water
None of this somber death and destruction, however, is to return to the Eradake River – and if hope is to
prepares you for what you find when you finally reach return to the town of Stagdale – it will be up to you to lib-
the source of the Eradake River – the giant tree known erate the Tree of Falling Mists from these mysterious
as the Galada Stalkhit, or the Tree of Falling Mists. invaders...
Crude wooden walls, somewhat hastily built, complete-

Part 1: The Roots of Evil


Allies of the rift elves – elf-blooded savages known as are also nearly 60 feet off of the ground, requiring a con-
the maktar – hurriedly built the fortifications surrounding siderable number of successful Climb checks just to
the base of the Tree of Falling Mists. Though the rift reach the platform (and several rounds of ranged
elves abhor the savage brutality with which the maktar attacks against the climbers!).
built these wooden walls, they are also practical enough
creatures to recognize the immediate need for defend- Unless otherwise noted, all passages are 10 feet high
ing the Tree against a possible assault. However, they and 10 feet across. All walls and doors are made of
are none too pleased with the actions of their maktar wood. All passages are open and have no ceilings,
allies – particularly the slash-and-burn tactics used to allowing the player characters to climb over the walls if
quickly cut down trees – and intend on dealing with they are so inclined; however, by doing so, they may
such actions as soon as they believe the Tree of Falling face certain challenges later on in the adventure – for
Mists to be totally secured. starters, they may not find the key in area 1-4 necessary
for successfully completing the adventure. The players
The fortifications at the base of the Tree are inhabited may also find themselves missing certain clues and vital
and defended solely by maktar scouts. The rift elves pieces of information that would aid them further along
avoid the ground whenever possible, preferring to in the adventure.
remain in the highest treetops of the forest. As such, the
maktar more-or-less have free reign to do as they All walls and doors, unless otherwise noted, have the
please in the lower fortifications...meaning that they following statistics:
attack in a far more savage and brutal manner than their Wooden Wall: 6 in. thick; hardness 5; 60 hp; Break DC
rift elf masters would prefer. (They also lack the tactical 20; Climb DC 21.
cunning of the rift elves, which works to the advantage
of the player characters.) Good Wooden Gate: 1-1/2 in. thick; hardness 5; 15 hp;
Break DC 16 (stuck), 18 (locked).
Player characters that choose to bypass the wooden
maze of fortifications surrounding the Tree may poten- Wandering Monsters
tially become targets for the maktar if they try to climb
straight up the Tree to the wooden platforms above, For every half hour that the PCs explore this level of the
ignoring the ladder in area 1-4 that leads to those plat- dungeon, there is a 10% chance (1-2 on d20) of a ran-
forms. Ascending the sheer surface of the tree is a dom encounter. This chance increases by 5% (1-3 on
daunting task – to do so requires a successful Climb d20) if the player characters are making loud noises. If
check (DC 25). Additionally, while player characters an encounter is called for, roll 1d6 and consult the fol-
climb the tree, they become visible targets for all crea- lowing table.
tures residing in this section of the dungeon, and the 1d6 Encounter
maktar will certainly move into position to make ranged 1-3 1d4 maktar scouts War1
attacks against all climbing PCs. The lower platforms 4-6 1d4 rift elf brigands Rgr1

69
The following statistics blocks are provided for easy ref- The presence of the player characters, however,
erence for the GM. immediately refocuses their attention on defending
the Tree of Falling Mists.
Maktar scouts War1: CR 1; Small humanoid; HD
1d8+1; hp 5; Init +1; Spd 30 ft., climb 20 ft.; AC 13, Scattered on the ground near the entrance to area
touch 12, flatfooted 12; Base Atk +1; Grp -3; Atk/Full Atk 1-2 are several sets of dice carved from animal
short sword +2 melee (1d4-1/19-20) or composite short- bones, and approximately 200 gp.
bow +3 ranged (1d6/x3); SQ Blink, low-light vision; AL
LE; Fort +3, Ref +1, Will -1; Str 10, Dex 13, Con 13, Int Tactics: The maktar scouts leap onto on the backs
10, Wis 9, Cha 6. of their spider “mounts”; however, as soon as their
Skills and Feats: Climb +8, Hide +7 (+9 in forested spider companions come within 20 feet of the play-
areas), Listen +2, Move Silently +3 (+6 in forested er characters, they blink to a more rearward posi-
areas), Spot +2; Alertness. tion and attack the party with their longbows, pre-
SA – Blink (Sp): Three times per day, a maktar can ferring to let the spiders engage in melee combat.
use blink as the spell (caster level 8th), and can evoke When possible, the maktar continue to blink in order
or end the effect as a free action. to avoid melee, although if seriously threatened by
Possessions: Short sword, composite shortbow, 20 the player characters, they attempt to withdraw to
arrows, light wooden shield. area 1-2 for assistance.

Rift elf brigands Rgr1: CR 1; Medium humanoid (elf); The monstrous spiders attempt to pin down and
HD 1d8+1; hp 9; Init +3; Spd 30 ft.; AC 16, touch 13, trap the player characters with their ability to throw
flatfooted 13; Base Atk +1; Grp +4; Atk/Full Atk webs. Once one or more player characters are
longsword +4 melee (1d8+3/19-20) or masterwork long- effectively entangled by the webs, the spiders
bow +5 ranged (1d8/x3); SA Favored enemy humans attack entangled opponents with their poisonous
+2; SQ Low-light vision, rift elven traits, wild empathy bites. The spiders fight to the death.
+1; AL NE; SV Fort +3, Ref +5, Will +2; Str 16, Dex 17, Maktar scouts War1 (2): CR 1; Small humanoid;
Con 12, Int 8, Wis 15, Cha 8. HD 1d8+1; hp 7, 9; Init +1; Spd 30 ft., climb 20 ft.;
Skills and Feats: Climb +4, Disguise +3, Handle AC 13, touch 12, flatfooted 12; Base Atk +1; Grp -3;
Animal +3, Listen +6, Move Silently +6, Search +5, Spot Atk/Full Atk short sword +2 melee (1d4-1/19-20) or
+10, Survival +6; Alertness, Track. composite shortbow +3 ranged (1d6/x3); SQ Blink,
Possessions: Masterwork longbow, 20 arrows, low-light vision; AL LE; Fort +3, Ref +1, Will -1; Str
longsword, studded leather armor. 10, Dex 13, Con 13, Int 10, Wis 9, Cha 6.
Skills and Feats: Climb +8, Hide +7 (+9 in
Areas of the Map forested areas), Listen +1, Move Silently +3 (+5 in
Area 1-1 – Entrance to the Elven Stronghold (EL 5): forested areas), Ride +5, Spot +1; Alertness.
Read or paraphrase the following as the characters SA – Blink (Sp): Three times per day, a maktar
enter this area: can use blink as the spell (caster level 8th), and can
evoke or end the effect as a free action.
This large, walled area still carries the scent off Possessions: Short sword, composite short-
freshly-cut wood. Cobwebs lie lazily across bow, 20 arrows, light wooden shield.
many of the wooden planks that form the walls.
Presumably, these webs come from the two Monstrous Spiders, Large (2): CR 2; Large ver-
gigantic spiders sitting in the northeast corner min; HD 4d8+4; hp 23, 26; Init +3; Spd 30 ft., climb
of this area. Sitting between the spiders are two 20 ft.; AC 14, touch 12, flat-footed 11; Base Atk +3;
smallish, elf-like creatures with long, gnarled Grp +9; Atk/Full Atk bite +4 melee (1d8+3 plus poi-
hair, who seem to be arguing in a strange lan- son); Space/Reach 10 ft./5 ft.; SA Poison, web; SQ
guage and rolling crude dice. Darkvision 60 ft., tremorsense 60 ft., vermin traits;
AL N; SV Fort +5, Ref +4, Will +1; Str 15, Dex 17,
This main entrance is the only gateway leading into Con 12, Int –, Wis 10, Cha 2.
the elven fortifications surrounding the Tree of Skills and Feats: Climb +11, Hide +3, Jump +2,
Falling Mists. Believing this area to be the focal Spot +4.
point of any possible attack, Ghalysar Tarm – the SA – Poison (Ex): Bite, Fortitude DC 13, initial
leader of the rift elf bandits and the maktar – and secondary damage 1d6 Str.
ordered the maktar to defend the area with their Web (Ex): Web-spinning spiders can throw a
strongest warriors and their spider mounts. web eight times per day. This is similar to an attack
However, as evidenced by the open gate and the with a net but has a maximum range of 50 feet, with
maktars’ wagering on games of dice, they believe a range increment of 10 feet, and is effective
the likelihood of attack to be virtually nonexistent. against targets up to one size category larger than

70
the spider. An entangled creature can escape with ply flank the entrances to the area, making any sort
a successful Escape Artist check (DC 13) or burst it of escape difficult. Should the praying mantis be
with a Strength check (DC 17). killed, the maktar scouts retreat to area 1-3 for help.
Web-spinners often create sheets of sticky webbing Maktar scouts War1 (2): CR 1; Small humanoid;
from 5 to 60 feet square, depending on the size of HD 1d8+1; hp 7, 7; Init +1; Spd 30 ft., climb 20 ft.;
the spider. They usually position these sheets to AC 13, touch 12, flatfooted 12; Base Atk +1; Grp -3;
snare flying creatures but can also try to trap prey Atk/Full Atk short sword +2 melee (1d4-1/19-20) or
on the ground. Approaching creatures must suc- composite shortbow +3 ranged (1d6/x3); SQ Blink,
ceed on a DC 20 Spot check to notice a web; oth- low-light vision; AL LE; Fort +3, Ref +1, Will -1; Str
erwise they stumble into it and become trapped as 10, Dex 13, Con 13, Int 10, Wis 9, Cha 6.
though by a successful web attack. Attempts to Skills and Feats: Climb +8, Hide +7 (+9 in
escape or burst the webbing gain a +5 bonus if the forested areas), Listen +2, Move Silently +3 (+6 in
trapped creature has something to walk on or grab forested areas), Spot +2; Alertness.
while pulling free. Each 5-foot section has 12 hit SA – Blink (Sp): Three times per day, a maktar
points, and sheet webs have damage reduction 5/–. can use blink as the spell (caster level 8th), and can
A monstrous spider can move across its own web at evoke or end the effect as a free action.
its climb speed and can pinpoint the location of any Possessions: Short sword, composite short-
creature touching its web. bow, 20 arrows, light wooden shield.

Area 1-2 – The Lair of the Mantis (EL 4): Read or par- Giant Praying Mantis: CR 3; Large vermin; HD
aphrase the following: 4d8+8; hp 28; Init -1; Spd 20 ft., fly 40 ft. (poor); AC
14, touch 8, flat-footed 14; Base Atk +3; Grp +11; Atk
As you enter this area, you are greeted by the claws +6 melee (1d8+4); Full Atk claws +6 melee
sight of yet another large insect – this time, a (1d8+4) and bite +1 melee (1d6+2); Space/Reach
giant praying mantis, which hisses and clacks 10 ft./5 ft.; SA Improved grab; SQ Darkvision 60 ft.,
its claws together when it spies you. Flanking vermin traits; AL N; SV Fort +6, Ref +0, Will +3; Str
the mantis are two more small elf-like crea- 19, Dex 8, Con 15, Int –, Wis 14, Cha 11.
tures, who grin cruelly as they raise their short- Skills and Feats: Hide -1 (+11 when surrounded
bows in your direction. by foliage), Spot +6.
SA – Improved Grab (Ex): To use this ability, a
Prior to the arrival of the rift elves and their maktar
giant praying mantis must hit with its claws attack. If
allies, this area beneath the Tree of Falling Mists
it wins the ensuing grapple check, it establishes a
had been used for many years as a nesting area by
hold and makes a bite attack as a primary attack (at
a giant praying mantis. Unable to drive away the
its full +6 attack bonus).
mantis from the Tree – Ghalysar Tarm provided
strict orders that the giant insect was not to be Area 1-3 – The Bandit Camp (EL 4): Read or para-
harmed – the maktar instead chose to confine the phrase the following:
creature in a makeshift pen while building their for-
The ashes of a fire still smolder in the center of
tifications around the base of the Tree. Over the
this walled area. Piles of barrels and crates line
past several days, though, the mantis grew some-
the northern wall. A dozen or so dirty bedrolls lie
what accustomed to the presence of the maktar,
along the southern wall, making it clear that a
allowing them into its new “pen” without provoking a
significant military force has made its home in
hostile reaction.
these fortifications.
Tactics: The praying mantis, which is incredibly ter- This area is the primary encampment for the major-
ritorial, immediately charges the player characters ity of the maktar/rift elf forces. The crates and bar-
in order to drive them out of the area. Should the rels contain mostly mundane supplies such as
party retreat, the praying mantis ceases its attacks water, dried meats, blankets, and the like – there is
the moment they are out of the area. If the player little in the way of luxury to be found in this area. A
characters do not leave the area, the mantis fights careful Search check (DC 18) of the bedrolls lined
to the death. up against the southern wall, however, reveals a
However, the maktar scouts use their blink abilities small leather pouch containing 3 large emeralds,
to hound the player characters with ranged attacks, each worth 900 gp.
using their shortbows. Depending on how the player Tactics: As in the other areas of this part of the
characters enter this area, the maktar either move to adventure, the maktar want no part of melee com-
block the wooden corridors leading into this area – bat with the stronger player characters. They use
thereby cutting off any retreat from the area – or sim- their blink abilities to their best advantage, trying to

71
position themselves so that they can catch the play-
er characters in a crossfire of arrows. If seriously
Part 2: The Platforms in the
threatened by the party, they attempt to make a
strategic withdrawal to area 1-4 in order to regroup;
Sky – Lower Level
once there, however, they become resigned to their The rope ladder from area 1-4 leads to the lower plat-
fate and fight to the death. forms encircling the Tree of Falling Mists. Built long ago
Maktar scouts War1 (4): CR 1; Small humanoid; by the elves that inhabited the Tree, these platforms
HD 1d8+1; hp 5, 6, 8, 9; Init +1; Spd 30 ft., climb 20 have largely remained unused for several centuries.
ft.; AC 13, touch 12, flatfooted 12; Base Atk +1; Grp The open wooden platforms surrounding the Tree of
-3; Atk/Full Atk short sword +2 melee (1d4-1/19-20) Falling Mists are little more than long, level wooden
or composite shortbow +3 ranged (1d6/x3); SQ floors built among the highest branches of the trees.
Blink, low-light vision; AL LE; Fort +3, Ref +1, Will Combat or any other actions taken on an open platform
-1; Str 10, Dex 13, Con 13, Int 10, Wis 9, Cha 6. may alert the inhabitants of all other open platforms to
Skills and Feats: Climb +8, Hide +7 (+9 in the presence of the player characters. However, the
forested areas), Listen +2, Move Silently +3 (+6 in chance of detection is relatively low, given that the thick
forested areas), Spot +2; Alertness. density of tree branches between the platforms makes
SA – Blink (Sp): Three times per day, a maktar the other platforms somewhat difficult to see, and the
can use blink as the spell (caster level 8th), and can constant flow of forest noise tends to drown out the
evoke or end the effect as a free action. sounds of combat. Sighting activity on other open plat-
Possessions: Short sword, composite short- forms is extremely difficult (Spot DC 30), and any
bow, 20 arrows, light wooden shield. attempt to use a ranged attack on a creature standing
Area 1-4 – Buried in Fire (EL 5): Read or paraphrase on a different open platform is equally difficult (-12
the following: penalty to all ranged attacks.)

This walled area is long, narrow, and apparent- The rope bridges that connect the platforms can only
ly empty. At the far end of this area, a sturdy safely be crossed at half speed. Crossing the bridge
rope ladder winds its way up into the branches requires a successful Balance check (DC 10). Failure
of the Tree of Falling Mists to a wooden plat- by 4 or more indicates a slip, but the falling character
form high above. Apart from a sharpening can attempt a Reflex save (DC 15) to grab onto the
wheel and a few chipped swords located near bridge and avoid falling. Characters attempting to move
the entryway to this area, there appears to be at full speed must make a successful Balance check
little else of interest in this place. (DC 22); should this check be failed, no Reflex save is
allowed to avoid falling. Falling from a bridge or platform
Although seemingly empty, this area contains one causes 6d6 points of falling damage, as it is 60 feet
very valuable item – one of the silver enchanted from the platforms to the ground. A PC on the rope
keys needed to re-activate the portal to the bridge is considered flat-footed for combat purposes.
Elemental Plane of Water located in area 3-3. The Player characters that fall from the platforms may
key is buried near the base of the rope ladder lead- attempt to climb back up the Tree of Falling Mists (Climb
ing to area 2-1 – a successful Search or Spot check DC 25) or just use the rope ladder again in area 1-4.
(DC 20) reveals the pile of fresh dirt covering a
buried wooden chest. Rope Bridge: 1 in. thick; hardness –; hp 2; Break DC
23.
Though unlocked, the chest is protected with a fire-
ball trap – unwary adventurers that just fling open Wooden Walls/Platform: 6 in. thick; hardness 5; 60 hp;
the lid to the unlocked chest may face a fiery sur- Break DC 20, Climb DC 21.
prise. Once open, though, the player characters
find the enchanted key (worth 250 gp), as well as a There are no wandering monsters or random encoun-
pile of 1,100 gp. ters in this area of the adventure.

The rope ladder leading upward is quite sturdy and Areas of the Map
secure – ascending the ladder only requires a suc-
cessful Climb check (DC 10). It leads 60 feet up to Area 2-1 – Let the Arrows Fly (EL 4): Read or para-
area 2-1. phrase the following as the characters enter this
area:
Fireball Trap: CR 5; magic device; touch trigger;
automatic reset; spell effect (fireball, 8th-level wiz- This wooden platform, which measures nearly
ard, 8d6 fire, DC 14 Reflex save half damage); 60 feet long and 40 feet wide, is home to four
Search DC 28; Disable Device DC 28. other smaller platforms. Each of these smaller

72
opposed Spot check to detect them. Should the
player characters fail their Spot check, the rift elf
rangers gain a surprise attack.
Tactics: The maktar act as “bait,” trying to draw the
player characters into melee range. The reason for
this is quite simple – they are hoping that their rift elf
allies have successfully hidden themselves, and will
be able to surprise the party with a flurry of unex-
pected arrows.
Maktar scouts War1 (2): CR 1; Small humanoid;
HD 1d8+1; hp 5, 8; Init +1; Spd 30 ft., climb 20 ft.;
AC 13, touch 12, flatfooted 12; Base Atk +1; Grp -3;
Atk/Full Atk short sword +2 melee (1d4-1/19-20) or
composite shortbow +3 ranged (1d6/x3); SQ Blink,
low-light vision; AL LE; Fort +3, Ref +1, Will -1; Str
10, Dex 13, Con 13, Int 10, Wis 9, Cha 6.
Skills and Feats: Climb +8, Hide +7 (+9 in
forested areas), Listen +1, Move Silently +3 (+5 in
forested areas), Ride +5, Spot +1; Alertness.
SA – Blink (Sp): Three times per day, a maktar
can use blink as the spell (caster level 8th), and can
evoke or end the effect as a free action.
Possessions: Short sword, composite short-
bow, 20 arrows, light wooden shield.
Rift elf brigands Rgr1 (2): CR 1; Medium
humanoid (elf); HD 1d8+1; hp 9 each; Init +3; Spd
platforms measures 10 feet square, and are 30 ft.; AC 16, touch 13, flatfooted 13; Base Atk +1;
located in the four corners of the larger plat- Grp +4; Atk/Full Atk longsword +4 melee (1d8+3/19-
form. Small wooden ladders lead up to the 20) or masterwork longbow +5 ranged (1d8/x3); SA
smaller platforms, which appear to be perfect Favored enemy humans +2; SQ Low-light vision, rift
for observation scouts, or for master archers. elven traits, wild empathy +1; AL NE; SV Fort +3,
Ref +5, Will +2; Str 16, Dex 17, Con 12, Int 8, Wis
However, standing below one of the platforms
15, Cha 8.
are two more small elf-like creatures. They
Skills and Feats: Climb +4, Disguise +3, Handle
chuckle menacingly as they draw their swords
Animal +3, Listen +6, Move Silently +6, Search +5,
and start heading in your direction.
Spot +10, Survival +6; Alertness, Track.
This particular platform was used eons ago as an Possessions: Masterwork longbow, 20 arrows,
observation post by elven rangers. The maktar longsword, studded leather armor.
scouts and rift elf bandits that have taken control of
Area 2-2 – Wings of the Messenger (EL 5): Read or
the Tree of Falling Mists have returned the aban-
paraphrase the following:
doned platform to this purpose, and have been
using the platform to track potential intruders trying Part of this large, long wooden platform
to ascend the Tree of Falling Mists. Unlike the mak- appears to be fenced off, much like a pen for a
tar in area 1-1, though, the rift elves in this area warhorse. However, it is clear that the pen is for
have been fully alerted to the party’s presence, and no ordinary creature – for standing in the mid-
have positioned themselves to defend their post. dle of the pen is a massive monstrosity, pos-
sessing a lion-like body with feathered wings
The archers’ platforms are only 10 feet above the
and an eagle’s head. Sitting astride this crea-
main platform in this area. Player character seeking
ture is a long-haired female elven warrior, clad
to reach the tops of these platforms must make a
in studded leather and brandishing a
successful Climb check (DC 15). However, lying in
longsword.
wait in the northeast and southeast platforms are rift
elf rangers – one ranger in each platform. They Next to the pen is a ladder crafted from stout
make a Hide check as soon as the party enters this rope, which leads up to another set of wooden
area; player characters must make a successful platforms higher in the Tree of Falling Mists.

73
The elf ranger riding on the back of the griffon is Griffon: CR 4; Large magical beast; HD 7d10+21;
Syadta Skarne, an accomplished warrior and loyal hp 54; Init +2; Spd 30 ft., fly 80 ft. (average); AC 17,
follower of Ghalysar Tarm. Her primary task is to touch 11, flat-footed 15; Base Atk +7; Grp +15; Atk
deliver messages between Tarm and the other rift bite +11 melee (2d6+4); Full Atk bite +11 melee
elf tribes located deep within the Amn’crith Forest, (2d6+4) and 2 claws +8 melee (1d4+2); Space/
and to keep an eye out for possible intruders while Reach 10 ft./5 ft.; SA Pounce, rake 1d6+2; SQ
flying high above the treetops. Evidently, she Darkvision 60 ft., low-light vision, scent; AL N; SV
missed the impending arrival of the player charac- Fort +8, Ref +7, Will +5; Str 18, Dex 15, Con 16, Int
ter during her most recent aerial adventures – and 5, Wis 13, Cha 8.
she intends to immediately rectify the matter with Skills and Feats: Jump +8, Listen +6, Spot +10;
her steel. Iron Will, Multiattack, Weapon Focus (bite).
SA – Pounce (Ex): If a griffon dives upon or
The wall of the wooden pen is short (only 5 feet in charges a foe, it can make a full attack, including
height), and fairly flimsy. two rake attacks.
Wooden Pen Wall: 3 in. thick, hardness 3, 30 hp, Rake (Ex): Attack bonus +8 melee, damage
Break DC 16, Climb DC 14. 1d6+2.

Tactics: Skarne immediately takes flight on her grif-


fon steed, harrying the party with attacks from her
Part 3: The Platforms in the
bow. Every other round, she swoops down at the Sky – Upper Level
party, letting the griffon take its pouncing attack
against any opponent she deems to be a significant The rope ladder from area 2-2 leads to the upper plat-
threat to her and the other rift elves. If her mount is forms surrounding the Tree of Falling Mists. Much like
slain, she attempts to leap back onto the platform the lower platforms, these upper platforms have largely
(which may or may not be possible, depending on remained unused for several centuries.
her tactical position at the time) and engage the
player characters in melee combat. Unless otherwise noted, movement and combat on the
wooden platforms and rope bridges in this section of the
Fanatically loyal to Ghalysar Tarm, Skarne fights to dungeon are identical to those covered in Part 2: The
the death if allowed to do so. However, if subdued Platforms in the Sky – Lower Level. The only significant
and captured by the player characters, she may be difference is that Falling from a bridge or platform caus-
coerced to provided information about the hidden es 10d6 points of falling damage, as it is 100 feet from
key in area 1-4, and Tarm’s presence in area 3-2. the platforms to the ground.
(At the GM’s discretion, the player characters can
“discover” an enchanted silver key in Skarne’s pos- Rope Bridge: 1 in. thick; hardness –; hp 2; Break DC 23.
session if they did not discover the key in area 1-4. Wooden Walls/Platform: 6 in. thick; hardness 5; 60 hp;
This key, of course, would be identical to the key Break DC 20, Climb DC 21.
described in area 1-4).
There are no wandering monsters or random encoun-
Syadta Skarne, female rift elf Rgr3: CR 3; ters in this area of the adventure.
Medium humanoid (elf); HD 3d8+3; hp 20; Init +3;
Spd 30 ft.; AC 16, touch 13, flat-footed 13; Base Atk Areas of the Map
+3; Grp +6; Atk masterwork longsword +7 melee
(1d8+3/19-20) or masterwork longbow +7 ranged Area 3-1 – A Slippery Slope to Danger (EL 4): Read
(1d8+1/x3); Full Atk masterwork longsword +7 or paraphrase the following:
melee (1d8+3/19-20) or masterwork longbow +5/+5 This immense wooden platform measures
ranged (1d8+1/x3); SA Favored enemy humans +2; nearly 90 feet long and 50 feet wide. The wood-
SQ Low-light vision, rift elven traits, wild empathy en boards that comprise the platform seem
+4; AL NE; SV Fort +4, Ref +6, Will +3; Str 16, Dex sturdy and slick. Spaced evenly throughout the
17, Con 12, Int 8, Wis 15, Cha 8. floor of the platform are six circular holes, which
Skills and Feats: Climb +5, Disguise +3, Handle drop into the blackness far below.
Animal +4, Hide +6, Listen +8, Move Silently +7,
Ride +5, Search +5, Spot +8, Survival +6; At the far end of the platform is another rope
Endurance, Mounted Combat, Mounted Archery, bridge, which leads into a maze of tree branch-
Rapid Shot, Track. es. Standing guard over the entrance to this
Possessions: Masterwork longsword, master- bridge are two arrogant elven warriors, armed
work longbow, 20 +1 arrows, masterwork studded with longbows and quivers of arrows.
leather armor.

74
The outer edges surrounding this open platform are and mistrustful of mankind, Tarm grew tired of the
sloped slightly downward and extremely slick. timber merchants’ increasing activity in the
Additionally, there are six holes in the platform, Amn’crith Forest, and decided that the time had
each circular and measuring 5 feet in diameter, come to reclaim the might and power once wielded
spaced evenly across the platform floor. Like the by elves in ancient times.
outer edges of the platform, the edges of these
holes are slick and sloped downward. To this end, Tarm decided to take control of the Tree
of Falling Mists. This was partly to deprive Stagdale
Any creature within 5 feet of the platform edge or of its precious water and to drive away the humans.
one of these six holes that takes a full action must However, there was a distinct secondary purpose to
make a successful Balance check (DC 15) or slip this plan – to reclaim the ancient secrets of travel-
off the edge of the platform, falling 100 feet to the ing between dimensions. By shutting down the por-
ground below and taking 10d6 points of falling dam- tal to the Elemental Plane of Water, ancient objects
age. Due to the vast number of tree branches that known as glyph disks were reactivated and imbued
can help ease the impact of the fall, any falling crea- once more with sorcerous powers. By placing the
ture that makes a successful Tumble check (DC 15) disks in an enchanted gateway, they allow the user
only takes half damage from the fall. of the disk to travel to faraway lands, worlds, or
Tactics: The rift elf brigands on this platform are planes of existence. While Tarm has not yet discov-
fully aware of the platform’s slippery edges, and ered the specific locations of such gateways, he
seek to use them to their advantage. They attempt has accumulated a small number of disks, and
to pin down the player characters with ranged knows enough legends and tales of the gateways to
attacks from their longbows, forcing the characters believe that their discovery is imminent. Once he
to charge past the slippery holes in the platform if finds a gateway, he plans to use it to unleash
they wish to engage in melee combat. If engaged in unspeakable horrors against the humans and
melee, the brigands hold their ground at what is dwarves of the Northlands, and to completely iso-
probably the safest part of this particular platform. late the Amn’crith from the rest of the Known
Not wishing to fail their master Ghalysar Tarm, they Realms. Much of this plan is sheer folly, and possi-
fight to the death. bly even madness, but given that Tarm is utterly
mad, this is perhaps to be expected.
Rift elf brigands Rgr2 (2): CR 2; Medium
humanoid (elf); HD 2d8+2; hp 13, 15; Init +3; Spd Around Tarm’s neck hangs a small silver key. This
30 ft.; AC 16, touch 13, flatfooted 13; Base Atk +2; is the second key required to activate the portal in
Grp +5; Atk/Full Atk masterwork longsword +6 area 3-3 leading to the Elemental Plane of Water. At
(1d8+3/19-20) or masterwork longbow +7 (1d8/x3); the GM’s discretion, Tarm’s belt pouch may also
SA Favored enemy humans +2; SQ Low-light contain maps to potential locations of planar gate-
vision, rift elven traits, wild empathy +3; AL NE; SV ways that can be opened with the glyph disks, if the
Fort +4, Ref +6, Will +2; Str 16, Dex 17, Con 12, Int GM intends to create related follow-up adventures
8, Wis 15, Cha 8. to this particular adventure. Also, at the GM’s
Skills and Feats: Climb +6, Disguise +3, Handle option, one of Tarm’s possessions is an enchanted
Animal +3, Hide +7, Listen +8, Move Silently +7, glyph-covered disk – if the GM plans on using these
Search +5, Spot +9, Survival +5; Alertness, Rapid mysterious disks in further adventurers, it is recom-
Shot, Track, Weapon Focus (longbow). mended that this be included amongst his posses-
Possessions: Masterwork longbow; 20 arrows; sions. (And if the GM does not intend to use the
masterwork longsword; masterwork studded disks in subsequent adventures, it is recommended
leather armor. that the disk be substituted for an ordinary diamond
worth 200 gp.)
Area 3-2 – A Revolutionary Elf (EL 7): Read or para-
phrase the following: Tactics: Unless the player characters approach this
particular platform by unconventional means (i.e.,
This wooden platform is somewhat smaller than via a fly spell, or by climbing the side of the tree to
the others that you have found, measure only reach the platform) or unless they take active meas-
40 feet long and 40 feet wide. Its edges are sur- ures to make a stealthy approach onto the platform,
rounded by dark, forbidding tree branches. To Ghalysar Tarm is fully aware of the party’s pres-
the west, a small pathway appears to lead from ence, and makes a Hide check to conceal himself in
the platform directly inside the tree, which the shadows near the entrance leading inside the
appears to glow with a cool, blue light. Tree of Falling Mists. Player characters must make
Ghalysar Tarm is the mastermind behind the plot to a successful opposed Spot check to detect Tarm’s
cut off the water supply to Stagdale. Xenophobic presence; should they fail, the powerful rift elf

75
ranger gains a surprise attack against the party.
Regardless of whether or not the party successfully
detects him, Tarm’s battle tactics remain the same
– he charges the closest opponents and uses his
+1 longsword and dagger of venom in melee. If
possible, he attacks elven opponents first, then
human (his two favored enemies). He may use his
entangle spell to immobilize tougher opponents.
Crazed and confident in his eventual triumph, he
fights to the death.
Ghalysar Tarm, male rift elf Rgr7: CR 7; Medium
humanoid (elf); HD 7d8+7; hp 42; Init +4; Spd 30 ft.;
AC 22, touch 15, flatfooted 18; Base Atk +7; Grp +12;
Atk +1 longsword +13 melee (1d8+6/19-20) or +1
dagger of venom +13 melee (1d4+6 plus poi-
son/19–20) or +1 longbow +12 (1d8+1/x3); Full Atk
+1 longsword +11/+6 melee (1d8+6/19-20) and +1
dagger of venom +11/+6 melee (1d4+3 plus poi-
son/19–20) or +1 longbow +12/+7 (1d8+1/x3); SA
Favored enemy elves +4, favored enemy humans
+2; SQ Low-light vision, rift elven traits, wild empathy
+8, woodland stride; AL NE; SV Fort +6, Ref +9, Will
+2; Str 20, Dex 18, Con 12, Int 16, Wis 12, Cha 9.
Skills and Feats: Climb +10, Concentration +5,
Handle Animal +10, Heal +8, Hide +14, Jump +10,
Knowledge (nature) +6, Listen +10, Move Silently
+14, Ride +14, Search +12, Spot +12, Survival +8,
Entering this area immediately activates a sum-
Swim +8, Use Rope +8; Alertness, Animal Affinity,
moning spell, which automatically brings 2 Medium-
Blind-Fight, Endurance, Improved Two-Weapon
sized water elementals into the pool of water. These
Fighting, Track, Two-Weapon Fighting.
Ranger Spells Prepared (2; save DC 11 + spell two creatures attack the party immediately.
level): 1st – entangle, jump. The pool of water contained within the Tree of
Possessions: +1 longbow, 20 arrows, +1 Falling Mists is deceptively deep. Though the water
longsword, +1 dagger of venom, +1 studded leather within 10 feet of the wooden path and dais leading
armor, amulet of natural armor +3, ring of protection into the area is only 3 feet deep, the water gets
+1, rune covered enchanted disk (worth 200 gp). much deeper beyond that point – every other part of
Area 3-3 – The Heart of Falling Mists (EL 7): Read or the pool in this area is 40 feet deep. Creatures of
paraphrase the following: Small size or less must make a Swim check (DC
10) if they enter the waters immediately surround-
As you enter the Tree of Falling Mists, you real- ing the wooden path and dais; creatures of Huge
ize that you have truly found an enchanted size or smaller must make a Swim check (DC 12) if
place. You walk along a path formed from the entering the deeper parts of the pool of water. It is
wooden interior of the Tree – and this path is recommended that the GM should be familiar with
surrounded by a massive circular pool of water! the underwater combat rules as presented in the
The path, which measures 10 feet wide, DMG (in the Wilderness Adventures section of
extends out nearly 100 feet towards a wooden Chapter 3: Adventures). The ceiling in this area is
dais in the center of this strange, water-filled 20 feet, and the “walls” are treated as magically
pool. A small object stands upon the dais, but treated wooden walls.
from this distance, it is difficult to determine
what the object might be. Magically Treated Wooden Walls: 6 in. thick;
hardness 10; 20 hp; Break DC 40, Climb DC 21.
As you begin to walk along the wooden path,
you hear a faint rumbling noise. Ominous Tactics: One of the water elementals immediately
shapes begin to form in the water – angry charges the party and attacks fiercely with its slam
humanoid shapes that do not appear pleased attacks; the other remains out of melee combat for
by your presence... a round or two, judging where the player characters

76
are positioning themselves in combat. If any player cessful.
characters wander into the shallow waters border-
ing the wooden path, the second water elemental Creatures trapped in the vortex cannot move
unleashes its vortex attack against such foolhardy except to go where the elemental carries them or to
individuals; otherwise, it joins with its companion in escape the vortex. Creatures caught in the vortex
assaulting the party with slam attacks. Both ele- can otherwise act normally, but must make a
Concentration check (DC 10 + spell level) to cast a
mentals fight until banished or destroyed.
spell. Creatures caught in the vortex take a –4
Water Elementals, Medium (2): CR 3; Medium penalty to Dexterity and a –2 penalty on attack rolls.
elemental (water, extraplanar); HD 4d8+12; hp 29, The elemental can have only as many creatures
35; Init +1; Spd 20 ft., swim 90 ft.; AC 19, touch 11, trapped inside the vortex at one time as will fit
flat-footed 18; Base Atk +3; Grp +6; Atk/Full Atk inside the vortex’s volume.
slam +6 melee (1d8+4); SA Water mastery, drench, The elemental can eject any carried creatures
vortex; SQ Darkvision 60 ft., elemental traits; AL N; whenever it wishes, depositing them wherever the
SV Fort +7, Ref +2, Will +1; Str 16, Dex 12, Con 17, vortex happens to be. A summoned elemental
Int 4, Wis 11, Cha 11. always ejects trapped creatures before returning to
Skills and Feats: Listen +3, Spot +4; Cleave, its home plane.
Power Attack.
SA – Water Mastery (Ex): A water elemental If the vortex’s base touches the bottom, it creates a
gains a +1 bonus on attack and damage rolls if both swirling cloud of debris. This cloud is centered on
it and its opponent are touching water. If the oppo- the elemental and has a diameter equal to half the
nent or the elemental is touching the ground, the vortex’s height. The cloud obscures all vision,
elemental takes a -4 penalty on attack and damage including darkvision, beyond 5 feet. Creatures 5
rolls. (These modifiers are not included in the sta- feet away have concealment, while those farther
tistics block.) away have total concealment.
Drench (Ex): The elemental’s touch puts out
torches, campfires, exposed lanterns, and other Those caught in the cloud must make a
open flames of nonmagical origin if these are of Concentration check (DC 15 + spell level) to cast a
Large size or smaller. The creature can dispel mag- spell.
ical fire it touches as dispel magic (caster level 4th). An elemental in vortex form cannot make slam
Vortex (Su): The elemental can transform itself attacks and does not threaten the area around it.
into a whirlpool once every 10 minutes, provided it
is underwater, and remain in that form for up to 2 Once the water elementals are defeated and the
rounds. In vortex form, the elemental can move player characters reach the wooden dais in the cen-
through the water or along the bottom at its swim ter of this area, provide them with handout A. Then,
speed. The vortex is 5 feet wide at the base, up to read or paraphrase the following:
30 feet wide at the top, and up to 30 feet tall. The Standing on a wooden dais in the center of this
elemental controls the exact height, but it must be hollowed-out section of the tree is a wooden
at least 10 feet. statue. The statue depicts a miniature version
The elemental’s movement while in vortex form of the Tree of Falling Mists, carved in loving
does not provoke attacks of opportunity, even if the detail down to the smallest leaves. Clear, crisp
elemental enters the space another creature occu- drops of water fall from the branches of this
pies. Another creature might be caught in the vortex miniature tree.
if it touches or enters the vortex, or if the elemental At the base of this miniature tree is a brass
moves into or through the creature’s space. plate. You see three small keyholes cut sharply
Creatures of Small size or less might take damage into this plate. Inscribed at the bottom of this
when caught in the vortex and may be swept up by plate, just below the three keyholes, are the fol-
it. An affected creature must succeed on a Reflex lowing words:
save (DC 15) when it comes into contact with the “Three keys need I, and three boxes might
vortex or take 1d6 hit points of damage. It must also lie,
succeed on a second Reflex save or be picked up
bodily and held suspended in the powerful currents, Or perhaps only one speaks truth on high.
automatically taking 1d6 hit points of damage each
round. An affected creature is allowed a Reflex With a careful eye and wits that are sly,
save each round to escape the vortex. The creature One may restore waters back to the sky.”
still takes damage, but can leave if the save is suc-

77
Surrounding the base of the statue are three With the final turn of the third key, the miniature
simple boxes, each measuring approximately 3 wooden tree that stands before you suddenly
feet square and 2 feet tall. One box is crafted shimmers… and vanishes. In its place, a glow-
from gold, one from silver, and one from lead. ing golden disk suddenly appears – and with a
Inscribed upon each of the three boxes are the deafening roar, a torrent of water flows forth
following words: from the disk. You also notice that the extensive
pool of water surrounding you has slowly begun
Golden Box: The key is in this box. to drain away – judging from the rumbling you
Silver Box: The key is not in this box feel beneath your feet, it has swirled its way
back to the empty banks of the Eradake River,
Lead Box: The key is not in the golden box. as has the waters pouring forth from the golden
disk.
The solution to this puzzle is fairly simple – based
on the given conditions (either all statements are With the mysterious rift elves defeated, and
false, or only one is true), this indicates that only the with the waters of the Eradake restored, you
inscription on the lead box could possibly be true. know with confidence that you have been victo-
So the key is in the silver box. If the player charac- rious. Mistfall has once more returned to the
ters open the silver box, they find the third key nec- Amn’crith Forest – and the town of Stagdale is
essary to open the portal to the Elemental Plane of indebted to your heroic deeds...
Water. This key appears to be identical to the ones
found in areas 1-4 and 3-2. Also contained in the sil- Rewards
ver box is treasure – a small pile of 4 sapphires,
each worth 600 gp. Reward experience normally for combat and traps in
the adventure. In addition, you may elect to award
If the player characters open the gold or the lead bonus XP to the party for exceptional action and heroic
box by mistake, they can potentially activate sever- accomplishments. Use the list below as a guideline for
al burning hands traps – each of these boxes con- awarding bonus experience points.
tains a separate burning hands trap. Both traps are
activated the instant the lid for either the gold or Action XP Bonus
lead box is lifted. Neither of these two boxes con-
tains anything besides its unpleasant magical trap. Finding the first key in area 1-4 250 XP

Burning Hands Trap (2): CR 3; magic device; Capturing Syadta Skarne alive 250 XP
proximity trigger (alarm); automatic reset; spell Restoring the waters of the 250 XP
effect (burning hands, 5th-level wizard, 5d4 fire, DC Eradake River
11 Reflex save half damage); Search DC 26;
Disable Device DC 26. Capturing Ghalysar Tarm alive 500 XP

At the GM’s discretion, if the players have a difficult Solving the riddle in area 3-3 500 XP
time trying to figure out the puzzle, an Intelligence
check (DC 28) can be substituted for the players Further Adventures
actually solving the riddle. However, if this alterna-
tive is used, player characters should not receive Based upon the details provided in the encounters
the bonus XP awarded for solving the puzzle (as above, here are some additional ideas for further
noted in the “Rewards” section of this adventure). adventures:
Bonus XP should also not be awarded if the player Doorways to Infinity: Found amongst Ghalysar Tarm’s
characters just randomly choose to open the silver possession is a map to other worlds...or rather, door-
box without bothering to figure out the riddle. ways leading to other worlds. Though cryptic, the map
Once the player characters have the three keys, shows that the doorways are located in the frozen
they can use the keys to restore the flowing waters wilderness far to the north, and possibly lead to great
to the Eradake River. The order that the keys are treasures. The metallic glyph disks are apparently
placed into the keyholes at the base of the minia- required to operate the doors
ture tree are unimportant – as long as the three This option is highly recommended if the GM wishes to
keys are placed in the three holes and turned, the connect the DCC Known Realms – or a homebrewed
portal is re-opened. If the player characters reacti- campaign world – to other possible campaign worlds.
vate the portal by using the three keys, read or par- After all, although the map says that there are “great
aphrase the following: treasures” beyond the mystical gateways, it’s really up

78
to the GM to decide what fantastic adventure lie beyond The Disk Conspiracy: Upon returning to Stagdale, the
these doors… player characters learn that while the waters of the
Eradake River have been restored to the town, many of
Kingdoms of the Rift Elves: Though Ghalysar Tarm has the townspeople have vanished. While the player char-
been defeated, his capture or death only serves to send acters were fighting the rift elves at the Tree of Falling
the once-dormant rift elves into a warlike frenzy. In Mists, a number of strange metal disks, inscribed with
order to prevent the rift elves from launching a full glowing mystical symbols, began to appear in the town.
assault against the towns of Stagdale and Ironvale, the Those possessing the disks began to act mysteriously,
player characters must find a long-lost artifact hidden meeting under cover of darkness in deserted parts of
somewhere in the Amn’crith Forest. The artifact – the town... and then they began to vanish without trace. It is
Black Staff of Argador – is said to have been wielded by said by some sages that the glyph-covered disks were
the greatest of the rift elf warriors. Whomever holds the forged in a place called Noldor’s Keep, whose ruins lie
Black Staff is said to wield total command over all the buried somewhere in the Amn’crith Forest... perhaps if
rift elves – and perhaps whomever wields the Black these ruins could be found, the secrets of the disks
Staff can convince the rift elves to cease their attacks could be revealed – and the sinister sorcery affecting
against humankind, provided that the long-lost artifact is Stagdale could be reversed once and for all.
found in time…
Players’ Handout A

79
80
81
Dungeon Crawl Classics
Yellow Jade Heart
By Jeremy Simmons
AN ADVENTURE FOR CHARACTER LEVELS 4-6

Introduction Game Master’s Section


Yellow Jade Heart is designed for four to six characters Encounter Table
of 4th to 6th level, with a total of 22-26 levels between
party members. While the characters can be of any Loc Pg Type Encounter EL
basic character class, a sure-handed warrior type and a
keen-eyed trap finder will be essential. A large party, 1-3 85 T Pit, sphere of annihilation 4
though, is not necessary. See the “Scaling Information” 1-4 85 T King Statue trap 5
section for ways to tailor the adventure to your group’s
unique style of play. Warrior Statue trap 6

Adventure Summary 1-5 86 T Exploding sapphires trap 7

Careful research, luck, or the whimsy of fate brings the 1-6 87 C Chuul 7
heroes to a barren land of cliffs and high plains. Here, 1-8b 88 P/T/C The Gauntlet Puzzle, 10
secreted in ancient caves set high above the rolling various traps
grasslands, is the resting place of a relic considered
holy among warriors: Jhavara’s Yellow Jade Heart. Spectre
Mistaken by most for a fabulous jewel, the Yellow Jade 1-10 89 C Single combat with 10
Heart is in fact the sword of the legendary warrior-queen Jhavara’s sword
Jhavara. In order to recover the relic, the heroes will need
to overcome a series of challenges and traps, culminat- Scaling Information
ing in a single combat against the sword itself. If the
Yellow Jade Heart is designed for four to six characters
heroes succeed, they will walk away with a powerful relic
of 4th-6th level, but it can be easily modified for parties
of a past age, but if they fail, it may cost them their lives.

82
of different sizes or levels. Much of the dungeon can be
run with a small party, so don’t alter the challenges
Background Story
unless the party consists of only one or two explorers. On a gray morning in the distant past, before the
Weaker parties (2 or fewer characters, or lower than Northlands had a written history worth recording,
4th level): Reduce the DC of all traps by 5. Replace the Jhavara’s horde thundered out of the barren eastern
sphere of annihilation in area 1-3 with a simple spiked steppes. She sought a milder climate and a better home
pit. Halve the damage caused by the exploding sap- for her dwindling people, and in the lands north of the
phires in area 1-5. Replace the chuul in area 1-6 with a Kitezhan mountains, she found it. This fierce people
wight. lived and died so many ages ago that they’ve been all
but forgotten, diffused into the Khonsurian Empire,
Stronger parties (7 or more characters, or higher which itself has nearly vanished. Only the warrior-
than 6th level): Increase the DC of all traps by +5. Add queen’s story remains, woven into newer legends and
a second chuul to area 1-6. Advance the spectre in area retold over campfires and tankards of ale.
1-8b. Double the hit points and attacks of the Yellow
Jade Heart. An enigmatic figure, the warrior-queen is reputed to
have slain many powerful foes, even defeating two
Getting the Players Involved demon princes in single combat. Skalds say that her
keen, curved blade drank the black blood of countless
The adventure begins with the PCs at a cave entrance challengers.
high above the Uru’Nuk Highlands. Use one of the fol-
lowing adventure hooks to get the characters started. The true Jhavara differs little from the tales. She was a
Note that each of these hooks relies on the mistaken fierce swordswoman of exquisite skill, and if not beauti-
presumption that the Yellow Jade Heart is a jewel. ful, was at least terribly attractive in her power and
Convincing a patron (and his well-armed minions) that poise. The warrior-queen fought not for coin or glory
the recovered Yellow Jade Heart is actually a sword can (but rarely refused either), nor even to be remembered
be the start of an entirely new adventure! in song or tale. Instead, she sought to eradicate evil in
all forms. But for all her ferocity, she was not a zealot,
• The party is approached by a powerful lord who col- for zeal implies fundamentalism and servitude, neither
lects fabulous jewels, or a museum curator seeks to of which she had much truck with. Jhavara battled the
add the fabulous gem of legend to its collection and forces of darkness because she possessed a clarity
is offering more than its market value. This person that few today could replicate: She just knew in the utter
commissions the heroes to travel west across the fiber of her being that she was brought into this world to
Dragonspire Mountains and reclaim the fabled take up arms against the vilest of evils. And her sword,
Yellow Jade Heart. the Yellow Jade Heart, absorbed much of this purity of
• A religious faction lays claim to the Yellow Jade purpose and boundless power. Stout indeed must be
Heart, insisting that the holy relic must be reclaimed the heart of he or she who would wield it again.
on behalf of their cult. A hooded ambassador offers Jhavara had a circle of devoted followers, warriors all,
the heroes a king’s ransom for the successful and most of them women, whom she trained and with
recovery of the fabled jewel. whom she shared the treasure won from her cam-
• The party’s rogue is falsely (or rightly!) accused of paigns. There were nineteen of these warriors, and their
breaking Thieves Guild edicts and double-crossing names are not remembered. It was these warrior-disci-
his fellow thieves. As penance for the rogue’s act, ples who, acting upon their mistress’ dying wish, hol-
the guildmaster describes a simple task: Recover lowed out the caverns in the forbidding cliffs above the
the fabled Yellow Jade Heart. The guildmaster has Highlands, building traps and challenges that would
the rogue ensorcelled and geased to ensure com- defend the Yellow Jade Heart until the prophesied time
pliance … or death. arrived, and another warrior of matchless determination
and skill would take up the Yellow Jade Heart against
evil once more.

83
Player Beginning The Reliquary of the Yellow
Read or paraphrase the following: Jade Heart
Last night you found a narrow path heading up into the These halls of testing were tunneled out of the granite
cliff, but waited until the daylight came to hazard its cliffs over a thousand years ago, perhaps more. The
course. After at least twenty switchbacks, the burning exact date of Jhavara’s death is lost to time; the last
highlands are lost in the haze below. It’s a different scant records of her people were lost in the decline of
world up here, almost tolerable with the cloudy heavens the Khonsurian Empire.
above and the hellish heats below.
Masonry Wall: Hardness 9; hp 100 hp; break DC 35;
At last the rising path ends, leaving you standing before Climb DC 13.
a trio of massive iron doors, set deep in the granite wall,
Good Wooden Door: Hardness 5; hp 15; break DC 16
where little has been done to hide them. A wide, flat cliff
(stuck), 18 (locked).
stretches before the strange portals, offering room to
set up camp and get the rest you need so badly after Areas of the Map
the climb. Despite the burning sun, an unpleasant chill
hangs in the air. You can’t say why, but all your com- Area 1-1 – Empty Guard Chamber: Read or para-
panions seem convinced that you are the first to stand phrase the following:
here in forgotten eons. Perhaps the first since the door Once through the narrow passage, a small,
was closed for the first time. rough-hewn chamber becomes visible. On
The doors to the left and right are sealed – not by any opposite walls are the sooty remains of two per-
man-made lock – but by the passage of time, a fact functory sconces, their fuel long since burned
readily apparent to any dwarf or rogue. A DC 23 out. The walls seem to be carved from solid
Strength check is required to wrench any of the doors rock, and a stone seat carved from the living
open. rock juts from the wall itself. There are a few
scraps of what look to be wood on the floor.
The door opening to area 1-2 is detailed below.
On either side of her reliquary, Jhavara’s servants
carved out identical chambers without device or
decoration, to serve as guard posts. Each was fitted
with a chair and a wooden table and shelves, which
have virtually disintegrated in the silent centuries
that have passed. A few scraps of desiccated wood,
still nailed together, lie in a small heap where the
Who is Jhavara? table once was.

Bards can make a bardic knowledge check or any PC Area 1-2 – Door to the Reliquary: When the party
with Knowledge (history) can roll to determine what investigates the door leading to the reliquary, read
they know about the legendary Jhavara. GMs are or paraphrase the following:
encouraged to determine these results prior to this In front of you is a wide door, set several feet
adventure so as to plant the seed early. deep into the rock, as though pressed into the
stone by a god’s hand! Wider than it is tall, the
DC Type of Knowledge
portal is made of the same veined granite as
10 Jhavara was a noble warrior-queen of an the cliffs surrounding it, and its face is decorat-
ancient people from the forgotten East. What ed with tarnished brass studs. In the center of
little is known of her is the stuff of legend. the door is a keyhole.
20 A relic known as the Yellow Jade Heart was This door is almost 3 feet thick (hp 260, break DC
imbued with all of Jhavara’s ferocious dedi- 48), and a few of the studs (originally 72) are miss-
cation to good. ing. The door slides open when the proper key is
inserted, but sadly the key was lost centuries ago.
25 Jhavara was buried in a cliff-side tomb, Luckily the lock is fairly easy to pick (Open Lock DC
somewhere in the Kitezhan Mountains. 22), though it’ll have to be cleaned out (centuries of
30 Not simply a tomb, there was a specific pur- sand have clogged it up!). When unlocked, it slides
pose for Jhavara’s reliquary: testing warriors with a great screeching and grinding noise, and a
to determine a soul worthy of her treasure. blast of fetid air rushes out. Inside, utter darkness
awaits the brave heroes.

84
Area 1-3 – The Lotus Chamber: Read or paraphrase can attempt a DC 30 Climb check to arrest their fall
the following: by gripping the wall. Otherwise, their companions
have one round, and only one round, to save them.
Near the end of the passage, you feel the cool Adventurers who fall and cannot find a way to stop
freshness of open air. A wide, lotus-shaped strike the sphere and are utterly and permanently
chamber expands outward before you. The destroyed.
ceiling soars at least fifty feet above you, and
beyond a fifteen-foot ledge the floor falls away The placement of the sphere is fixed and cannot be
into utter blackness. Some twenty feet past the moved without a successful casting of dispel magic
ledge, two stone walkways seem to hang in the (dispel check DC 35).
void, arcing off into passages on the opposite
Development: Two additional exits, marked B and
side. A gentle breeze moves throughout.
C, offer egress from the chamber, but the stone por-
Heroes hoping to gain either stone walkway (indi- tals sealing these exits don’t open unless the
cated as A and D on the map) will need ingenuity heroes have passed the challenges in areas 1-4
and some daring. A successful Use Rope check and 1-5. Once both challenges are defeated, the
(DC 17) will allow PCs to hook the ledges with grap- stone portals descend, like drawbridges, allowing
pling hooks or the like. Daring rogues can attempt passage and providing short ledges before exits B
to climb the walls (Climb DC 25), but falling means and C.
almost-certain death (see below).
A DC 25 Spot check permits the heroes to notice a
Trap: The pit has sloping sides that funnel down to covered tunnel crossing the darkness below. Nearly
a narrow opening that contains a sphere of annihi- 20 feet below the lip of the edge, the stone tunnel is
lation. Heroes falling from the level of the ledge and nearly impossible to access from here, short of rop-
the platform take 4d6 points of falling damage, and ing and hacking through almost two feet of stone.
tumble down to the sphere. Those falling into the pit The easier way of accessing the tunnel is via plat-
form B.

DCC World Area 1-4 – The Chamber of History: Read or para-


phrase the following:
In the spider-haunted shades of aeons past, a
You follow a passage that curves and climbs
mighty warrior-princess led her horde west from the
gradually upward. At its end you come upon a
barren steppes and onto the fertile flood plains of the
great, golden door, a group of horsed warriors
Saramanthian lowlands. Reputed for grasslands cut deeply in relief.
where the blades reach as high as a man's chest,
this verdant region is home to vast herds of migrato- This is a bronze door, polished to a high sheen and
ry animals – and the mighty beasts that prey upon seemingly unaffected by the incredible time that
them. has passed since its forging. It is neither trapped
nor locked.
The door swings open effortlessly to an incred-
ible room. Each wall is covered in bands of
carved pictographs, and five small statues
stand against the walls. Brilliant colors scintil-
late from both the paintings and statues. In the
center of the far wall is a wide alcove flanked by
two empty pedestals. A third pedestal, also
empty, stands in the very center of the alcove.
The walls are painted in a variety of beautiful pat-
terns, though much of the paint has flaked away
during the millennia. The common theme is a series
of warriors.
Puzzle: The entire chamber is actually a puzzle that
unlocks platform 1-3B. To solve the puzzle, the
heroes must place the proper statue on the proper
pedestal. Three of five statues match up to a specif-
ic pedestal. Solving the puzzle is fairly simple, but will
require some investigation and a good eye for detail.

85
Statue A depicts a wizard. Statue B depicts a male Area 1-5 – A Matter of Honor: Read or paraphrase the
warrior. Statue C, a female warrior. Statue D depicts following:
a healer. And statue E depicts a king.
Cautiously, you follow a passage that curves
A close inspection of statue A (Search DC 15) and climbs gradually upward. At its end you
reveals a pattern on the wizard’s robes that match- stand before a great, golden door, deeply cut in
es a rune carved into the top of the first pedestal (to relief of a scene of a queen bestowing medals
the left of the niche). upon her warriors.
A Search (DC 15) of statue C reveals a pattern This is a bronze door, polished to a high sheen and
carved into the armor. This pattern matches a pat- seemingly unaffected by the incredible time that
tern carved into the top of the pedestal set within has passed since its forging. The door is neither
the niche. locked nor trapped.

And finally, a Search (DC 15) of statue D reveals The door swings open effortlessly, and the
three purple stones set into the healer’s circlet. The chamber before you contains a surprising
stones match those set into the top of the third vision: Your eyes are arrested by the sight of a
pedestal. tired, wounded man strung up over a pit in a
bizarre device similar to the balances used by
The statues must be carried and lifted onto the gold merchants, with empty measuring plates
pedestals by whatever means the party can man- hanging below both arms. His weary head lifts
age. A Strength check (DC 24) is necessary to lift a up slowly to you, eyes imploring, his mouth dry
statue. and cracked. Dried blood covers his face and
There is no particular sequence in which the stat- stains his filthy clothes. He is completely bound
ues must be placed, nor does anything happen until to the device, but upon seeing you, he sum-
the third (whichever it might be) is placed on the mons up the strength from somewhere and in a
pedestal. The moment this occurs, a faint sound voice like a most pathetic child, he rasps:
from far off in the dungeon hints at action: a deep, “My gods, I feared no one would ever find me
grinding boom, followed by a ratcheting sound that here. Who are you? My name is…uh, my
ends suddenly. All that remains now is for the party name…I…I don’t remember...my…name.”
to encounter the choice in area 1-5; once this is
done, the portals sealing platforms 1-3B and C If the heroes speak with the man, his voice trails off
open up, allowing the heroes to pass. (They won’t for a moment, but with a sudden fierceness and
see a difference in area 1-3 until both areas 1-4 and determination he looks up again and continues.
1-5 are successfully encountered.) “A woman of the cruelest temperament guided
The problem occurs when anyone makes the mis- me here, and cast a vile spell upon me that
take of removing the incorrect statue (B or E). If keeps me alive without food or drink. I ask you
either the Male Warrior or the King statue is to free me from this bondage, or slay me if you
removed completely from its niche, a trap is sprung. cannot save my life. I can offer you no reward,
Moving the statues back into their slots will not reset but I implore you for all that once was decent in
the trap. this foul world, save me!” He finishes with a
note of terror and madness, and fresh drops of
Moving the King statue releases a fusillade of darts, sweat have beaded on his forehead.
while removing the Warrior statue triggers a whirling
Scale Puzzle: Just before the pit is a silver tray.
poison blades trap.
Resting in it are a pair of star sapphires, each the
King Statue Trap: CR 5; mechanical; location trig- size of a dove’s egg. An Appraise check (DC 20)
ger; no reset; Atk +18 ranged (1d4+1, dart); multiple estimates their worth at 10,000 gp apiece, but even
targets (1d8 darts per target in a 10-ft.-by-10-ft. PCs without the skill to appraise them know that
area); Search DC 19; Disable Device DC 25. they must be worth a king’s ransom.
Male Warrior Statue Trap: CR 6; mechanical; Once the adventurers notice the gems, the man
timed trigger; no reset; +10 melee (1d8+4/19–20 speaks again.
plus poison, longsword); poison (purple worm poi-
“I’m afraid those are the price of my freedom.
son, DC 24 Fortitude save resists, 1d6 Str/2d6 Str);
Placing them in the plate to my left breaks the
multiple targets (one target in each of three 5-ft.
spell that binds me. If you put anything else in
squares adjacent to statue); Search DC 20; Disable
there, I will be cut to pieces. At least, that’s what
Device DC 20.
she told me would happen. I have little desire to

86
the poor man in his miserable state, they will find
the choice an ill one. Firstly, the old man bellows in
a strange language and floats up and out of the
machinery as though he were never trapped there;
pointing a bony finger at the greedy adventurers, he
utters what must be an awful oath or curse, then
closes his eyes and vanishes into a silvery mist.
Silence falls over the chamber. One round later, the
sapphires explode into deadly, razor-sharp shards.
Regardless of the party’s choice, all that remains
now is for them to solve the puzzle in area 1-4; once
this is done, the portals sealing platforms 1-3B and
C grind open, allowing the heroes to pass. (They
won’t see a difference in area 1-3 until both areas
1-4 and 1-5 are successfully encountered.)
Exploding Sapphires Trap: CR 6; magic device;
location trigger (stealing the gems); no reset;
exploding shards (11d6 slashing damage to all tar-
gets within 15 ft., DC 19 Reflex save half damage).
Area 1-6 – Squatters: Read or paraphrase the follow-
ing:
As soon as you turn the corner in the passage,
you see a small pile of rubble against the right-
hand wall about twenty or thirty feet away.
There appears to be a massive hole where the
test her word.” The old man mumbles incoher- wall has been punched through, and a crude
ently for a while, then sighs heavily before con- passage tunnels into the rock beyond. A faint
tinuing. “I know it’s a sore test. All I ask is that if whiff of foul air and moisture emanates from the
you must take the jewels for your own, then hole.
slay me first! I cannot endure another day of
A chuul burrowed down into Jhavara’s Reliquary,
this torture.”
following a narrow underground stream. Recently
This is Jhavara’s test of the honor of whoever would that passage collapsed, trapping the chuul in the
take up her sword. Treasure, in her mind, is never reliquary. The monster is near starvation and des-
worth the life of an innocent, even a stranger. Honor perately hungry, and thus attacks without the slight-
was in fact the most crucial attribute of a warrior or est provocation and fights to the death.
a ruler, in Jhavara’s estimation.
The chuul’s lair contains nothing of value, only
If the jewels are placed in the measuring plate as stinking heaps of refuse and its own filth, with one
the victim asks, a whirling field of purple, white, and exception: a small teak box with bronze hinges and
yellow lights circles around the device like a magi- corner caps, which contains a platinum necklace
cal wind, and the man is released. He fades away set with 9 topazes (value 500 gp each). How an
with a look of unimaginable relief on his face. After item of delicacy and beauty like this box found its
he disappears, the rack falls into pieces with a great way into such a den of horror and waste is practi-
noise and violence, collapsing into the pit. But the cally unimaginable, and the chuul isn’t telling.
reward for “honorable” PCs is not just the intangi-
ble; if they look at the tray where the sapphires orig- Chuul: CR 7; Large aberration (aquatic); HD
inally had rested, they will see: 11d8+44; hp 93; Init +7; Spd 30 ft., swim 20 ft.; AC
22, touch 12, flat-footed 19; Base Atk +8; Grp +17;
• Bracers of armor +2 Atk claw +12 melee (2d6+5); Full Atk 2 claws +12
• Wand of magic missiles (CL 5th) melee (2d6+5); Space/Reach 10 ft./5 ft.; SA
Constrict 3d6+5, improved grab, paralytic tentacles;
• Divine scroll containing the spells cure critical SQ Amphibious, darkvision 60 ft., immunity to poi-
wounds, holy sword, and speak with dead. son; AL CE; SV Fort +7, Ref +6, Will +9; Str 20, Dex
16, Con 18, Int 10, Wis 14, Cha 5.
However, if the PCs pocket the sapphires, leaving

87
Skills and Feats: Hide +13, Listen +11, Spot a narrow opening that leads into darkness.
+11, Swim +13*; Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative. This is the final challenge, a test of reflexes and
*A chuul has a +8 racial bonus on any Swim quick thinking to earn the chance to face and
check to perform some special action or avoid a attempt to tame her sword. The “book” explains (in
hazard. It can always choose to take 10 on a Swim Jhavara’s long-vanished language, a precursor to
check, even if distracted or endangered. It can use the modern Common tongue) what is at stake. It
the run action while swimming, provided it swims in describes the various dangers in the gauntlet, rid-
a straight line. dling that:
SA – Constrict (Ex): On a successful grapple “The right count will lead you through without a
check, a chuul deals 3d6+5 points of damage. sliver…
Improved Grab (Ex): To use this ability, a chuul
must hit with a claw attack. It can then attempt to Music over three, and add the number of tests
start a grapple as a free action without provoking an you’ve passed,
attack of opportunity. If it wins the grapple check, it But fear the dread march of Death, whose
establishes a hold and can constrict or, on its next drummer’s lost the beat!”
turn, transfer a grabbed opponent to its tentacles.
Paralytic Tentacles (Ex): A chuul can transfer To read the inscription, a hero must cast a compre-
grabbed victims from a claw to its tentacles as a hend languages spell or succeed on a DC 25
move action. The tentacles grapple with the same Decipher Script check.
strength as the claw but deal no damage. However,
they exude a paralytic secretion. Anyone held in the The narrow passage to the north is crammed with a
tentacles must succeed on a DC 19 Fortitude save diabolical array of shooting darts, stabbing spears,
each round on the chuul’s turn or be paralyzed for whirling blades, and crushing blocks! If the heroes
6 rounds. While held in the tentacles, paralyzed or approach the passage, a solemn drum strikes up,
not, a victim automatically takes 1d8+2 points of keeping regular time, and the instant they enter, the
damage each round from the creature’s mandibles. dire traps are triggered.
SQ – Amphibious (Ex): Although chuuls are In order to pass the gauntlet, a brave hero must
aquatic, they can survive indefinitely on land. count to five (3 plus the 2 traps passed in areas 1-
Area 1-7 – Trapdoor in the Floor: Read or paraphrase 4 and 1-5) between making 5-foot steps down the
the following: corridor. The requires unerring calm and poise; a
PC advancing down the hall in this manner must
The passage opens into a rectangular room succeed on a DC 10 Intelligence and DC 10
with relief carvings around the walls at eye Wisdom check each 5-foot step. If this is done, the
level. The passage continues out the opposite PC slips down the corridor, narrowly dodging each
side of the room. trap.
These carvings are more depictions of Jhavara’s One complication remains – a challenge to test the
personal combats against some of the demons she mettle of any hero. The round after the adventurer
was reputed to have slain. makes it to the 10-foot mark, a shadowy spectre
steps from the walls and slowly begins to close with
A stone trapdoor is set in the middle of the room, the PC. The spectre moves slightly quicker than the
with a small keyhole in its center. Opening the stone PC – just quick enough to catch him at the 20-foot
door requires the key from area 1-8C. Alternately, it mark. The hero has two options: remain faithful to
can be picked with a DC 20 Open Lock check, bro- the count and battle the spectre for 2 rounds (one at
ken open with a DC 30 Strength check or destroyed the 20-foot mark, and one at the 25-foot mark) or
from taking 150 points of damage (hardness 8). flee the spectre, risking the traps.
Once the trapdoor is opened, the heroes can drop
10 feet to the base of the stairs leading to area 1-9. As long as it remains in the hall, the spectre bene-
fits from +6 turn resistance. Once the hero exits the
Area 1-8 – The Gauntlet and the Key: Read or para- hall, the spectre vanishes back into the walls,
phrase the following: reemerging only if another person attempts to enter
A short flight of stairs rises to a plain-looking, from the south. Similarly, the traps are only activat-
square room. In the center of the chamber is a ed if a character attempts to enter from the south; a
short, square pedestal. A stone tablet carved to hero returning from the north has nothing to fear.
look like an open book rests atop it. Beyond the
pedestal on the opposite side of the chamber is

88
Distance Down Passage Trap Spawn are under the command of the spectre that
created them and remain enslaved until its death.
5 ft. Spiked Blocks from They do not possess any of the abilities they had in
Ceiling life.
10 ft. Whirling Poison Blades Energy Drain (Su): Living creatures hit by a
spectre’s incorporeal touch attack gain two negative
15 ft. Fusillade of Darts levels. The DC is 15 for the Fortitude save to
20 ft. Wall Scythe Trap remove a negative level. For each such negative
level bestowed, the spectre gains 5 temporary hit
25 ft. Stone Blocks from points.
Ceiling SQ – Sunlight Powerlessness (Ex): Spectres
are powerless in natural sunlight (not merely a day-
Treasure: The brave PC who can dodge these dev- light spell) and flee from it. A spectre caught in sun-
ilish traps reaches the nearly identical chamber at light cannot attack and can take only a single move
the opposite end where, on another pedestal, rests or attack action in a round.
an ornate crystal and adamantine key. This key is Unnatural Aura (Su): Animals, whether wild or
what permits final access to the stone-and-steel domesticated, can sense the unnatural presence of
reliquary atop the cliff where the Yellow Jade Heart a spectre at a distance of 30 feet. They do not will-
rests. ingly approach nearer than that and panic if forced
Spiked Blocks from Ceiling: CR 6; mechanical; to do so; they remain panicked as long as they are
location trigger; automatic reset every round; Atk within that range.
+20 melee (6d6, spikes). Area 1-9 – Staircase Rising: The party can reach this
Whirling Poison Blades: CR 6; mechanical; timed point either by following passageway 1-3B all the
trigger; automatic reset every round; Atk +10 melee way around and up a long flight of stone stairs, or
(1d4+4/19–20 plus poison, dagger); poison (purple by opening the trapdoor in area 1-7. When they
worm poison, DC 24 Fortitude save resists, 1d6 arrive, read or paraphrase the following:
Str/2d6 Str); multiple targets (one target in each of A black granite staircase rises up into a rectan-
three preselected 5-ft. squares). gular chamber with a soaring ceiling. The entire
Fusillade of Darts: CR 5; mechanical; location trig- ceiling is painted in heroic scenes of combat,
ger; manual reset; Atk +18 ranged (1d4+1, dart); where a female warrior stands tall amid fallen
multiple targets (1d8 darts per target in a 10-ft.-by- comrades, dealing the killing blow to a demon
10-ft. area); Search DC 19. at least three times her height. In her hands, a
magnificent sword glows like yellow sunlight
Wall Scythe Trap: CR 4; mechanical; location trig- with vengeful magic. A significant amount of the
ger; automatic reset every round; Atk +20 melee paint has disintegrated away from the mural,
(2d4+8/x4, scythe). but the effect is hardly spoiled. On the opposite
Stone Blocks from Ceiling: CR 3; mechanical; end of the chamber, another passage continues
location trigger; automatic reset every round; Atk on.
+10 melee (4d6, stone blocks). There is little to fear or to gain in this chamber,
Spectre: CR 7; Medium undead (incorporeal); HD except for, perhaps, a bit more knowledge of the
7d12; hp 45; Init +7; Spd 40 ft., fly 80 ft. (perfect); wielder of the Yellow Jade Heart. The passage on
AC 15, touch 15, flat-footed 13; Base Atk +3; Grp –; the far side of the chamber leads to the spiral stair-
Atk/Full Atk incorporeal touch +6 melee (1d8 plus case that rises to the top of the cliffs.
energy drain); SA Energy drain, create spawn; SQ Area 1-10 – The Yellow Jade Heart: Read or para-
Darkvision 60 ft., incorporeal traits, +6 turn resist- phrase the following:
ance, sunlight powerlessness, undead traits, unnat-
ural aura; AL LE; SV Fort +2, Ref +5, Will +7; Str –, An expertly hewn set of spiral steps leads
Dex 16, Con –, Int 14, Wis 14, Cha 15. straight up through the rock, opening up at last
Skills and Feats: Hide +13, Intimidate +12, onto a peak looking out over the mountains.
Knowledge (religion) +12, Listen +14, Search +12, Wind howls across over the barren cliffs, and a
Spot +14, Survival +2 (+4 following tracks); strange stillness hangs over this place. A small,
Alertness, Blind-Fight, Improved Initiative. unassuming reliquary of steel and stone can be
SA – Create Spawn (Su): Any humanoid slain seen on the far side of the mountaintop.
by a spectre becomes a spectre in 1d4 rounds. This open space is only accessible through

89
Jhavara’s dungeon, and is protected by ferocious the reliquary. The victorious warrior may then
crosswinds that prevent even flying creatures from retrieve the sword easily.
approaching. Even if one could locate the small
area in a wilderness of jagged, rocky peaks and Conclusion: The GM should not feel obligated to
navigate the unpredictable winds, the entire area is let the PCs pass the tests and gain Jhavara’s
protected by a magic ward that cannot be penetrat- sword. If they are incapable of passing the tests the
ed except by a carefully worded wish, or a gate cast way Jhavara has designed them, then they’re sim-
by a spellcaster of at least 12th level. ply not ready, and perhaps should return when
they’ve gained a level or two.
The reliquary contains the Yellow Jade Heart, which
rests inside on a wood and velvet-lined platform. Treasure: If the final test is passed, the victorious
Most of the velvet has crumbled away, but surpris- warrior receives the sword and may access all the
ingly there are still some scraps. powers that go with it.

The kris is an exquisite sword, a masterpiece of the When wielded by a character of good alignment,
forger’s art. Its hilts are bands of gold spun togeth- the Yellow Jade Heart is treated as a +2 defending
er in a braid, wrapped in rich red leather. A large short sword. Additionally, the sword bestows upon
topaz the shade of melted butter is set in the base, its chosen wielder the feats of Two-Weapon
gleaming and flawless. Its blade is an unusual Fighting and Two-Weapon Defense. The feats only
shape; curving like a wave tapering towards its bit- function when the sword is drawn, and if the sword
ter tip. The reliquary is not locked in any way, but is ever lost, so are the feats.
any who reach in to touch the sword trigger the fol- No one may handle the sword without accepting the
lowing sequence of events: same challenge as the first warrior faced. Anyone
Once the sword is disturbed (even if by a spell), a who defeats the sword is the new owner! (The
disembodied woman’s voice echoes around the Heart is not picky; it only chooses the most able
mountaintop, intoning the challenge: warrior as its owner.)

“None shall wield this blade without proving Yellow Jade Heart: CR 1; Advanced Small con-
themselves worthy. Champion, stand forth in struct; HD 3d10+10; hp 40; Init +1; Spd fly 30 ft.; AC
single combat against me, and prove thyself 14, touch 12, flat-footed 13; Base Atk +1; Grp –3;
now!” Atk/Full Atk kris +6 melee (1d6+2); SA See text; SQ
Construct traits, darkvision 60 ft., low-light vision;
The sword rises and hangs in the air as if held by hardness 8; AL LG; SV Fort +1, Ref +2, Will –4; Str
an invisible opponent, moving gently up and down 10, Dex 12, Con –, Int –, Wis 1, Cha 1.
in anticipation… Skills and Feats: None.
SQ – Hardness (Ex): An animated object has
If a hero agrees to the battle, single combat is the same hardness it had before it was animated.
joined. There is no invisible opponent – the sword
itself is animated and fights as a dancing weapon.
The Yellow Jade Heart is a unique creature, similar
in ability to a dancing weapon combined with a
Small animated object, though it receives much of
Jhavara’s fighting prowess. The Jade Heart is a kris
sword, a wavy-bladed weapon similar in origin to
the blades from Áereth’s Shadowed West.
Jhavara’s sword fights to the “death,” but honorably.
It will not strike an opponent who has fallen down,
and will not deliver the killing blow to a prone oppo-
nent who begs for mercy.
If the sword wins the fight, or if two or more adven-
turers engage it in combat at one time, it will point
directly to the skies and slowly disappear. Jhavara’s
voice will whisper out of the air, “You were not wor-
thy.” If it is defeated, it will shatter and the pieces
scatter across the ground. Closer inspection will
reveal that the shards are nothing but pig iron, and
the sword itself is whole and sitting on its stand in

90
91
Dungeon Crawl Classics
The Nightmare Closet
By Jeff LaSala
AN ADVENTURE FOR CHARACTER LEVELS 4-6

gion) or Knowledge (arcana) may be able to shed some


Introduction light on the phantasmagorical nature of the dungeon.
Remember the golden days of role playing, when
adventures were underground, NPCs were there to be
Adventure Summary
killed, and the finale of every dungeon was the dragon The PCs are hired by a wealthy noble and former mili-
on the 20th level? Well, those days are back. Dungeon tary officer named Lord Eriq Darvyn to investigate a
Crawl Classics feature bloody combat, intriguing dun- secret door that one of his servants discovered in his
geons, and no NPCs who aren’t meant to be killed. own manor. Lord Eriq, his family, and all his servants
Each adventure is 100% good, solid dungeon crawl, have been plagued by nightmares for the last couple of
with the monsters you know, the traps you fear, and the weeks and his son Frederic has recently fallen into a
secret doors you know must be there somewhere. comatose state. Lord Eriq is certain the passage beyond
The Nightmare Closet is an adventure that pits the the secret door leads to the source of his family’s afflic-
heroes against nightmares of the worst kind: a small tion, but all who approach it are subject to ineffable
boy’s. Investigation of a secret door discovered in the dread. The PCs must descend into a nightmarish, spi-
bedroom of a wealthy noble’s mansion leads to a con- raling dungeon and confront the source of emerging evil.
frontation against his son’s dreadful destiny. The adven-
ture can be a simple stand-alone urban adventure, act- Game Master’s Section
ing as a filler session during a party’s “downtime” in a
city between adventures. Or it can serve as an intro- Encounter Table
duction to the dream gods of Aéreth, Gil’Mâridth and
To help the GM prepare, we have included a quick ref-
Ôæ, and the unseen oneiric war their followers fight.
erence table showing all encounters at a glance. Loc –
The adventure can accommodate almost any combination the location number keyed to the map for the encounter.
of character classes, but the heroes would benefit from the Pg – the module page number that the encounter can
presence of a cleric. Anyone with ranks in Knowledge (reli- be found on. Type – this indicates if the encounter is a

92
trap (T), puzzle (P), or combat (C). Encounter – the key • A rogue or bard in the party learns that the noble
monsters, traps, or NPCs that can be found in the has contacted the higher echelons of a local thieves
encounter. Names in italics are classed NPCs. EL – the guild, such is the man’s desperation. The PCs can
encounter level. accept the job via the guild’s sponsorship, but must
surrender to the guild 15% of the reward for the
Loc Pg Type Encounter EL details (who’s hiring, where he lives, etc.).
1-2 96 T, C, P Oneiric troll, Ftr2 10 • One of the PCs could be related to the noble in
Spiral blade trap question, Lord Eriq Darvyn – perhaps as a distant
1-4 98 C Altered dark naga 9 cousin. In this case, Lord Eriq has contacted the PC
2 animated objects directly, pleading for help. The reward he offers
would be the same, plus an additional 3,000 gp.
1-5 99 C Guffaw, ogre Rog5 7
1-6 100 C Pelzor and Rozlep, ghoul Mnk5 9
Background Story
1-8 102 C Messianic Frederic, 8 Lord Eriq Darvyn has long since retired from the
human Clr5/Brd2 Criestine Imperial Army and settled into family life at his
ancestral manor in the city of Archbridge (or any large
Scaling Information city that best fits the GM’s campaign). Siring four
daughters and one son, the wealthy nobleman has
The Nightmare Closet is designed for four to six char- done well for his family and his fortune, until recently.
acters that are of approximately 8th level, but it can be
easily modified for parties of different sizes or levels. It began several months ago when his only son and
Consider adapting the adventure using any of the fol- youngest child, Frederic, took ill. When the 8-year-old
lowing suggestions: became bed-ridden, Lord Eriq sent for clerics from the
city’s major temples. Their prayerful administrations
Weaker parties (3 or fewer characters, or lower than cured him, as expected, but the sickness returned with-
8th level): Reduce all NPC class levels by one. in days after each treatment. One of the elder clerics
Stronger parties (5 or more characters, or higher advised Lord Eriq to allow Frederic to endure the ill-
than 8th level): Add another class level to each of the ness, saying that if the boy could be rid of it naturally, it
monsters in areas 1-2 through 1-6, and give Frederic should never afflict him again. Frederic was too weak
two more levels of cleric. In addition, for higher levels, to venture from his room, but the sickness never
consider adding shadows to the final confrontation in seemed too serious, so Lord Eriq reluctantly agreed.
area 1-8, who emerge as very real monsters from Frederic’s skin had grown pale and feverish, and he
beneath the bed...as all children know there are. experienced troubling dreams, but gradually even
these symptoms began to fade. However, several days
Getting the Players Involved ago Frederic lapsed into a comatose state. Lord Eriq
panicked, summoning the clerics again. At the same
There are various ways to get the PCs involved in this time, the nobleman’s dreams became disturbing, and
adventure, most of which involve the simple motive of even the rest of his family suffered from nightmares
gold. Essentially, word reaches the party that a wealthy and half-remembered night terrors.
Criestine noble is searching for adventurers for a spe-
cial (and hush-hush) errand that the local clerics could Using powerful curative spells, the summoned clerics
not accomplish. Since he doesn’t want his political were only able to revive the boy for minutes at a time, dur-
accomplices or allies to know of his recent troubles, he ing which Frederic fell into demential fits. When the clerics
has been “reduced” to employing adventurers. So how attempted to exorcize him, they found no foreign spirits
can this news reach the PCs’ ears? Here are some possessing him. Confounded, Lord Eriq sent the clerics
possibilities: away. Soon after, one of the maids accidentally stumbled
upon a secret door within the closet of Frederic’s room.
• If any of the PCs is a cleric of a good or neutrally- She ran screaming when she dared to open it and has
aligned deity, the noble’s plea has been passed to since been admitted to Archbridge Asylum.
her from her own church. Since the priests were not
able to solve the problem, they’re looking for the An inexplicable dread has stricken everyone who has
more adventurous arm of the church to help out. If attempted to approach the closet since the secret door
the PCs agree to look into the matter, the church was first opened. Fear of what lay within prompted Lord
will receive a small portion of the noble’s proffered Eriq to have his son moved to another part of the house,
reward (10%), but they will give the PCs three but Frederic grew violent in his preternatural slumber
potions of cure moderate wounds (CL 4). when the attempt was made to remove him from the

93
room. To add to the distress, the nightmares Lord Eriq ter. She began to exchange letters with Frederic from
and his family have been suffering have only worsened afar, slowly insinuating herself into his life with honeyed
since the secret door’s discovery. If the rumor is true, words and veiled malignance. Sajarr cultivated
even some of the neighbors have begun to suffer trou- Frederic’s imaginative mind with her frequent letters,
bling dreams. and the boy’s father was oblivious to the slow and
steady decline, until the nightmares Frederic suffered
Unable to endure it any longer, Lord Eriq sent his wife brought him into the grasp of Gil’Mâridth.
and daughters away from Archbridge to stay with his
sister in her country estate. He hopes their nightmares The sickness that has stricken young Frederic is the
will fade by going far away from what he is convinced is work of the Torment herself, meant to keep him in close
the source: that damnable secret door! Desperate now, proximity to a place desecrated with her power: for with-
Lord Eriq is seeking adventurers for resolution of the sit- in the room’s closet, a secret door leads to a very old
uation by finding and destroying the source of his son’s and long-neglected shrine of Gil’Mâridth, a sanctum
affliction. He will offer whoever takes the job a small for- built in secret by the delusional architect of Darvyn
tune if they can lay the matter to rest. Manor. Frederic, oblivious to the truth, has visited the
shrine several times, carrying his aunt’s letters with him,
The Truth and has become obsessed with her nursery rhymes
and the dreams he’s been having. But now, in his com-
The source of the evil plaguing Lord Eriq and his family atose state, he no longer needs the shrine to continue
is Frederic himself; sort of. his steady rise to power. It’s in the Dream itself that
Frederic was always a very talented and imaginative Gil’Mâridth’s evil germinates.
child. Voraciously curious, he would often sneak out of
his room after bedtime and eavesdrop on his grandfa- Death in the Dream
ther, a retired Criestine officer like his father, as he This adventure will send the PCs through the secret
swapped war stories with his friends – sometimes in door into the hidden shrine of Gil’Mâridth. Beyond that,
gruesome detail. After one such tale, Frederic had a ter- they will enter the Dream itself, a realm normally
rifying nightmare. So vivid was this twisted dream that it unreachable by waking minds or bodies. If any of the
caught the notice of a night hag named Sajarr. The pla- PCs are killed beyond area 1-2 – where they begin to
nar hag consulted with her mistress, the evil goddess enter the Dream – they can still survive this adventure.
Gil’Mâridth, the Torment (see sidebar). The wicked god- If a PC’s body is carried back out of the dungeon to area
dess informed Sajarr that an unholy shrine built within 1-1 again, his companions will discover that he is, after
Darvyn manor had been constructed decades ago for all, merely unconscious. He is stable, with hit points at
just such a soul. It had seeded his dreams with her -1, and a Constitution that has been drained to 3.
dread influence, a catalyst for his destiny. For Frederic
had been chosen by the Torment herself to become a Of course, there is no need to tell the players any of this
prophet and demagogue champion of the Cult of until they return to area 1-1 having defeated Frederic!
Mâridth. Dying in the Dream, however, does carry a shock to the
system: a PC loses 1 permanent hit point or 4,000 XP
To set this prophecy in motion, Sajarr murdered and (player’s choice). If any slain PCs are left behind any-
replaced Frederic’s favorite aunt – Lord Eriq’s own sis- where beyond area 1-2, they are lost for good. Or, at the

The Dream and Gil’Mâridth


The Dream is that fantastical realm where all sentient minds go when they sleep. Maintained and guarded by
Ôæ, the god of dreams and imagination, the Dream is a bizarre and wondrous realm where temporal visitors
wade through altered versions of the waking world or navigate through the ancient lands of the old gods. But not
all such wanderings are pleasant. Not all such dreams are unsullied by evil…
Gil’Mâridth (gil-mahr-idth) is the neutral evil goddess of fear and nightmares. More often called the Torment, the
Great Hag, or the Dread of Night, she is the spoiler of dreams and a bringer of madness and mental anguish to
mortals. Within the Dream’s limitless landscapes Gil’Mâridth occupies a vast vortex of darkness and horror into
which even her fearless minions cannot venture far. She has been the archenemy of Ôæ himself since the dawn
of creation. The domains associated with Gil’Mâridth are Dream, Evil, and Trickery. Her favored weapon is the
sap (the better to subdue and torture), and her symbol is a dark spiral or vortex, the reoccurring image central
to her every scheme.
More information on Gil’Mâridth, Ôæ, and the Dream domain can be found in DCC#35.

94
GM’s discretion, said PCs can possibly be found some-
where else in the waking world in a comatose state, and
Player Beginning
must be rescued another day by entering the Dream When they meet with him, Lord Eriq Darvyn will be
again (see Further Adventures). direct with the PCs. If they can bring his crisis to a sat-
The Hidden Shrine of Gil’Mâridth isfying and swift end, he is offering 30,000 gold pieces
or a Darvyn family heirloom: a greenstone amulet of
The original architect of the Darvyn estate suffered hor- natural armor +4, which was given to his family genera-
rific nightmares of his own. One such twisted dream tions ago by a grateful Xulmec priest of the Southlands
prompted him to create the hidden passage beyond one for some long-forgotten deed.
of the bedrooms – what is now Frederic’s room.
When the PCs have agreed to his offer and have
Physically, the passage extends only a short distance
equipped themselves, Lord Eriq brings them to
beneath the streets of the city, but beyond area 1-3 the
Frederic’s room. The nobleman’s nerves are frayed,
Material Plane begins to overlap with the dreamscape
and his voice is weak from lack of sleep. As he leads
that Gil’Mâridth’s presence pervades.
them through his stately manor, he explains that two
All of the treasures and weapons – with some notable adventuring parties have already turned down the job
exceptions – found beyond the shrine in area 1-2 have after running, terrified, from Frederic’s closet. With that
been ported over via magic into the Dream. Therefore preface, read or paraphrase the intro text in area 1-1.
they can be carried back out again in the possession of
the PCs. The Nightmare Closet
The spiraling stairwell that connects areas 1-1a through
There are no random encounters in this dungeon. If the
1-7 is a gradual descent. If a fight spills into this stair-
PCs stop and try to rest anywhere between areas 1-2
well from any of the rooms, attackers on higher ground
and 1-8, they will find that they cannot sleep or rest (for
gain a +1 circumstance bonus on melee attacks. The
purposes of preparing new spells). By traveling into the
stairwell corridors are 10 ft. high, and unless otherwise
Dream, they are already sleeping for all intents and pur-
noted, the rooms are 15 ft. high.
poses, although they can sustain injury and will retain
Superior Masonry Wall: Hardness 8; hp 90 hp; Break any such wounds when leaving again. On the plus side,
DC 35; Climb DC 15. they cannot be fatigued or exhausted by any means in
such areas.
DCC World Areas of the Map
Lord Eriq Darvyn and his cursed family call the glori- Area 1-1 – The Bedroom: Read or paraphrase the fol-
ous city of Archbridge their home. Summer Court to lowing:
the Emperor of Crieste, Archbridge is also host to the
mighty Imperial Army. You stand within a wide bedroom no less opu-
lent than the rest of the manor’s many rooms. A
lush burgundy carpet spans the floor, and a
four-poster bed lies centered against the far
wall. Within, a skinny boy lies swaddled with
blankets, his face ashen. Frederic’s eyes are
closed, his body deceptively still. Only a faint
smile upon his lips suggests that he is alive at
all. Golden sunlight and cheerful birdsong drift
in from a pair of opened windows on the east
wall, belying the solemn mood of the house-
hold. On the left-hand wall, a full-sized mirror is
affixed to the wall next to the boy’s dresser.
Lord Eriq points to a set of closet doors on the
far wall. They are ornately carved, simple in
design; and painted an unblemished white.
“It’s there,” he says weakly. “The secret door is
inside.”
There is nothing truly amiss in this chamber except
for the closet itself.

95
If anyone wishes to examine young Frederic, Lord Tacked to the left-hand wall in a strange pattern
Eriq will protest, but a Diplomacy check (DC 15) will are countless pages of what appear to be let-
placate him. Frederic cannot be awakened by any ters.
means at this point, but a Search check (DC 12) will
reveal that his fingernails have grown rather sharp. Give the players handout A. This is the shrine to
A successful Heal check (DC 10) made to assess Gil’Mâridth that was created by the mansion’s archi-
his condition reveals the same, as well as determin- tect. The pedestal is intended for sacrificial offerings to
ing that he is sleeping peacefully, his body stable. the Torment and is the means to open the secret door.
He appears to be in no immediate physical danger. Anyone who examines the pedestal can attempt to
Lord Eriq explains that he will wait in this room until identify it as a shrine for Gil’Mâridth with a
they return. Knowledge (religion) check (DC 15). Success
reveals that the symbols refer to the evil goddess of
Area 1-1A – The Closet: Read or paraphrase the fol- nightmares, which may give the PCs a clue as to
lowing: the nature of the environment to come. If detect
magic is used in this chamber, the pedestal radiates
This large closet appears to be nothing more
an aura of faint evocation while the bas-relief on the
than the wardrobe of a nobleman’s son.
wall possesses an aura of faint illusion.
Clothes for all occasions hang upon metal
wracks, and old and discarded toys and stuffed The pedestal and the bas-relief are a trap, meant to
animals lay strewn about the floor. A narrow prompt intruders to attempt the obvious. If an object
door in the fine wood paneling across the clos- of value greater than 50 gp (such as, oh, a gem?) is
et stands partially open – yet something is hor- placed upon the altar, a corkscrew-shaped blade
ribly wrong about it, or what it hides, an elusive spirals down from the ceiling above with supernatu-
sense of cruelty and pain. Beyond it you can ral speed and slices into the transgressing PC.
see a shadowed stairwell disappears below.
The only means of passing this chamber is finding
Whenever someone steps within 5 ft. of the secret (Search DC 30) and opening the secret door on the
door itself, he or she must make a successful Will eastern wall, part of the bas-relief itself. The clues to
save (DC 18) or become frightened for 1d10 min- its location are (1) the depiction of the chamber’s
utes due to the aura of terror that guards western entrance, an open threshold with steps
Gil’Mâridth’s shrine. The PCs are no exception, suf- ascending beyond, and (2) a two-line rhyme that can
fering a -2 penalty on attack rolls, saving throws, skill be found within the pages on the wall. If the PCs
checks, and ability checks for the duration, but they cannot find the door, the rhyme is their best bet.
can simply wait out the effects with no lasting harm.
If anyone inspects these papers on the wall, they
The toys and stuffed animals are well loved, but will find them to be letters written in a beautiful,
have gathered a fine layer of dust, suggestive of flowing script. They appear to address young
how long Frederic has been unable to play with Frederic, and were written by his favorite aunt,
them. The secret door is easy to slide open and Silana. The letters seem innocuous enough, but if a
pass beyond, where the stairway quickly widens PC reads through them all (taking about 30 min-
from 5 ft. to 10 ft. and begins its spiral descent. utes) and succeeds at a Sense Motive check (DC
Area 1-2 – The Shrine (EL 10): Read or paraphrase 15), he will discern an undercurrent of menace hid-
the following: den in the letters’ context. Words are delicately
woven throughout the whole, just so, to form a
At the bottom of the curving stair you step into spectrum of gruesome imagery. In addition, inter-
a strangely shaped chamber with an irregularly spersed between the writings are a number of chil-
tiled floor. Atop a tiered dais in the center of the dren’s rhymes and songs – all of which are subtly
room is a cylindrical stone pedestal with a hole disturbing.
in the center. Carved into the sides of the
pedestal are the graven images of fiends crawl- While the cartography of the letters is beautiful to
ing amidst curling vapors. A great bas-relief look at, many of the flowing characters end with a
upon the opposite wall depicts the very room spiraling design. These letters were written by the
you’re standing in, though it is viewed from the night hag Sajarr and helped induce the nightmares
opposite direction, so that the stairs you just that have given form to this dungeon.
entered from are seen as an exit in the back-
Even casual perusal (no Search check needed) of
ground. A hooded figure is shown standing
all the letters will reveal that the final letter contains
above the pedestal, placing a palm-sized gem
a disembodied, two-lined rhyme in bolded script:
in the hole.

96
Spiral Blade Trap: CR 6; mechanical; location/
touch trigger; automatic reset; Atk +12 melee (2d8+8,
blade); Search DC 27; Disable Device DC 28.
Treasure: A hidden compartment within the
pedestal (Search DC 18) contains, ironically, a lens
of detection placed here by the meticulous – and
insane – architect of Darvyn Manor.
Oneiric Troll Ftr2: CR 9; Large outsider (dream);
HD 6d8+36 plus 2d10+12; hp 79; Init +6; Spd 30 ft.;
AC 16, touch 11, flat-footed 14; Base Atk +6; Grp
+16; Atk claw +11 melee (1d6+6); Full Atk 2 claws
+11 melee (1d6+6) and bite +6 melee (1d6+3);
Space/Reach 10 ft./10 ft.; SA Phantasmal strike,
rend 2d6+9; SQ Darkvision 90 ft., doubt vulnerabil-
ity, ephemeral, low-light vision, regeneration 5,
scent; AL CE; SV Fort +14, Ref +4, Will +4; Str 23,
Dex 14, Con 23, Int 6, Wis 11, Cha 12.
Skills and Feats: Listen +7, Spot +7; Alertness,
Combat Reflexes, Improved Initiative, Iron Will,
Track.
SA – Phantasmal Strike (Ex): Twice per day, the
oneiric troll can make a devastating attack that
belies its strength and speed. It can make a normal
melee attack to deal an extra damage equal to
twice its total HD (16 points of damage) against a
When Sadie sought to peer beyond what lucid single foe. If the oneiric troll’s foe makes a suc-
veilings hid, cessful DC 15 Will save, the attack is disbelieved
and no damage is suffered.
She stood beneath the spiral stair and down its Rend (Ex): If an oneiric troll hits with both claw
railing slid. attacks, it latches onto the opponent’s body and
tears the flesh. This attack automatically deals an
With this clue, any of the PCs who stand “beneath
additional 2d6+9 points of damage.
the spiral stair” depicted in the bas-relief will be able
SQ – Doubt Vulnerability (Ex): If an opponent is
to find the secret door more easily (Search check
somehow made aware of the oneiric troll’s phantas-
DC 20). Opening it is merely a matter of pushing
mal nature, he can attempt to disbelieve it as a
precisely within the door’s outlines.
standard action that does not provoke an attack of
Development: Upon entering this room, the PCs opportunity, as long as he has line of sight on her. If
will only have 3 rounds before they hear a horrid he succeeds on a DC 15 Will save, he deals 1d8
screeching sound from above, followed by loud, points of damage to the oneiric creature.
metallic slam: the secret door through which they Ephemeral (Ex): When the oneiric troll reaches
just passed at the top of the steps in area 1-1A has 0 hit points, all traces of its body (including blood or
just been shut. As soon as they entered the dun- other vitals) dissipate as though it never was.
geon and set off down the stairs, an oneiric troll – a Additionally, half of all ability score or hit point dam-
creature composed of dreamstuff – materialized age dealt by the oneiric troll returns at the rate of 1
and sequestered the shrine within the Dream. (Only hit point or ability score point per round. For exam-
defeating Frederic in area 1-8 will open the secret ple, a fighter who suffered 12 points of damage
door again.) from the oneiric troll would be restored 1 hit point
per round for 6 rounds following her death.
Tactics: 2 rounds after the door slams shut, the Characters slain by the oneiric troll do not, howev-
oneiric troll enters the room. Ordinarily, servants of er, return from death.
Gil’Mâridth would attempt to subdue their enemies Fearless (Ex): The oneiric troll knows that it is
– the better to torture them – but the need to pro- ephemeral in the waking world and cannot be intim-
tect Frederic has shifted priorities. The troll aims to idated or persuaded. It is immune to all mind-affect-
kill, and she will lurch into the room with murder- ing spells and effects.
ous intent, attacking the nearest PC without dis- Regeneration (Ex): Fire and acid deal normal
crimination.

97
damage to an oneiric troll. If it loses a limb or body Lying within the tangled nest of ropes and lashes is
part, the lost portion regrows in 3d6 minutes. It can a dark naga (noted as N on the map). A successful
reattach the severed member instantly by holding it Spot check (DC 20) is required to notice the naga
to the stump. hidden among the coils. Once a creature of noble
lineage in the ancient world, this naga transcended
Area 1-3 – The Spiral Stair: Read or paraphrase the
mortal life and was given immortal form in the world
following:
of dreams. Now she slithers from nightmare to
A smooth metal railing begins at this point as nightmare, menacing ophidiophobes. Recently, she
the stairwell spirals steadily downward. The discovered Frederic’s fear of rope and has made a
moment the PCs have stepped onto the stairs nest for herself.
at this location, they have placed one foot into
the Dream. Roll a secret check for PCs who If any PC strays from the clear path in the room, the
possess either Knowledge (arcana) or ropes will respond immediately by entwining about
Knowledge (the planes). A successful check at their legs to arrest movement. Every round, a char-
DC 13 will allow them to sense the phantas- acter must make a DC 14 Reflex save or become
magorical atmosphere that they are entering. entangled. An entangled character moves at half
Even if the check is failed, allow another after speed, cannot run or charge, and takes a -2 penal-
each successive room. ty on all attack rolls and a -4 penalty to Dexterity.
Any entangled characters that attempt to cast a
Whenever a check is succeeded, read or para- spell must make a Concentration check (15 + the
phrase the following: spell’s level) or lose the spell.
The walls, floor, and ceiling around you feel Tactics: As soon as the PCs enter the area, the
oddly surreal, as though you are entering a naga uses her omnipresent detect thoughts ability
pocket dimension. Somehow you’re not entirely to assess her enemies. When the PC she perceives
convinced what you perceive around you is as physically strongest is within her reach (5 ft.),
entirely real. she will strike, hoping to weaken the PC with her
Despite this inclination, no amount of disbelieving venom. The power of Gil’Mâridth has stripped the
can affect the Dream. It is not mere illusion; this is naga of her sorcerer spells but has enhanced her
a very real place, though it exists in a transcenden- strength and altered her poison ability (as described
tal consciousness. However, this knowledge may below). If a PC is affected by her venom, the dark
clue the PC into the fact that even death here isn’t naga will make liberal use of her sneak attack abil-
entirely final. In lieu of a Knowledge check, a Spot ity against him.
check (DC 20) can alert a PC that something is If at least two PCs become entangled simultane-
amiss, but the sensation is intangible and hard to ously, two of the giant-sized ropes (noted as R on
define. the map) lurch to life as animated objects to attack
Area 1-4 – Coiled Death (EL 9): Read or paraphrase those who are not yet entangled.
the following:
Treasure: When the naga and the giant ropes are
You look upon a chamber strewn with black slain, the remaining ropes and coils will lie still. If
ropes and thick, vine-like cords. Some are thin the PCs search the room (Search DC 18, though
like twine, while others are impossibly large, fit due to the thick tangles of rope, it takes 3 rounds to
only for the tallest of giants. One such rope has search any given 5-foot-by-5-foot space), they will
braids more than a foot thick. All of them are long, find the naga’s only egg and a rope of climbing. To
some knotted together seemingly at random or collectors, the dark naga egg would fetch 1,000 gp.
haphazardly entwined, while the largest coils However, clerics of dream gods (such as Ôæ or
tower high near the corners of the room. Only a Gil’Mâridth) who are given a chance to study the
small section of the floor can be seen, forming an egg and discern its properties would offer up to
uneven path to a portal on the opposite wall. 5,000 gp for its purchase. Alternatively, if the egg (2
lbs.) is grasped, the wielder receives a +1 enhance-
When he was 5, Frederic accompanied his father to
ment bonus on saves to resist mind-affecting spells.
one of the city’s shipyards. He wandered off on his
An identify spell or a Spellcraft check (DC 30) is
own and fell into a storage cellar filled with huge
required to notice this effect.
coils of rope – normally used for long-line fishing.
The fall and the darkness spooked young Frederic, Altered dark naga: CR 8; Large aberration; HD
making the vast coils of rope around him more omi- 9d8+18; hp 63; Init +3; Spd 40 ft.; AC 15, touch 12,
nous. This latent fear eventually birthed a solid pho- flat-footed 12; Base Atk +6; Grp +12; Atk sting +8
bia within him – and has now spawned this chamber. melee (2d4+3 plus poison); Full Atk sting +8 melee

98
(2d4+3 plus poison) and bite +3 melee (1d4+1); ft.; SA Constrict 1d8+4; SQ Construct traits, darkvi-
Space/Reach 10 ft./5 ft.; SA Poison, sneak attack sion 60 ft., hardness 2, low-light vision; AL N; SV
+1d6; SQ Darkvision 60 ft., detect thoughts, guard- Fort +1, Ref +1, Will –4; Str 16, Dex 10, Con – , Int
ed thoughts, immunity to poison, resistance to – , Wis 1, Cha 1.
charm; AL LE; SV Fort +5, Ref +8, Will +8; Str 16, Skills and Feats: None
Dex 16, Con 14, Int 16, Wis 15, Cha 17. Constrict (Ex): A giant rope deals 1d8+4 points
Skills and Feats: Bluff +9, Concentration +13, of damage with a successful grapple check against
Diplomacy +7, Disguise +5 (+7 acting), Intimidate a creature of Huge size or smaller. It can also make
+5, Listen +11, Sense Motive +8, Spellcraft +12, constriction attacks against multiple creatures at
Spot +11; Alertness, Combat Casting, Dodge, once, if they all are size Small or smaller.
Eschew Materials, Lightning Reflexes.
SA – Poison (Ex): The nightmare-haunted Area 1-5 – The Playroom (EL 7): Read or paraphrase
sleep that a dark naga’s venom induces in a victim the following:
does not apply within this dreamlike environment A wide chamber painted in monochrome hues of
because the victim is, effectively, already dreaming. blue opens before you. The colors are soft pas-
Instead, the victim must make a DC 18 Will save or tels, and if the room were not lit only with a single,
become shaken (-2 penalty on attack rolls, saving sputtering lantern, hanging overhead, it might
throws, skill checks, and ability checks) with night- present a cheerful ambience. As it is, the glad-
marish visions for 2d4 minutes. Additionally, the vic- some mood is spoiled by a pool of blood near the
tim is effectively flanked for the duration, believing center of the room, and the remains of what
that ghostly attackers threaten him from all sides. appears to be the body of some kind of brown-
Sneak attack (Ex): This dark naga can make a furred animal. Four columns, spiraled with red
sneak attack like a rogue, dealing an extra 1d6 and white lines, support a ceiling you cannot see.
points of damage whenever a foe is denied his or
Many children harbor a fear of clowns, and Frederic
her Dexterity bonus, or when the naga is flanking.
is no exception. The lingering memory of an over-
SQ – Detect Thoughts (Su): A dark naga can
weight harlequin he saw at the city’s most recent
continuously use detect thoughts as the spell (cast-
carnival has summoned the monstrosity lairing in
er level 9th; Will DC 15 negates). This ability is
this chamber. Once the PCs have stepped into the
always active.
room, its occupant will reveal itself from behind one
Guarded Thoughts (Ex): Dark nagas are
of the columns: Guffaw, a hideous ogre of other-
immune to any form of mind reading.
worldly design. Once he stalked the nightmares of
Resistance to Charm: Dark nagas have a +2
children across the Empire of Crieste, feeding on
racial bonus on saving throws against all charm
their collective coulrophobia. Now he guards
effects (not included in the statistics block).
Gil’Mâridth’s next chosen messiah. Read or para-
Possessions: Periapt of Mâridth.
phrase the following:
Giant Rope (2): CR 3; Large construct; HD
A porcine ogre, easily ten feet in height, towers
4d10+30; hp 50; Init +0; Spd 20 ft.; AC 14, touch 9,
over you with a malicious grin. His teeth are
flat-footed 14; Base Atk +3; Grapple +10; Atk/Full
sharp and numerous, layered thick like a
Atk Slam +5 melee (1d8+4); Space/Reach 10 ft./10

Periapt of Mâridth
A periapt of Mâridth is a stylish platinum armband, with curling tips that spiral into the holy symbol of the Torment.
These insidious devices are beneficial to her cultists, but can be harmful to the unlearned and unwary. While the
periapt grants its wearer strength of will, it also makes her easier to find for cultists of Mâridth.
Anyone who wears a periapt of Mâridth is granted a +2 enhancement bonus on Will saves. Additionally, clerics
of Gil’Mâridth of 5th level or higher can discern the wearer’s presence and location as if they had cast locate
creature as a 10th level caster. The effect is constant, making it easy for senior members of the Torment’s cler-
gy to find fellow cultists or stolen periapts. A periapt that is not worn, however, cannot be located in this way.
If the periapt has identify cast on it or is similarly examined, the examiner must succeed on a Will save DC 16
to discern the locate creature function. A periapt of Mâridth is considered a bracer for purposes of how many
magic items a character can use.
Faint abjuration; CL 5th; Craft Wondrous Item, locate creature, magic aura, owl’s wisdom; Price 2,000 gp.

99
shark’s, and his face is painted with the garish Will save or suffer the effects of hideous laughter
colors of a carnival harlequin. Dirty, lank hair, with a duration of 2 rounds.
dyed bright blue, spills over his shoulders. His Possessions: +1 masticating greatclub.
considerable girth can barely contain the skin-
Area 1-6 – The Gullet (EL 9): Read or paraphrase the
tight white costume he wears, spreading wide
following:
the suit’s many bloodstains. In one gnarled fist
he holds a heavy, scepter-like device capped The corridor before you begins to arc gradually
with the silvery head of a many-toothed jester. to the right. Thick, two-foot-long wedges pro-
trude from the walls and floor, bone white in
“Was I make too much noise?” he asks with a
color, each one narrowing to a sharp point.
rumble as he hefts the scepter like a weapon.
They are arrayed in an uneven, layered pattern,
Tactics: Guffaw will attack almost immediately, like the jaws of a massive shark or dinosaur. As
using his scepter like a greatclub. He will attack you draw nearer to the disturbing passage, you
lightly armored PCs first; focusing his attacks on notice the color of the walls fades from the dark
those he perceives must be spellcasters. Guffaw gray of stone to the lurid red of living tissue.
will attempt to feint in combat (utilizing his Bluff skill) Frederic, like many children, is inherently frightened
in order to use his sneak attack. by the scary sharp teeth of storybook monsters.
Treasure: In one shadowed corner, a large toy The ever-present fear has coalesced into this
chest (proportioned to the ogre) hangs open. It is gauntlet of massive teeth. Each tooth has hardness
brightly painted with goggle eyes and a wide, 7 and 20 hit points. Despite their appearance, the
fanged smile – prompting jaded PCs to expect a teeth are no threat by themselves. They do not
mimic – but it is quite harmless. Within they will find move without prompting, and the PCs can easily
a bloodstained bag (containing 380 gp and 13 pp), avoid them if they walk by casually.
two pouches that contain dust of illusion and dust of The true threat of this giant gullet is evident only
tracelessness, and a disguise kit (which grants a +3 when combat begins – an unfortunate inevitability,
circumstance bonus on Disguise checks, but its as the ghouls that lurk around the bend will attack
bright colors allow only for clownish disguises). In the PCs on sight. As minions of Gil’Mâridth, they
addition, there is a book of drawings made by have come to the dungeon via divine magic to
Guffaw, depicting colorful, childlike drawings of guard this final approach. The two brothers –
murder. If any character of good alignment actually Rozlep and Pelzor – were trained in the deadly,
peruses the entire book, he must make a Will save ascetic arts before giving their lives for the unholy
(DC 12) or become shaken for 1d20 minutes from glory of the Torment.
the disturbing imagery.
When combat begins, the teeth begin to jerk in and
Guffaw, ogre Rog5: CR 7; Large giant; HD 4d8+8 out in an erratic, chewing motion (the walls them-
plus 5d6+10; hp 80; Init +2; Spd 40 ft.; AC 16, touch selves do not move). Even this would be easy
11, flat-footed 16; Base Atk +6; Grp +15; Atk +1 enough to avoid under normal circumstances, but
masticating greatclub +12 melee (2d8+8 plus 1d6 the exertion of combat makes it difficult. For every
masticating); Full Atk +1 masticating greatclub round of combat that a character begins in a
+12/+7 melee (2d8+8 plus 1d6 masticating);
Space/Reach 10 ft./10 ft.; SA Induce laughter,
sneak attack +3d6; SQ Darkvision 60 ft., evasion, Masticating Weapons
low-light vision, trapfinding, trap sense +2, uncanny
dodge; AL CE; SV Fort +7, Ref +7, Will +2; Str 21, A masticating weapon contains a small, biting mouth
Dex 14, Con 15, Int 10, Wis 10, Cha 14. somewhere along its weighted end. The sharp teeth
Skills and Feats: Balance +5, Bluff +7, Climb of this mouth inflict an additional 1d6 points of dam-
+9, Diplomacy +4, Disguise +2 (+4 acting), Escape age with every strike. Whenever the weapons scores
Artist +4, Hide +5, Intimidate +4, Jump +12, Listen a critical hit, the very act of tearing the it away from
+5, Move Silently +2, Perform (comedy) +6, Search the target inflicts an additional 2d6 points of damage
+2, Sense Motive +3, Sleight of Hand +7, Spot +5, (in addition to damage from the critical hit).
Tumble +5, Use Rope +5; Blind-Fight, Combat Masticating weapons tend to mutter and croon con-
Reflexes, Power Attack, Weapon Focus (greatclub). stantly, imposing a -2 penalty on the wielder’s Move
SA – Induce laughter (Su): Combating Guffaw Silently checks, although they have no intelligence.
instills in his enemies a supernatural mania. Every Only bludgeoning weapons can be masticating.
three rounds (beginning on round 3), all opponents Moderate evocation; CL 7th; Craft Magic Arms and
he threatens (he has reach!) must make a DC 16 Armor, magic mouth, magic weapon; Price +2 bonus

100
toothed space (as marked on the map), she must Area 1-7 – The Returning Closet: Read or paraphrase
make a DC 15 Reflex save or a Tumble check (DC the following:
15). Failure results in 1d4 points of piercing dam-
You step into a strangely familiar room, which
age. For every move into another toothed space,
you quickly realize is, in fact, a closet. Rotted
she must make the save or check again or take
clothes, sized for a young man, hang from
another 1 point of damage. Anyone who falls prone
metal racks. Broken, neglected toys and moldy
in a toothed space automatically suffers 1d6 points
stuffed animals are scattered about the floor.
of damage (no save). As soon as combat ends, the
Only moments after you enter the closet you
teeth grow still and are once again avoidable.
hear the muffled laughter of a man’s voice
Tactics: The ghoulish brothers will use every beyond the closet doors on the far wall. Pale
unarmed maneuver they can to trip or grapple their red light shines through slits in the door.
foes onto the toothed spaces. Consequently, they
This chamber is an exact, if disturbing replica of
will only attempt to bite or claw (and thereby para-
area 1-1A, only the PCs are entering it from a
lyze) if the PCs prove difficult to grapple or trip; they
secret door at the bottom of the spiraling stair. Since
want only to impale the PCs upon the walls and
the PCs have recently passed through a secret
floor. The ghouls are not themselves exempt from
door just like it, it’s particularly easy to locate this
the lacerating teeth, but being monks, they are par-
one (Search DC 10).
ticularly good at dodging them. If given the opportu-
nity, one of them will Tumble to the other side of the Development: Once the PCs have entered this
party to surround them within the gullet. closet, the “false” Frederic in area 1-8 will begin
casting spells to prepare for the coming fight (begin-
Pelzor and Rozlep, Ghoul Mnk 5: CR 6; Medium ning with the spells noted with asterisks). If the PCs
undead; HD 2d12 plus 5d8; hp 35; Init +2; Spd 40 have not moved on from this room in approximate-
ft.; AC 21, touch 19, flat-footed 16; Base Atk +4; Grp ly 3 rounds, they will hear the voice of Frederic in
+10; Atk unarmed strike +6 melee (1d8+2) or bite area 1-8 call out to them in a singsong voice, begin-
+6 melee (1d6+2 plus paralysis); Full Atk unarmed ning with the following:
strike +5/+5 melee (1d8+1) and bite +4 melee
(1d6+1 plus paralysis) or bite +6 melee (1d6+1 plus Listen, children; gather ‘round.
paralysis) and 2 claws +4 melee (1d3+1 plus paral- Slip from your beds without a sound.
ysis); SA Ghoul fever, paralysis; SQ Darkvision 60 Take my hands and you will see
ft., evasion, ki strike (magic), purity of body, slow fall Every little thing your dreams can be.
20 ft., undead traits; AL LE; SV Fort +4, Ref +9, Will
This rhyming begins Frederic’s bard song (inspire
+11; Str 14, Dex 20, Con – , Int 15, Wis 18, Cha 12.
courage +1). If the PCs tarry for 3 rounds longer
Skills and Feats: Balance +12, Climb +7,
(time which is best spent preparing for the final con-
Concentration +5, Diplomacy +3, Escape Artist +10,
frontation!), the closet doors will swing open of their
Hide +10, Jump +13, Knowledge (religion) +7,
own accord, revealing the room beyond. Also dur-
Listen +9, Move Silently +10, Sense Motive +9,
ing these rounds, Frederic will prepare himself with
Spot +9, Tumble +12, Use Rope +5 (+7 with bind-
the spell-like abilities granted by his weapon.
ings); Combat Expertise, Combat Reflexes,
Improved Grapple, Improved Trip, Multiattack. Treasure: If the PCs think to search among the rot-
SA – Ghoul Fever (Su): Disease - bite, ted garments, they will find a cloak of Charisma +2
Fortitude DC 14, incubation period 1 day, damage hanging at one end of a metal rack.
1d3 Con and 1d3 Dex.
Area 1-8 – Heart of the Nightmares (EL 8; variable):
Paralysis (Ex): Those hit by a ghoul’s bite or
Read or paraphrase the following:
claw attack must succeed on a DC 14 Fortitude
save or be paralyzed for 1d4+1 rounds. Elves have You find yourself stepping back into Frederic’s
immunity to this paralysis. bedroom once again, but it doesn’t fool you for
Possessions: Filthy robes, holy symbols of a moment. While the dimensions and furniture
Gil’Mâridth – which require a DC 20 Knowledge in the opulent bedchamber are quite the same,
(religion) check to identify. the colors are all wrong. Where there was a pair
of double doors leading to the rest of the house,
you see instead a gaping portal beyond which a
thick red mist roils and swirls. Even as you
watch, dark shapes stir the mist just beyond the
threshold.
Florid purple light shines through the windows

101
on the left. Through the panes of glass, you can desire to draw all mortal souls into her fold. Only the
see the world beyond – but there is no sign of PCs can put a stop her plans for young Frederic
the city in which the Darvyn Manor before he grows too powerful to challenge directly.
resides...only a bleak scrubland with a hellish,
violet-hued sky. In the distance, black twisters The threshold on the south wall leads to the night-
stalk the horizon, while closer to the estate marish reflection of Darvyn Manor. Already
ragged figures in black rove the dusty grounds. Frederic’s “dream self” has tormented his own fam-
ily with his burgeoning powers. The PCs cannot
Standing atop the four-poster bed is a young cross this threshold by any means, which is just as
man who would resemble Frederic himself if he well; the hellish minions of Gil’Mâridth stalk the red
were coming of age. Armored in gleaming silver mists beyond and would surely tear the PCs apart.
chain, he brandishes a two-pronged trident of
violet-hued metal that verily leaks with profane If any of the PCs actively state that they wish to
power. examine the world outside more closely through the
windows, one of the “roving figures” will stop and
Give the players handout B. Within this chamber – lock eyes with the PC. These figures are the souls
which exists firmly in the Dream on the fringes of of mortals given over to the auspices of Gil’Mâridth.
Gil’Mâridth’s domain – lies the source of the Darvyn They are madness personified; to look upon them
family’s woe. Here Frederic’s nightmares have both invites a small measure of that madness. Only sec-
strengthened and aged him. Within this dream, onds after meeting its eyes, the creature itself
Frederic is a young man and a cleric of the Great appears just behind the glass in the window, grasp-
Hag herself. If he goes unchallenged, his waking ing the sides of the house with sucker-like fingers.
self will grow to embody this prophetic vision: evil, The PC must make a DC 14 Will save or be shak-
powerful, and utterly devoted to Gil’Mâridth and her en for 1 hour. If the PC fails this save by 10, he must
make another save. Failure results in insanity, as
per the spell. Fortunately, the glass cannot be bro-
Frederic’s Song ken, which keeps PCs beyond the creature’s reach.
Dramatic GMs are encouraged to run with Messianic The only thing the PCs must contend with in this
Frederic’s bardic mania. Even during battle, he will room is Frederic. This is not truly the boy himself,
sing out the creepy nursery rhymes taught to him by however; this is who he will become in the waking
the night hag Sajarr. Here are a number of stanzas world if the PCs do not defeat him now. In this man-
that begin his song. ifestation, he is only a mid-level cleric, but he wields
Terror, an artifact of Gil’Mâridth that makes him
Listen, children; gather ‘round. much more dangerous than he should be.
Slip from your beds without a sound.
Take my hands and you will see In the Dream: This chamber exists fully within the
Every little thing your dreams can be. Dream. Hence the laws that reign here are not
First, for blessings, kneel and pray those that reign in the waking world. As soon as the
For help from above in any way. PCs step into the room, they will feel their coordi-
Then, grip tight your blankets dear, nation in flux. Here, each PC’s Charisma or
And by the stars your ship we’ll steer. Wisdom modifier (whichever is better) replaces her
Off we go to dreaming land Strength modifier, and vice versa. Stalwart fighters
Where you’re in charge, you understand. or barbarians may find that their weapons and
Any little things your hearts desire armor grow heavier, while charismatic bards or cler-
Can be yours, should you enquire ics will find themselves feeling stronger and more
But careful what you wish for, dears, confident. At the GM’s option, psionic-using charac-
For dreams well know your deepest fears. ters may also substitute their Strength with their
The sweetness that you dream tonight Intelligence (if it is higher than their Wisdom or
Can sour with the flutter of candlelight. Charisma).
So come now, children; see what I’ve found!
Climb aboard my merry-go-round! Development: Frederic will taunt the PCs, even as
We’ll spin and twirl in a downward spiral! he sings his bardic song (a disturbing paean cele-
Nothing can stop us in our dream-bound, gyral brating the tribulation of innocents), allowing them
Escapade in dreaming land to make the first move. But if they hesitate too long,
Now I’m in charge, you understand! he will attack. After all, they threaten his future as
The first stop is the Endless Gyre the next messiah of the Cult of Mâridth. Although he
And you won’t come back, should you expire… has spells he can call upon, Frederic will utilize the
mirror image effect of Terror immediately and use

102
the weapon’s pain-dealing properties liberally tion in the mirror stand up and step through the mir-
against them. While standing on the bed, which has ror...and attack!
hardened to volcanic glass, Frederic gains a +1 cir-
cumstance bonus for higher ground. Frederic This reflection is a deadringer, an evil manifestation
enjoys the benefits of a heroism spell as long as he of a PC. As a servant of the Torment, the deadringer
holds Terror, and his stat block has been adjusted will fight to defend (or avenge) Frederic.
to reflect this. Resembling the fallen PC that spawned it, it fights
with a maniacal gleam in its yellow-glowing eyes
Frederic will attack a single PC (using the death- and wide grin on its face.
watch spell-like ability granted by Terror to gauge
the most likely to fall) relentlessly until he falls Treasure: As all of Messianic Frederic’s posses-
unconscious or dies. Doing so calls into play the sions will disappear with his defeat (see below), the
phantasmagorical nature of the Dream itself. One only real treasure to be found is beneath the bed. A
round after a PC drops unconscious, dying, or Search check (DC 20) reveals a loose floorboard,
dead, the other PCs will see the fallen PC’s reflec- under which can be found a ring of counterspells in
a hidden compartment.

Deadringers
Existing only within the Dream, deadringers are servants of Gil’Mâridth. Composed of malevolent dreamstuff,
they are spawned whenever a waking mind loses consciousness (life) within the Dream. Deadringers work much
like a template (suitable for any creature type), but simpler still.
The deadringer has the same statistics (and equipment) as the character, as well as hit points equal to the PC’s
maximum hit point total. However, it is moderately weaker than its counterpart, possessing three negative lev-
els as follows. It suffers a –3 penalty on all skill checks and ability checks, attack rolls, and saving throws. It loses
three effective levels or Hit Dice; if it is a spellcaster, it loses one spell slot of the highest level of spells its coun-
terpart can cast and, if applicable, one prepared spell of that level. Although the deadringer can cast any spells
that its counterpart had available at the time of his incapacitation, it cannot cast any spells with the good descrip-
tor. The CR for a deadringer is the character’s level -3.
Deadringers possess all the knowledge of the character it resembles, and can use this to its advantage by strik-
ing at the enemies it knows to be the most vulnerable. GMs may even allow cooperative players to take control
of the deadringer as a temporary NPC, rewarding them a small measure of XP (50-100) if they do so convinc-
ingly. How often does a player get a free chance to fight his fellow players without consequence?
When a deadringer is slain, its body vanishes altogether. Additionally, the counterpart that spawned it cannot be
revived while the deadringer still stands. If another PC falls unconscious, dying, or dead during the fight, anoth-
er deadringer will spawn, and so on.

Terror
Terror is an artifact created at the behest of Gil’Mâridth herself, intended to serve her chosen messiahs. Forged
of adamantine by a dwarven blacksmith who took his own life after its completion, it was carried by cultists of
the Torment into the Dream and there laden with unholy powers. Servants of Gil’Mâridth are not yet finished with
it, but already it is a powerful tool for her employ. Soon it will be ready to return to the Material Plane.
A wicked, two-pronged weapon of violet-tinted adamantine, Terror is a +5 unholy returning trident that sends
waves of agony through the bodies of its victims. Aside from the 2d6 damage it inflicts upon all creatures of good
alignment, it also inflicts 2d6 points of nonlethal damage to anyone it strikes (of any alignment), even if damage
reduction absorbs any lethal damage. This effect is meant to subdue opponents first, leaving them at the mercy
of Terror’s wielder.
In addition, Terror allows its wielder to utilize the following spell-like abilities:
2/day – mirror image (caster level 10th).
At will – deathwatch, heroism (constant effect).
Strong necromancy; CL 20th; Weight 5 lb.

103
Messianic Frederic, Clr5/Brd2: CR 8; Medium illness. The nightmares appear to have ended. Lord
humanoid (human); HD 5d8+5 plus 2d6+2; hp 55; Eriq will be grateful and give the PCs their reward.
Init +6; Spd 30 ft.; AC 22, touch 16, flat-footed 20; However, Frederic’s experience has traumatized him
Base Atk +4; Grp +8; Atk/Full Atk +5 unholy return- and he has become mute. Eventually Lord Eriq will take
ing trident +16 melee (1d6+9 plus 2d6 nonlethal him to Archbridge Asylum for long-term care. Reward
damage plus 2d6 against good-aligned creatures) the PCs 2,000 XP for this outcome.
or +5 unholy returning trident +14 ranged (1d6+9
plus 2d6 nonlethal damage plus 2d6 against good- If the PCs defeat the Messianic Frederic but do not kill
aligned creatures); SA Rebuke undead 1/day (+6, him, their act of mercy averts the real Frederic’s grim
2d6+9); SQ Bardic knowledge +4, countersong fate entirely. If the PCs attempt to bring the body of
2/day, fascinate 2/day, innocent aspect, inspire Messianic Frederic back to his father, the body will van-
courage 2/day (+1); AL NE; SV Fort +7, Ref +8, Will ish altogether once they reach area 1-2. Either way,
+13; Str 14, Dex 15, Con 12, Int 15, Wis 18, Cha 18. when the PCs return to area 1-1, the boy Frederic will
Skills and Feats: Bluff +8, Concentration +7, be awake, free of Gil’Mâridth’s administrations and the
Diplomacy +10, Heal +10, Knowledge (arcana) nightmares. His father tearfully thanks the PCs for
+10, Knowledge (history) +7, Knowledge (religion) “whatever they did.” Because of his recent nightmares,
+8, Knowledge (the planes) +10, Perform (sing) +9, he really doesn’t want to know the details. He only
Spellcraft +6, Tumble +3, Survival +4 (+6 on other wants to know if Frederic is safe for good. He rewards
planes); Dodge, Improved Initiative, Martial the PCs as promised and will remain a steadfast ally in
Weapon Proficiency (trident), Weapon Focus (tri- the future. Reward the PCs 3,000 XP for this outcome.
dent).
Innocence Aspect (Su): When Frederic reaches
Further Adventures
3 hit points or less, his body returns to the size and Even if Frederic is safe, the matter is not yet fully
age of his waking self, that of an 8-year-old boy. His resolved. There is still the matter of Sajarr, the night
possessions (including the artifact Terror) disap- hag, who has replaced – and is masquerading as – Lord
pear and he falls unconscious and cannot be Eriq’s own unmarried elder sister, Lady Silana Darvyn.
healed or awakened. In an attempt to keep his family safe, Eriq has unwit-
Bard spells Known (3/1; save DC 14 + spell tingly sent his wife and four daughters to Sajarr’s keep-
level): 0 – daze, ghost sound, message, prestidigi- ing! The night hag has already begun haunting their
tation, read magic; 1st – cure light wounds, hideous dreams personally and ensuring help cannot arrive to
laughter. investigate their waning health.
Cleric spells prepared (5/4+1/3+1/2+1; save
DC 14 + spell level; Domains: Luck, Trickery): 0 – If Frederic was freed from Gil’Mâridth’s grasp, Sajarr will
detect magic, guidance, light, resistance, virtue; 1st wisely disappear after the rest of the Darvyn family is
– cure light wounds, doom, entropic shieldD, pro- dead, setting off on her next mission in the service of
tection from good, shield of faith*; 2nd – bear’s the Torment: traveling to where the artifact Terror will
endurance, bull’s strength*, invisibilityD, owl’s wis- soon appear in the Material Plane. The PCs can also
dom*; 3rd – dispel magic, magic circle against hear rumor of this dread weapon’s existence and will
good, protection from energyD. D: Domain Spell. invariably contend with Sajarr if they seek it out.
Possessions: Terror (+5 unholy returning tri- Frederic, for his part, will very likely grow up to become
dent), +2 chain shirt, locked gauntlet, ring of pro- a follower of Ôæ, becoming a very valuable ally in the
tection +4, holy symbol of Gil’Mâridth. crusade against her machinations.

Conclusion and Rewards If Frederic was taken to the asylum, Gil’Mâridth orders
Sajarr to maintain her hold on the family and watch over
Ending the threat to the waking Frederic and the Darvyn the boy. The Torment hasn’t given up on him yet. Her
family is not simply a matter of killing his dream double. touch was diminished but not removed. Sajarr contin-
There are two ways this adventure can end, and XP can ues to prey upon the Darvyn family, and she will elimi-
be rewarded accordingly. If the Messianic Frederic is nate them one by one and eventually come to
defeated either way, the PCs will find they can walk Archbridge herself to be near her young charge. When
back up the spiraling stair and the secret door in area 1- the first of Lord Eriq’s daughters dies from Sajarr’s noc-
1A will be open once again. At that point, the secret turnal hauntings, one servant will escape the night hag’s
door in area 1-2 becomes sealed. clutches and bring word to him. Lord Eriq will immedi-
ately seek out the PCs again!
If the PCs slay the Messianic Frederic (he is brought to
-10 hit points), the real Frederic’s grim fate is merely No matter what happens, the PCs will have made an
postponed. When the PCs return to area 1-1, they will enemy of the Cult of Mâridth for their actions. At the
find the boy has emerged from his coma and is free of same time, they will have garnered the attention of the

104
church of Ôæ. One of the orderlies in Archbridge
Asylum, Excelsior, is a cleric of Ôæ, the benevolent
god of dreams and imagination. The commitment of
Lord Eriq’s servant (who first discovered the secret
door in Frederic’s closet), or Frederic himself, has
brought the situation to his attention. Excelsior will
eventually approach the PCs and confide in them. He
will tell them about Ôæ, Gil’Mâridth, and the Dream,
and what their involvement means in the eternal, oneir-
ic war. The GM is encouraged to use these NPCs to
plan future adventures.
If any of the PCs were slain during this adventure and
not carried back to area 1-1, the GM may allow them to
yet survive. In the waking world, the body has been
relocated – most likely nearby, in the sewers or cata-
combs beneath Archbridge, perhaps. Finding the body
is the easy part. The hard part is finding another way to
enter the Dream to retrieve the PC’s soul from
Gil’Mâridth’s grasp, much as they had to free Frederic.

105
Players’ Handout A
Trim along dotted line.

Permission granted to photocopy this page for personal use.

Players’ Handout B

106
107
Dungeon Crawl Classics
Dale of the Dead
By Ruth Lampi
AN ADVENTURE FOR CHARACTER LEVELS 4-6

Introduction Adventure Summary


Remember the golden days of role-playing, when As the day wears away into twilight, the party approach-
adventures were underground, NPCs were there to be es Fendale, a small, sleepy village that boasts one good
killed, and the finale of every dungeon was the dragon inn. Upon reaching the inn, it becomes clear that some-
on the 20th level? Well, those days are back. Dungeon thing in Fendale has gone terribly wrong. All the citizens
Crawl Classics feature bloody combat, intriguing dun- of the village are dead, but they still go about their daily
geons, and no NPCs who aren’t meant to be killed. business. Interrupting the townsfolk incurs their attacks,
Each adventure is 100% good, solid dungeon crawl, and these undead can’t be turned or rebuked. Behind
with the monsters you know, the traps you fear, and the the mystery of Fendale is a sadistic young bard, who
secret doors you know must be there somewhere. grew up in the small town and has returned to exact
revenge on everyone from his childhood. He is aided in
Dale of the Dead is designed for four to six players of his vengeance by two new and potent magics. The first
4th through 6th level. We recommend 18-28 total char- of these can be found in a magic fiddle, which currently
acter levels between the party members. While the resides in the hands of a corpse on the village green.
characters can be of any basic character class, a good The second is a wand held by the bard, which contains
mix of character classes is helpful. As this is a combat a spell that causes a victim to continue doing whatever
heavy module, at least one strong fighter will be neces- he was doing –indefinitely. Death itself won’t interrupt
sary. See the “Scaling Information” section for ways to this spell, and if the PCs don’t find a way to defeat the
tailor this adventure your group’s unique style of play. bard, they might become permanent residents of
Fendale.

108
Game Master’s Section Tasks and the Dead
Loc Pg Type Encounter EL Each of Herdrold’s victims died doing the task or action
they were doing when cursed. None of the dead will
1-1 110 C Innkeeper, 3 card players, 5 attack unless their task is interrupted. All tasks will be
glutton listed with each corpse in its area.
1-3 111 C Rabid cockatrice 3
Background Story
1-4 112 C Fiddler, 8 dancers 7
Herdrold was never content in his life as a miller’s son
1-5 112 C Vegetable chopper, 3 in Fendale. He firmly believed that he was possessed of
3 children great talent and skill, and he hated the menial work of a
1-6 113 C 2 oxen, whittler 6 miller, and the fact that he was forced to take on a pro-
fession he loathed. The young miller longed to travel the
1-7 114 C 6 corpses, 2 half corpses 6 world and play music (he styled himself a fiddler,
although he was barely competent with the instrument),
1-8 114 C Weeper, screamer 2 but his father thought such ideas were nonsense and
1-10 114 C Herdrold Bildrop 8 foolishness.
Filled with anger and resentment, Herdrold vented his
Scaling Information frustration by playing malicious pranks upon the towns-
Dale of the Dead is designed for 4-6 characters of 4th - folk of Fendale, for which his father punished him
6th levels, but it can be easily modified for parties of dif- severely. These punishments, although deserved, only
ferent sizes or levels. Consider adapting the adventure ensured that the seeds of darkness, already planted in
using any of the following suggestions: Herdrold’s soul, found purchase and germinated.

Weaker parties (3 or fewer characters, or lower than As he grew to maturity, Herdrold vowed that he would
4th level): Remove one card player from area 1-1. become powerful and then one day, make everyone in
Replace the cockatrice in area 1-3 with a bugbear. Fendale pay for being boring peasants that didn’t
Reduce the number of dancers in area 1-4 to 4. understand his genius. Herdrold left home as a teenag-
Remove 1 animated ox corpse from area 1-6 and 3 er and took up the life of a bard. He wasn’t a particular-
chained corpses from 1-7. ly good bard, but he did manage to gather some useful
information, especially about the tomb of the mad
Stronger parties (7 or more characters, or higher gnome bard Mildrix. A bit of tomb robbing won Herdrold
than 5th level): Double the number of card players in Mildrix’s legendary fiddle, Deathdance, and even better,
location 1-1. Add a second cockatrice to area 1-3. Add the wand of servitude.
more dancers to area 1-4. Add 2 more animated oxen
corpses to 1-6. Raise Herdrold’s level by 2. At last, Herdrold had everything he needed to return
home and exact his vengeance. The commoners of
Getting the Players Involved Fendale proved no match for the depraved bard, and he
used his new items to make the everyday activities of
There are many reasons why the party might be travel- Fendale its hellish end. Townsfolk danced to death,
ing along this road. Use the one that fits best with the plowed to death, ate to death, added wood to their fires
nature of your campaign and PCs. until they burned alive, worked their fingers literally to
• The party is on its way to some other town, adven- the bone, and never stopped, even when they died,
ture or reward, and comes upon the village at twi- which they all did in a few days. Herdrold’s only disap-
light. pointment was the discovery that his father had already
died a year ago.
• Someone in the party has heard of the inn at
Fendale before, and the party expects to meet a Now Herdrold can be found in the graveyard, furiously
contact or pick up a letter or message there. digging up his father with the goal of reanimating him.
Herdrold is desperate to have the last word. Evidence
• The party may have passed through Fendale two of Herdrold’s other pranks on his village can be found in
weeks ago on their way to another adventure, and the wreckage of Fendale.
may be returning down the same road with plans to
stay at the inn.

109
or rebuked.
Player Beginning Possessions: Scythe.
Read or paraphrase the following: Animated Rat Corpse: CR 1/2; Small undead; HD
As the day wears away into twilight, you approach a 2d12+3; hp 16; Init -1; Spd. 40 ft., climb 20 ft.; AC 15,
small village along the road, which you’ve heard has a touch 13, flat-footed 13; Base Atk +1; Grp -2; Atk/Full
decent inn. Despite the late hour, you can see the forms Atk bite +3 melee (1d4+1) or slam +3 melee (1d4+1);
of workers toiling in nearby fields. The closest seems to SA –; SQ Damage reduction 5/slashing, darkvision 60
be moving a little oddly. From the direction of the town ft., single actions only, turn immunity, undead traits; AL
you hear the sound of someone playing a fiddle. From NE; SV Fort +0, Ref +2, Will +3; Str 12, Dex 15, Con –,
the sound of it, they need a lot more practice. Int –, Wis 10, Cha 1.
Skills and Feats: Toughness.
Fendale SQ – Turn immunity: Because these animated
corpses are not typical undead, they cannot be turned
Fendale was a small village before Herdrold came or rebuked.
home. It consists of an inn facing the road, with two
Animated Ox Corpse: (stats as in area 1-6)
rooms and attached stables. Behind the inn and stables
a number of the cottages and shops have burned down Areas of the Map
or their roofs have fallen in. Only a few buildings are still
intact: two cottages, the mill, and the church. The village Area 1-1 – The Inn Common Room (EL 5): Read or
green is a large outdoor area with a spreading oak tree, paraphrase the following:
and behind the church is a graveyard. There is no light
other than the natural, hazy twilight, which will fade over This room is a dim common room, unlit save for
the course of an hour. The exception is in the grave- the fading light streaming in through dusty win-
yard, where Herdrold has several lanterns amid the dows. A man at one table appears to be eating
tombstones to illuminate his digging. Unless noted oth- and three others are playing cards in the far left
erwise, ceilings are 10 feet tall. All walls and doors have corner. Behind the bar, the innkeeper is shuf-
the following statistics: fling around wiping glasses. It is too dark to
note many details, but something smells terri-
Simple Wooden Wall: 6” thick; hardness 5; hp 60; ble.
Break DC 20; Climb DC 21.
The innkeeper is behind the bar and his task is wip-
Simple Wooden Door: 1” thick; hardness 5; hp 10; ing glasses. He has quite a collection, though no
Break DC 13 (stuck), 15 (locked.). one would call them clean. The man has literally
worked his fingers to the bone. The card players are
Wandering Monsters intent on their game. The eating patron’s task is eat-
There is a 15% chance (1-3 on d20) per hour that the ing. He has consumed all of his food, and has
characters will come across a random encounter. moved onto eating his plate, napkin, and table set-
Randomly determine the nature of the encounter by tings; he is having some trouble with chewing his
rolling 1d6: silverware. There are three exits to the common
room: the front entrance, the door to the stables at
1d6 Encounter rear right (locked DC 25), and the door to the inn’s
1-3 1 scythe-bearing corpse rooms at rear left. There are five tables and twenty
4-5 2d6 animated rat corpses chairs. Four windows face the road, with dusty
6 1 animated ox corpse panes of leaded, yellow glass.
The following statistics are provided for easy reference. Tactics: None of the corpses in the inn will attack
Animated Scythe-Bearing Corpse: CR 1; Medium unless their tasks are interrupted. Interrupting any
undead; HD 4d12+3; hp 29; Init -1; Spd. 30 ft.; AC 11, one card player interrupts the whole game.
touch 9, flat-footed 11; Base Atk +2; Grp +3; Atk/Full Atk Touching or otherwise physically distracting the
slam +3 melee (1d6+1) or scythe +3 melee (2d4+1/x4); innkeeper from his task will interrupt him. The eat-
SA –; SQ Damage reduction 5/slashing, darkvision 60 ing patron will not attack unless jostled or otherwise
ft., single actions only, turn immunity, undead traits; AL interrupted. Presented with anything he can put in
NE; SV Fort +1, Ref +0, Will +4; Str 12, Dex 8, Con –, his mouth, he will try to consume it. The innkeeper
Int –, Wis 10, Cha 1. is better armed than the others, having claw-like
Skills and Feats: Toughness. bony fingers and an easily broken glass clutched in
SQ – Turn immunity: Because these animated his other hand. Once distracted, all will fight until
corpses are not typical undead, they cannot be turned destroyed.

110
Treasure: 20 bottles of unopened famous Fendale Area 1-3 – The Stables (EL 3): Read or paraphrase the
beer (worth 2 sp each) are stowed under the bar. following:
Everything else has apparently gone bad or been
otherwise contaminated. Any money that was here The stables are dark and dusty. An unlit torch is
seems to have been already looted. visible on the left wall. In what light there is, you
can make out a line of four stalls. There is the
Animated Corpses (4): CR 1; Medium undead; HD sound of something moving, and a strong ani-
4d12+3; hp 29 each; Init -1; Spd 30 ft.; AC 11, touch mal odor in the air.
9, flat-footed 11; Base Atk +2; Grp +3; Atk/Full Atk
slam +3 melee (1d6+1); SA –; SQ Damage reduc- There are three exits from this area: the locked door
tion 5/slashing, darkvision 60 ft., single actions only, the party entered through, a locked door to area 1-
turn immunity, undead traits; AL NE; SV Fort +1, 4 (lock DC 25), and a double door leading out to the
Ref +0, Will +4; Str 12, Dex 8, Con –, Int –, Wis 10, road, barred from the inside. There are four stalls in
Cha 1. the stable, each fully visible to any creature with a
Skills and Feats: Toughness. height above 4 feet. Stall one is closed and
SQ – Turn immunity: Because these animated latched, and contains two half-starved goats. Stall
corpses are not typical undead creatures, they can- two is open, and holds the broken statue of a goat.
not be turned or rebuked. Stall three is also open, and has become the lair of
a hungry cockatrice. The last stall, open as well,
Innkeeper’s Corpse: CR 1; Medium undead; HD contains the rotting corpse (un-animated) of a
4d12+3; hp 29; Init -1; Spd. 30 ft.; AC 11, touch 9, horse.
flat-footed 11; Base Atk +2; Grp +4; Atk/Full Atk
slam +4 melee (1d6+3) or claw +4 melee (1d4+2) or Tactics: The cockatrice will leave its stall and attack
broken tankard +4 melee (1d4+2); SA –; SQ the party as soon as it becomes aware of their pres-
Damage reduction 5/slashing, darkvision 60 ft., sin- ence.
gle actions only, turn immunity, undead traits; AL Cockatrice: CR 3; Small magical beast; HD 5d10;
NE; SV Fort +1, Ref +0, Will +4; Str 14, Dex 8, Con hp 27; Init +3; Spd 20 ft., fly 60 ft. (poor); AC 14,
–, Int –, Wis 10, Cha 1. touch 14, flat-footed 11; Base Atk +5; Grp -1;
SQ – Turn immunity: Because this animated
corpse is not a typical undead creature, it cannot be
turned or rebuked. DCC World
Area 1-2 –Inn Rooms: Read or paraphrase the follow- The sleepy village of Fendale is found on the north-
ing: east edge of the Warderwood. With but a single inn
Two rooms stand open off the empty corridor. to welcome the weary traveler, the town is notable
One appears to have been abandoned in a only for its proximity to popular merchant routes run-
hurry and the other looks freshly made up for a ning to the sea.
guest.
A search of the guest room will turn up a few
papers. Read or paraphrase the following:
A sheaf of sheet music is on an end table, most
of it sad ballads about a young man shunned by
his father. The rest feature songs of violent acts
of vengeance enacted upon father figures. A
few of the songs appear to be recently penned
original compositions. There are also scribbled
notes about something powerful found in the
tomb of the mad gnome bard Mildrix. Over the
scribbles are more scribbles in darker ink,
which read, “Here with vile Fendale dies the
name of Herdrold Bildrop. From these ashes I
arise as Herevor Direfiddle, Dread Lord of all
dances.”

111
Atk/Full Atk bite +9 melee (1d4-2 plus petrification); Dancers, Animated Corpses (8): CR 1; Medium
SA Petrification; SQ Darkvision 60 ft., low-light undead; HD 4d12+3; hp 29 each; Init -1; Spd 30 ft.;
vision; AL N; SV Fort +4, Ref +7, Will +2; Str 6, Dex AC 11, touch 9, flat-footed 11; Base Atk +2; Grp +3;
17, Con 11, Int 2, Wis 13, Cha 9. Atk/Full Atk slam +3 melee (1d6+1); SA –; SQ
Skills and Feats: Listen +7, Spot +7; Alertness, Damage reduction 5/slashing, darkvision 60 ft., sin-
Dodge, Weapon Finesse. gle actions only, turn immunity, undead traits; AL
SA – Petrification (Su): Bite, Fort save DC 12 or NE; SV Fort +1, Ref +0, Will +4; Str 12, Dex 8, Con
instantly turn to stone. –, Int –, Wis 10, Cha 1.
Skills and Feats: Toughness.
Area 1-4 – The Dancing Green (EL 7): Read or para- SQ – Turn immunity: Because these animated
phrase the following: corpses are not typical undead creatures, they can-
This appears to be the town square. A macabre not be turned or rebuked.
festival is taking place, presided over by a Area 1-5 – A Hovel (EL 3): Read or paraphrase the fol-
corpse with a fiddle. His slow lurching move- lowing:
ments do not improve his playing. Couples stag-
ger and sway, dancing on in death around the A dim figure moves about within this hovel. On
fiddler under a central, spreading oak tree. closer inspection, you see the corpse of a
Some prankster has been at work here; the woman chopping what used to be vegetables,
town cleric is dancing in a lady’s smock and a but are now little more than rancid mush. In
dunce’s cap, and has a sign reading addition to the woman, there are three small
“Dunderhead” pinned directly into his back. A forms, the corpses of children, lying “asleep” in
stern-faced woman has a mustache and silly their beds.
eyebrows scrawled in pen on her dead face, This area is within the range of the effect of
and another dancing man has a plucked turkey Deathdance. If the fiddle is still being played, PCs
pulled down over his head. From here the whole must make the appropriate saving throws every 1d6
village is visible. Three buildings have burned to rounds.
the ground, and another has collapsed under
the weight of an over-thatched roof. Tactics: The woman will not attack unless her
chopping is interrupted. The children will stay
Give players handout A. The fiddle being played is peacefully asleep and immobile unless someone
Deathdance, the fiddle of the late, mad gnome bard tries to wake them.
Mildrix. Because it is being played both slowly and
badly, its effects will only work on the party after 1d6 Vegetable Chopper, Animated Woman’s Corpse:
rounds spent on the green. After 1d6 rounds within CR 1; Medium undead; HD 4d12+3; hp 29; Init -1;
50 feet of the fiddle, party members must make a Spd 30 ft.; AC 11, touch 9, flat-footed 11; Base Atk
Fortitude save (DC 12) to resist dancing. Once danc- +2; Grp +3; Atk/Full Atk cleaver +3 melee (1d6+1);
ing, a party member is allowed two more Fortitude SA –; SQ Damage reduction 5/slashing, darkvision
saves— one after two rounds of dancing at DC 14, 60 ft., single actions only, turn immunity, undead
and one more after four rounds at DC 16. Once three traits; AL NE; SV Fort +1, Ref +0, Will +4; Str 12,
Fortitude saves are failed, the party member must Dex 8, Con –, Int –, Wis 10, Cha 1.
dance until the fiddle music is stopped. Skills and Feats: Toughness.
SQ – Turn immunity: Because this animated
Stopping the fiddle music will interrupt the dance, corpse is not a typical undead creature, it cannot be
the dancers, and the fiddler. turned or rebuked.
Possessions: Cleaver.
Fiddler, Animated Corpse: CR 1; Medium
undead; HD 4d12+3; hp 29; Init -1; Spd 30 ft.; AC Animated Children’s Corpses (3): CR 1/2; small
11, touch 9, flat-footed 11; Base Atk +2; Grp +3; undead; HD 2d12+3; hp 16 each; Init -1; Spd. 20 ft.;
Atk/Full Atk slam +3 melee (1d6+1); SA –; SQ AC 12, touch 10, flat-footed 12; Base Atk +0; Grp -
Damage reduction 5/slashing, darkvision 60 ft., sin- 5; Atk/Full Atk slam +0 melee (1d4-1); SA –; SQ
gle actions only, turn immunity, undead traits; AL Damage reduction 5/slashing, darkvision 60 ft., sin-
NE; SV Fort +1, Ref +0, Will +4; Str 12, Dex 8, Con gle actions only, turn immunity, undead traits; AL
–, Int –, Wis 10, Cha 1. NE; SV Fort +0, Ref -1, Will +3; Str 8, Dex 8, Con
Skills and Feats: Toughness. –, Int –, Wis 10, Cha 1.
SQ – Turn immunity: Because this animated Skills and Feats: Toughness.
corpse is not a typical undead creature, it cannot be SQ – Turn immunity: Because these animated
turned or rebuked. corpses are not typical undead creatures, they can-
Possession: Deathdance (see sidebar) not be turned or rebuked.

112
Area 1-6 – The Mill Warehouse (EL 6): Read or para-
Deathdance phrase the following:
This instrument is a sleek black fiddle with silver scroll- This appears to be a mill warehouse as well as
work, formerly the property of the Mildrix the mad a main entrance. A ladder, now broken on the
gnome bard. When played, it forces all creatures with- floor, once offered access to a narrow balcony
in 50 feet of the performer to make a Fortitude save at that runs all around the room. The balcony is
the DC of the wielder’s perform check +2 (max DC 28) piled high with bags of rotting grain and flour. A
or begin dancing. Once dancing, affected creatures are corpse is leaning against the wall just inside the
allowed two more Fortitude saves to resist the fiddle: door, whittling. From the shavings at his feet,
one after two rounds of dancing at the original DC +2,
you can see he started with a piece of wood.
and one more after four additional rounds at the origi-
Lately what he has been whittling is his own
nal DC +4. Once three Fortitude saves are failed, the
arm. Where his lower left arm was, there is now
creature must dance until the fiddle music is stopped.
a well-sharpened bony spike.
Strong necromancy; CL 16; craft wondrous item, irre-
Across the room, some of the machinery of the
sistible dance, price 12,000 gp; weight 2 lbs.
mill is visible, near the open door to the next
New Spell: Servitude room and the grinding floor. Two dead oxen in
a wooden wheel enclosure still pull in their
Necromancy traces, shredding their rotting flesh while turn-
Level: Bard 4 ing the millstones in the room beyond. As the
Components: V, S oxen plod around, they periodically trample a
Casting time: 1 standard action very dead and immobile body deeper into the
Range: Long (400 ft. + 40 ft./level) dirt floor. The body appears to have been
Target: 1 creature reaching for a gleaming, jeweled rapier stuck
Duration: 1 day/level (see text) into the wood post the oxen are circling.
Saving throw: Fortitude negates
Spell resistance: Yes This area is within the range of the effect of
Deathdance. If the fiddle is still being played, PCs
The target of this spell must succeed on a Fortitude must make the appropriate saving throws every 1d6
saving throw or repeat the last standard action made rounds.
in the round (or the round before if the caster has a
higher initiative), indefinitely. If the target’s last action Development: Getting to the sword means getting
was loading a crossbow, he must continue to load in the way of the oxen and the wooden wheel they
without firing. If the target was healing an ally, he must are walking in. The oxen will break free if interrupt-
cast every healing spell he has and then attempt Heal ed, ramming a pillar and dislodging a bag of grain
checks every round. The target can move only if he from the balcony, which will fall and hit the whittler,
must do so to continue his action, otherwise he for- interrupting him. This interruption of the mill wheel’s
goes his move action for the round. If the spell is cast turning will also interrupt everyone in area 1-6.
on someone who, for whatever reason, cannot repeat Should anyone attack the whittler before interrupt-
his last action, the spell fails. ing the oxen, his first strike will hit the wall, dislodg-
ing grain bags that fall on the oxen, interrupting
The spell can be broken after a failed save, only if the everyone in the building.
target is physically restrained from completing the
action. In this case the target is allowed one additional Whittler, Animated Corpse: CR 1; Medium
saving throw, and if it succeeds, the spell is broken. undead; HD 4d12+3; hp 29; Init -1; Spd 30 ft.; AC
However, regardless of whether the second saving 11, touch 9, flat-footed 11; Base Atk +2; Grp +4; Atk/
throw is a failure or a success, the target takes 3d6 Full Atk bone spear +4 melee (1d6+2) or knife +4
points of damage from the physical and mental strain. melee (1d4+2/19-20); SQ Damage reduction
5/slashing, darkvision 60 ft., single actions only,
In addition, a creature that dies while under the influ-
turn immunity, undead traits; AL NE; SV Fort +1,
ence of this spell is reanimated as a zombie, and will
continue to perform its action for all time. However, if a
Ref +0, Will +4; Str 14, Dex 8, Con –, Int –, Wis 10,
zombie created by the spell is prevented from perform- Cha 1.
ing its action, it will attack any living creature in the area, Skills and Feats: Toughness.
and will be a free-willed zombie from then on. SQ – Turn immunity: Because this animated
corpse is not a typical undead creature, it cannot be
Zombies created by the spell cannot be commanded, turned or rebuked.
turned, or rebuked. Possessions: Knife.

113
Animated Ox Corpses (2): CR 3; Large undead; gle actions only, turn immunity, undead traits; AL
HD 10d12+3; hp 68; Init -1; Spd 40 ft.; AC 15, touch NE; SV Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con
8, flat-footed 15; Base Atk +5; Grp +14; Atk/Full Atk –, Int –, Wis 10, Cha 1.
gore +9 melee (1d8+7) or slam +10 melee (1d8+7); Skills and Feats: Toughness.
Space/Reach 10 ft./5 ft.; SA –; SQ Damage reduc- SQ – Turn immunity: Because these animated
tion 5/slashing, darkvision 60 ft., single actions only, corpses are not typical undead creatures, they can-
turn immunity, undead traits; AL NE; SV Fort +3, not be turned or rebuked.
Ref +2, Will +7; Str 20, Dex 8, Con –, Int –, Wis 10,
Cha 1. Area 1-8 – A cottage (EL 2): Read or paraphrase the
Skills and Feats: Toughness. following:
SQ – Turn immunity: Because this animated You hear a faint, raspy whimper from inside this
corpse is not a typical undead creature, it cannot be darkened cottage. An inanimate male corpse
turned or rebuked. lies sprawled just inside the doorway. Beyond
Treasure: The rapier stuck in the post past the the male corpse, farther inside the cottage, are
oxen is a +2 rapier. Herdrold threw it there some the animate corpses of two women. One is
time ago and has been unable to retrieve it without standing facing the doorway and is apparently
interrupting his masterpiece at the mill. screaming. However, the only sound that
comes from her throat is a thin rasp. Another
Area 1-7 – The Mill Grinding Floor (EL 6): Read or woman is curled on the floor weeping. She is
paraphrase the following: obviously dead, but keening gurgles still bubble
from her lips.
Two giant millstones are the centerpieces of
this room. Dragged along with the motion of the This area is within the range of the effect of
millstone’s turning is a line of six corpses. They Deathdance. If the fiddle is still being played, PCs
are all chained at the wrists to the millstones, must make the appropriate saving throws every 1d6
which appear to be grinding two other corpses. rounds.
Only the upper bodies of these last two figures
remain. Tactics: Neither woman will attack unless touched,
jostled, or otherwise interrupted.
If the mill wheel’s turning was interrupted in the last
room, all inhabitants of this room will already be Screamer and Weeper, Animated Corpses: CR
interrupted. When a party member enters, the 1; Medium undead; HD 4d12+3; hp 29 each; Init -1;
corpses will move from their positions and attack. Spd 30 ft.; AC 11, touch 9, flat-footed 11; Base Atk
The chained corpses will pull their arms out of their +2; Grp +3; Atk/Full Atk slam +3 melee (1d6+1); SA
rotting sockets, leaving their chained limbs still in –; SQ Damage reduction 5/slashing, darkvision 60
the shackles, and come after the party with open- ft., single actions only, turn immunity, undead traits;
mouthed groans. The two half corpses will take two AL NE; SV Fort +1, Ref +0, Will +4; Str 12, Dex 8,
rounds to pull free, and attack as well, trailing spinal Con –, Int –, Wis 10, Cha 1.
columns and entrails. Skills and Feats: Toughness.
SQ – Turn immunity: Because these animated
Animated Corpses (6): CR 1; Medium undead; HD corpses are not typical undead creatures, they can-
4d12+3; hp 29 each; Init -1; Spd 30 ft.; AC 11, touch not be turned or rebuked.
9, flat-footed 11; Base Atk +2; Grp +3; Atk/Full Atk
slam +3 melee (1d6+1); SA –; SQ Damage reduc- Area 1-9 – The Church: Read or paraphrase the fol-
tion 5/slashing, darkvision 60 ft., single actions only, lowing:
turn immunity, undead traits; AL NE; SV Fort +1, The church is empty, and is lit by four guttering
Ref +0, Will +4; Str 12, Dex 8, Con –, Int –, Wis 10, torches, put there by some living hand not too
Cha 1. long ago. The walls and altar have been vio-
Skills and Feats: Toughness. lently redecorated. Some of the graffiti on the
SQ – Turn immunity: Because these animated walls appears to be very angry song lyrics in
corpses are not typical undead creatures, they can- very bad handwriting.
not be turned or rebuked.
Area 1-10 – The Graveyard (EL 8): Read or para-
Animated Half Corpses (2): CR 1/2; Medium phrase the following:
undead; HD 2d12+3; hp 16 each; Init -1; Spd 15 ft.;
AC 11, touch 9, flat-footed 11; Base Atk +1; Grp +2; In the dim light of several lanterns, a young
Atk/Full Atk slam +2 melee (1d6+1); SA –; SQ man can be seen digging madly. Lantern light
Damage reduction 5/slashing, darkvision 60 ft., sin- upon the nearest tombstone reveals its inscrip-

114
tion, “Ervard Bildrop, beloved husband and hideous laughter, unseen servant; 2nd – cure mod-
father.” The young man is dressed in black erate wounds, hold person, invisibility, mirror image;
leather, filthy from digging, and has a wand at 3rd – crushing despair, fear, summon monster III.
his belt. What appears to be some kind of invis- Possessions: +2 studded leather, rapier, short-
ible, magical servant “digs” beside him, and bow, 20 arrows, wand of servitude, 500 gold.
small clumps of dirt rise periodically into the air
and are tossed onto the growing pile of dirt The number of charges left in the wand of servitude
beside the grave. is at the GM’s discretion (see sidebar).

Give players handout B. The graveyard is sur- Wrapping Up


rounded by a fence (climb DC 10) and has only one
exit, the door to area 1-9. Destroying Herdrold will end the spell of the wand of
servitude. However, at this time, all remaining animated
Development: Alarm has been cast around corpses, both human and animal, will become free-
Herdrold’s location to alert him if any roaming willed and may begin to wander the countryside wreak-
corpses or other interruptions come through. ing havoc. PCs who destroy the remaining zombies and
Herdrold has also already cast unseen servant to then bury the unfortunate dead of Fendale should
help him dig. Any PC who sneaks up within earshot receive an additional XP award.
without being detected or triggering the alarm will
hear Herdrold cursing his father and swearing that
he will have the last word, showing said father how
powerful his son has become.
Tactics: On becoming aware of the party, Herdrold
will cast his defensive spells to protect himself,
though whenever a promising opportunity arises to
use the wand of servitude on a PC (a critical failure,
a move taken to reload, to heal, to take some non-
damaging action toward Herdrold) he will use it
gleefully. Herdrold will monologue with his free
actions and declare himself the great “Herevor
Direfiddle, Dread Lord of all dances.” He will be
especially hostile to any PC who openly mocks him
or his new choice of title. Once Herdrold starts los-
ing, his monologues shift to whining about how no
one understands him or his art.
Herdrold Bildrop, male human Brd 8: CR 8;
Medium humanoid (human); HD 8d6+8; hp 36; Init
+2; Spd. 30 ft.; AC 17, touch 12, flat-footed 15;
Base Atk +6; Grp +6; Atk rapier +8 melee (1d6/18-
20) or shortbow +8 ranged (1d6/x3); Full Atk rapier
+8/+3 melee (1d6/18-20) or shortbow +8/+3 ranged
(1d6/x3); SA –; SQ Bardic knowledge +9, counter-
song 8/day, fascinate 8/day, inspire competence
8/day, inspire courage (+2) 8/day, suggestion; AL
CE; SV Fort +3, Ref +8, Will +7; Str 10, Dex 14,
Con 12, Int 13, Wis 13, Cha 16.
Skills and Feats: Balance +4, Bluff +14,
Concentration +12, Diplomacy +5, Disguise +3 (+5
acting), Jump +2, Listen +10, Move Silently +13,
Perform (singing) +14, Perform (string instruments)
+5, Spellcraft +12, Tumble +13, Use Magic Device
+11 (+13 scrolls); Combat Casting, Combat
Expertise, Weapon Finesse, Improved Feint
Spells (3/4/4/2; save DC 13 + spell level): 0 –
detect magic, light, mage hand, resistance, sum-
mon instrument; 1st – alarm, expeditious retreat,

115
Players’ Handout A
Trim along dotted line.

Permission granted to photocopy this page for personal use.

Players’ Handout B

116
Dale of the Dead

117
Dungeon Crawl Classics
Like Clockwork
By Jason Little
AN ADVENTURE FOR CHARACTER LEVELS 4-6

Introduction Adventure Summary


Remember the golden days of role playing, when The Gnomish ambassadors in the predominantly
adventures were underground, NPCs were there to be human city of Karesh are horrified by the alarmingly
killed, and the finale of every dungeon was the dragon high number of gnomish deaths in the city over the last
on the 20th level? Well, those days are back. Dungeon several weeks. Numerous tinkers, gadgeteers, and
Crawl Classics feature bloody combat, intriguing dun- inventors have been found dead in their workshops.
geons, and no NPCs who aren’t meant to be killed. Eye witnesses tell conflicting stories on what they saw
Each adventure is 100% good, solid dungeon crawl, or heard, and very little evidence can be found at the
with the monsters you know, the traps you fear, and the crime scenes. The city council turns to the adventurers
secret doors you know must be there somewhere. to investigate these grisly murders and stop the culprit
before the gnomish community abandons Karesh, tak-
Like Clockwork is an intermediate adventure in The ing valuable merchant business with them!
Adventure Continues series, and is best suited for a
The culprit is a gnomish tinker named Claren
party of four or five characters of levels 4-6. All classes
Cogwheel, who was expelled from the Gnomecrafter’s
will find this adventure challenging, but having at least
Guild for foul deeds – his carelessness lead to the death
one or two characters with keen senses and trapfinding,
of a respected member of the Guild. Outraged by his
such as rogues, rangers and bards, will be particularly
dismissal, Claren created a small army of clockwork
helpful. Given the inherent dangers of low-level encoun-
assassins to kill the guild members who kicked him out.
ters, a character that can provide magic healing will also
The party will soon discover that the mad tinker is not all
be very useful.
that he appears. Years ago he discovered the secret to
a longer life, by slowly replacing his body parts with
gearworks. The mad tinker is part flesh, part construct –
a medieval cyborg!

118
Game Master’s Section Background Story
Encounter Table Claren Cogwheel began his career as a precocious
apprentice to a well-respected gnome engineer and tin-
To help the GM prepare, we have included a quick ref- ker, Dimble Donnagan. Claren was inquisitive and bril-
erence table showing all encounters at a glance. Loc – liant, and it didn’t take long before he had surpassed his
the location number keyed to the map for the encounter. master in skill and knowledge. Claren cut his appren-
Pg – the module page number that the encounter can ticeship short and attempted to establish himself as a
be found on. Type – this indicates if the encounter is a master tinker – but his unconventional practices and
trap (T), puzzle (P), or combat (C). Encounter – the key disregard for the rigid guidelines of apprenticeship
monsters, traps, or NPCs that can be found in the made it difficult for him to get any work.
encounter. Names in italics are classed NPCs. EL – the
encounter level. Frustrated and embarrassed, Claren was forced to
return to his former master and beg to complete his
Loc Pg Type Encounter EL apprenticeship, despite having far more talent and
experience than many in his field who already bore the
1-1 120 C 2 duergar rogues 5 rank of master. Dimble Donnagan accepted Claren’s
T Alchemist’s fire trap 2 request, but his return to the apprenticeship was twice
1-2 122 T, C Creshire Blue trap, 4 as grueling and humiliating.
4 clockwork rats Claren’s anger and hatred also made him reckless.
1-3 123 T Manhole trap 3 During a long, complicated experiment, Dimble
C Ochre jelly 5 Donnagan was killed. The High Artisans, the governing
body of the Gnomecrafter’s Guild, found Claren to be
1-4 124 C Animated tools, 4
Izzlebit the Imp
DCC World
1-5 126 T Tanglefoot glue trap, 5
lightning bolt trap The city of Karesh, long renowned for its hospitality
towards gnomes and their dour cousins, is found in
1-6 127 C Claren Cogwheel, 7 the western foothills of the Ul Dominor mountains. Of
3 clockwork rats, particular note is the city’s architecture, with its ele-
3 duergar warriors vated paths and winding stairs, specifically designed
1-7 128 T, C The escape hatch, 5 to ease communication and comfort between the
3 clockwork rats wee folk and the taller humans. Drinking establish-
ments and way stations, especially, are built for folk
Scaling Information both tall and short.

GMs can quickly adjust the difficulty of the scenario to


accommodate slightly more or less experienced groups.
Consider adapting the adventure using any of the fol-
lowing suggestions:
For weaker parties (characters below 4th level, or
for fewer than 15 total character levels): Decrease
all saving throw DCs by 1, and skill check DCs by 2.
Remove one clockwork rat from areas 1-2 and 1-6.
Reduce the dropoff from area 1-3, reduce the dropoff
from from 40 feet to 20 feet. Remove one of the tiny
tools from the tool shed in area 1-4. Remove the tan-
glefoot glue from the trap in area 1-5.
For stronger parties (characters above 5th level, or
for more than 25 total character levels): Increase
saving throw DCs by 1 for all traps. Add a third duergar
rogue to area 1-1. Add 1 to 2 clockwork rats to areas 1-
2 and 1-6. Increase the damage from the lightning bolt
trap in area 1-5 from 5d6 to 7d6. Add 1 level of rogue to
Claren Cogwheel in area 1-6.

119
partially responsible for Dimble’s death, due to his care- The constabulary believes all the murders were com-
lessness. Claren was outraged, and as he was expelled mitted at night, as all the bodies were found in the morn-
from the Guild, he vowed revenge upon those who had ing. All of the bodies bear gruesome cuts and bled a
mistreated his genius. great deal. All the victims are gnomes of solid reputa-
tion, successful businessmen, tradesmen or artists in
In the following decades, Claren Cogwheel worked to
their particular craft.
perfect his tinkering arts, funneling his hatred and rage
into his work. Claren went so far as to hire duergar And all of Karesh is looking for you to get to the bottom
thieves to help case and map out his victim’s homes, of this and put and end to the killings before it gets worse.
and duergar artisans to aid him in the development of
his precious experiments. Finally, after devising several Like Clockwork
cruel gadgets – including his mechanical assassin of
choice, the clockwork rat – Claren set to work exacting After moving beyond Area 1-1: The Scene of the Crime,
his revenge on the surviving members of the High the adventure takes place in the worked stone tunnels
Artisans who expelled him from the Gnomecrafter’s cleared out by the mad tinker’s creations. Unless out-
Guild. lined separately or otherwise noted, the few doors
found are reinforced metal doors. Otherwise, this
Each victim received a package from Claren the day adventure consists largely of worked stone tunnels and
before his murder. The package contained a small wheel chambers. There are no wandering monsters in this
of Creshire Blue, a sharp, pungent cheese with an adventure.
unmistakable odor. While the cheese is a rare delicacy
among gnomes, it served a devious purpose. Claren’s Worked Stone Walls: 3 ft. thick; hardness 8; hp 540;
clockwork rats were trained to recognize the smell, and break DC 50; Climb DC 25.
could track the scent of the cheese to their victims.
Reinforced Metal Door: 2 inches thick; hardness 10;
The adventure starts just after Claren has slain the sixth hp 60; break DC 28.
member of the High Artisans of the Gnomecrafter’s
Guild – only three more remain. Areas of the Map
Area 1-1 – The Scene of the Crime (EL 5): When the
Player Beginning party is ready to begin, read or paraphrase the fol-
lowing aloud:
Read or paraphrase the following:
Eriash Endlemen lies sprawled and bloody in
It hasn’t taken long to realize that something is spook-
his own workshop. The elderly gnome
ing the citizens of the gnomish quarter in Karesh. Over
alchemist lies in a pool of his own blood, amid
the last several weeks, five upstanding gnomes have
shattered glass, broken tables, and tattered
been brutally slain in their homes or businesses.
remains of various experiments. An exquisitely
Make that six. Another body was found earlier this crafted alembic and retort are smashed beyond
morning – that of Eriash Endleman, a gnomish recovery, and dozens of flasks and decanters
alchemist who had been a well-loved member of the have been reduced to shards.
community for decades.
Despite its size, the alchemist’s workshop
The local constabulary is feeling pressure from the seems small amid the clutter and ruin. The
gnomish community to get to the bottom of these workshop is 40 feet wide, and 20 feet from the
crimes. The bureaucrats of Karesh are embroiled in a entrance to the back wall. The east and west
public relations nightmare and are campaigning to walls are lined with shelves, which once held
soothe the public. They need help investigating the reagents and all manner of alchemical concoc-
murders more efficiently – the efforts of their militia and tions – most are now bare. The northern wall
current law enforcement simply has not been sufficient. features two wide, low tables, a disarray of
In an effort to both assuage the concerns of the weights and scales, mortars and pestles, and
gnomish community and solve these murders, you have several large leatherbound books filled with
been hired to help the investigation. Eriash’s business transactions and current
orders, penned in a neat, measured hand.
You were briefed on what the local constabulary already
knows – which is not much – on the way to the most The polished wood floor is scuffed and nicked
recent crime scene. As you head to Eriash Endleman’s from some altercation. Small scratches are
workshop in the gnomish quarter, you review what little gouged into the hardwood near the old gnome’s
information you have been able to glean so far: body. The body itself sports a dozens, perhaps
hundreds, of small, even cuts.

120
Above the stink of death and the pungent mash of Disable Device check allows a character to make
alchemical reagents, there lies the faintest trace of the connection, granting them a +2 circumstance
a sharp, tangy, almost familiar scent. bonus to Search or Disable Device checks against
the trap later on.
Eriash was killed by several clockwork rats after
receiving a wheel of Creshire Blue cheese from Gathering Clues: There are a lot of opportunities
Claren Cogwheel the day before. Claren Cogwheel to glean information from the scene of the crime.
has dispatched two duergar rogues to retrieve the GMs are encouraged to embellish any of these
package the cheese was sent in to eliminate that details if the group enjoys sleuthing and would like
clue, as well as pilfer some of Eriash’s reagents and to lead the players around town to follow up on var-
tools. When the duergar heard the commotion out- ious clues (such as the source of the Creshire Blue
side as the party approached, they cast invisibility cheese). Otherwise, a thorough search of the room
on themselves and now lie in wait for the group. should offer enough impetus to move the party to
investigate the tunnel leading to area 1-2.
Tactics: The duergar rogues are lurking in the
squares marked with a D on the map, invisible and A DC 15 Heal check of Eriash’s body indicates that
ready to strike. Once the group splits up to search the poor gnome died of blood loss from the numer-
the room for clues, they attack. The duergar strike ous cuts across his body – each cut made by a very
invisibly their first turn, and characters need to sharp blade, smaller than a dagger. The majority of
make a Listen check opposed by the lower of the cuts are around the gnome’s legs and feet.
two duergar’s Move Silently checks. Characters A DC 15 Craft (alchemy) check on the contents of
who fail the Listen check are surprised and unable the workshop show that there are some salvage-
to act the first round of combat. able reagents and alchemical ingredients here,
The duergar strike whoever is closest to them when worth quite a bit of money. 1d6 tindertwigs, 1d4
combat starts, then move to flanking positions to sunrods and 1d2 thunderstones can be recovered
allow each other the benefit of their sneak attack from the debris.
ability. They fight to the death. A DC 10 Search of the eastern wall of the workshop
reveals Eriash Endlemen’s stout wooden lockbox
Duergar Rog2 (2): CR 3; Medium humanoid
on the bottom shelf was untouched. The key to the
(dwarf); HD 2d6+4; hp 15, 13; Init +1; Spd 20 ft.; AC
lockbox is in Eriash’s pocket. Otherwise, a DC 15
14, touch 11, flat-footed 13; Base Atk +1; Grp +2;
Open Lock check will also open the lockbox. The
Atk/Full Atk +3 melee (1d6+1/19-20, masterwork
lockbox contains Eriash’s business receipts and
short sword) or dagger +2 melee (1d4+1/19-20,
petty cash – 23 gold, 54 silver and 80 copper.
dagger) or dagger +2 ranged (1d4+1/19-20, dag-
ger); SA sneak attack (+1d6), spell-like abilities; SQ A DC 10 Search of the western wall reveals a small
darkvision 120 ft., duergar traits, evasion, light sen- gift box, wrapped in bright blue silk. The box is cur-
sitivity, trapfinding; AL LE; SV Fort +2, Ref +4, Will rently empty, but it is clearly the source of the smell.
–1; Str 12, Dex 12, Con 14, Int 10, Wis 9, Cha 4. A DC 10 Wisdom or Intelligence check, or DC 10
Skills and Feats: Appraise +5 (+7 metal and Profession (cook) check identifies the smell as an
stone objects), Disable Device +5, Hide +6, Listen especially strong type of veined cheese, known as
+5, Move Silently +10, Open Lock +6, Search +5, Creshire Blue.
Spot +5, Survival –1 (+1 following tracks); Dodge.
Closer inspection of the floor around the body makes
Languages: Common, Undercommon,
a pattern fairly apparent – the gouges and scrapes in
Dwarven.
the wood floor look too regular and connected to be
Spell-Like Abilities: 1/day - enlarge person, and
random. A DC 10 Knowledge (nature) check indi-
invisibility (caster level 4th); these abilities affect
cates that they look like rodent prints, but that a nor-
only the duergar and whatever it carries.
mal rodent wouldn’t have the strength or claws sharp
Light Sensitivity: Duergar are dazzled in bright
enough to leave gouges in hardwood like this.
sunlight or within the radius of a daylight spell.
Possessions: masterwork short sword, dagger, A DC 15 Survival check to track the prints, or a DC
masterwork studded leather armor, potion of cure 15 Search check of the northern wall, will eventual-
light wounds, 15 gp. ly lead players to the northwest corner of the shop,
where a small hole has been gnawed away in the
Aftermath: Aside from their minor gear, a DC 15 back of the wall. The hole is in the corner below one
Search of the bodies reveals one of the duergar has of the tables, and is only a foot wide.
a thin piece of hooked wire, approximately two feet
in length. This is an impromptu tool used to bypass What Lies Beyond: Behind the hole is a dark tun-
the alchemist fire trap leading to area 1-2. A DC 15 nel of roughly worked stone. There is no light in the

121
tunnel, making it difficult to investigate without pro-
viding a light source or peeling back sections of wall
paneling to make the hole larger.
The panels are trapped to discourage pursuit, how-
ever. Three flasks of alchemist’s fire have been
carefully rigged above the hole in the wall. At the
slightest jostling, they will shatter and ignite the
paneling – and anyone unlucky enough to be adja-
cent – with the alchemical substance.
A DC 12 Strength check is sufficient to break pieces
of paneling away from the wall, but will automatical-
ly set off the trap. Passing a lit torch through the hole
in the wall for a better view of the tunnel has a 25%
chance per round of setting off the trap, as well.
A Small size character can put his head through the
hole to get a better look and search the hole. A
character doing this gains a +4 circumstance bonus
to the Search check required to spot the trap.
Rigged Alchemist’s Fire Trap: CR 2; mechanical;
touch trigger; no reset; Atk +10 ranged touch (2d6 attacks made within the tunnel with two-handed
fire plus 2 fire splash damage to adjacent spaces, melee weapons or reach weapons suffer -2 to the
alchemist’s fire); Search DC 28; Disable Device DC attack rolls.
20. For every 5 points by which the character Assuming the party can see within the tunnel, a DC
exceeds the Disable Device DC, one vial of 15 Survival check allows a character with the Track
alchemist’s fire can be recovered intact. feat to pick up the odd animal tracks and follow
Area 1-2 – A Twisting Tunnel (EL 4): Once the open- them along the tunnel. Exceeding the check by 5 or
ing to the tunnel has been exposed, read the fol- more reveals that there are likely four separate sets
lowing aloud: of prints along the trail.

The hole at the back of the workshop is narrow A Cheesy Trap: At the space marked on the map, a
– barely more than two feet around. No light or tripwire has been set along the floor. The wire is
breeze emanates from the tunnel, but with what attached to a small panel in the ceiling – (the space
little light filters in from the workshop, you can marked R on the map). If tripped, the wire opens the
see the narrow entrance into the tunnel widens small panel in the ceiling, causing a small chunk of
just a few feet farther along. Creshire cheese, attached to a string, to swing down
toward the characters, as well as dropping 2 clock-
A DC 15 Listen check at the entrance reveals the work rats from the compartment behind the panel.
faint scuffling or scratching of metal on stone deep-
er within the tunnel. Exceeding the DC by 5 or more Creshire Tripwire Blue Trap: CR 0; mechanical;
indicates it sounds like several small metal knives location trigger; no reset; Atk +8 melee touch (1d3
being quickly dragged along a whetstone. subdual and DC 13 Fortitude save or nauseated for
1d3 minutes); Search DC 25; Disable Device DC 20
The entrance is narrow and requires a DC 10 (cut wires).
Escape Artist check to successfully navigate. The
narrow section extends only 10 feet into the tunnel, Tactics: Once the party reaches the tripwire in the
and then it widens to 5 feet. Creatures of Small size tunnel, two clockwork rats approach from the
or larger are considered squeezed as they traverse dropoff near area 1-3 to attack. If the tripwire is trig-
the narrow portion of the tunnel. gered, two additional clockwork rats from the com-
partment overhead drop into battle. These rats fall
There is no light in the tunnel. The floor and walls into the space marked R on the map.
are roughly worked stone.
Aside from possibly causing nausea in a character
Cramped Quarters: Even once after the charac- struck by the cheese, the Creshire cheese’s strong
ters are past the narrow entrance, the tunnel is only odor is used by the clockwork rats to track and mark
five feet wide, and makes wielding two-handed their targets. The clockwork rats will move to attack
melee weapons or reach weapons tricky. All melee any creature bearing the scent of the Creshire

122
cheese. If more than one creature is so marked, When the manhole cover is opened, read the fol-
they focus on the closest marked creature. If no lowing aloud:
creatures are marked, they each focus on the near-
The lid opens wide enough to rest along the
est target. All the clockwork rats fight to the death.
north wall and reveals a vertical stone tube that
If the party avoided but was unable to disable the extends 40 feet into the depths. Wide metal
Creshire tripwire before the battle begins, there is a handles are cemented into the southern side of
25% chance each round the trap is triggered whenev- the tube at 9-inch intervals.
er a creature performs a standard action in the space
The stench of rotting wood and filth wafts up
marked with the tripwire, or whenever a creature
from below.
moves through the space marked with the tripwire.
Manhole Trap: CR 3; mechanical; location trigger
Clockwork Rats (4): CR 1; Small construct; HD
(second ladder rung); automatic reset; Atk manhole
1d10+10; hp 18, 16, 16, 15; Init +3; Spd 40 ft., climb
cover +10 melee (2d6 and DC 10 + damage taken
20 ft.; AC 16, touch 13, flat-footed 13; Base Atk +0;
Climb check (DC 10 + damage taken) or fall 40 ft.,
Grp -4; Atk/Full Atk +4 melee (1d4, bite); SA razor
manhole cover); Search DC 20; Disable Device DC
bite; SQ construct traits, damage reduction 1/-,
20 (wedge panel arm shut).
darkvision 60 ft., low-light vision, scent; AL N; SV
Fort +0, Ref +3, Will -4; Str 10, Dex 16, Con –, Int Note: If a character fails the required Climb check,
–, Wis 3, Cha 1. they may fall up to 40 feet down the tube. If a quick-
Feats and Skills: Balance +6, Climb +8; thinking character asks to grab a rung on the way
Weapon Finesse. down, they can attempt a DC 25 Climb check at the
Razor Bite (Ex): If a clockwork rat scores a crit- halfway point of the fall to grab onto a rung as they
ical hit in combat, the target must make a DC 15 fall past. If successful, the character suffers 2d6
Fortitude save or suffer 1 point of temporary damage and stops their descent 20 feet above the
Constitution damage for 1d3 rounds from blood floor, holding onto the ladder, rather than falling the
loss. A DC 15 Heal check or any healing effect that full 40 feet for 4d6 damage.
heals hit point damage stops the blood loss.
What Lies Beneath: The tube widens 10 feet
Area 1-3 – The Long Drop (EL 7): When the party above the floor, into a small room at the base of the
approaches the end of the long, twisting tunnel, ladder. The ladder continues along the southern
read the following aloud: wall, all the way to the floor itself. When a character
reaches the bottom of the tube, where the ladder
The tunnel quickly ends, capped with nothing extends into the room, and can see the area, read
but a large metal manhole cover nearly five feet the following aloud:
across set into the floor. A sturdy metal ring is
set into the center of the manhole cover. Rather The tube opens into a small room, the floor of
than just being a large metal disc set into a fit- which appears to be a rickety wooden plank,
ting, the northern edge of the lid has a wide five feet wide, which extends the length of the
metal bracket and well-oiled hinge. room to a narrow hallway lying 15 feet to the
north. The wooden platform sits a foot above
The manhole cover lifts easily enough, requiring the actual stone floor of the rest of the room,
only a DC 8 Strength check. Cautious parties may which is littered with rusted bits of metal, and
examine the lid more closely, but will find nothing of broken crates and boxes molding in a morass
interest. However, searching the north wall itself of ruddy yellow muck.
may reveal part of the trap linked to the manhole
cover. The small room at the base of the ladder is the mad
tinker’s refuse pit, where discarded experiments
A wide metal plate on the wall is rigged to the sec- and trash are thrown, to be dealt with by the ochre
ond rung of the ladder below the manhole cover. jelly. The spaces to either side of the platform are
When pressure is applied to the second rung, the considered difficult terrain.
plate extends, pushing the manhole cover on its
well-oiled hinge to slam shut. The manhole cover Quick-thinking characters can scavenge scraps of
will also slam shut if a rope is secured to it – after a wood from the debris field to use as improvised
character has started his descent. If this occurs, the clubs. A character using an improvised club takes a
character must make a DC 15 Climb check to main- -4 penalty on attack rolls and inflicts 1d6 bludgeon-
tain his hold on the rope, or fall from that height. ing damage.
Tactics: Characters searching the refuse or poking
around in the debris attract the ochre jelly’s atten-

123
tion, as will any creature actually entering any of the Even more odd than the stone plugs, however, is
spaces to either side of the plank. Once engaged, the shiny metal building erected in the northwest
the ochre jelly fights to the death, and will pursue corner of the room. The small metal shed stands
victims beyond this room into area 1-4, but not back just over 6 feet tall, 15 feet wide and 10 feet deep.
up the tube. Heavy rivets and scorch marks show where the
wide sheets of metal were joined together to form
During combat, any time a character rolls a natural the walls and roof. A reinforced metal door sits in
1 an attack roll, he needs to make a DC 10 Balance the center of the southern face of the shed. A stout
check to avoid falling prone from the walkway into chain is looped around the door’s ring and a ring
one of the adjacent spaces. Characters must also mounted into the side of the shed, held fast with a
make this Balance check if the ochre jelly inflicts a gleaming steel lock.
critical hit during combat.
Exploring the Tool Shed: The small building is
Ochre Jelly: CR 5; Large ooze; HD 6d10+36; hp Claren Cogwheel’s maintenance and tool shed. The
69; Init -5; Spd 10 ft., climb 10 ft.; AC 4, touch 4, flat- shed contains several defunct, broken and aban-
footed 4; Base Atk +4; Grp +10; Atk/Full Atk +5 doned experiments, as well as a variety of tools like
melee (2d4+3 plus 1d4 acid, slam); Space/Reach: shears, wrenches, saws and socket sets. Some of
10 ft./5 ft., SA acid, constrict (2d4+3 plus 1d4 acid), the tools are animated, and will attack if disturbed.
improved grab; SQ blindsight 60 ft., split, ooze
traits; AL N; SV Fort +8, Ref -3, Will -3; Str 15, Dex Izzlebit, an imp and one of Claren Cogwheel’s
1, Con 22, Int -, Wis 1, Cha 1. assistants, is sleeping on top of the shed. Unless
Skills and Feats: Climb +10. players climb the shed or can see on top of the
Acid (Ex): An ochre jelly secretes a digestive structure, he is virtually impossible to detect. Since
acid that dissolves only flesh. Any melee hit or con- he is sleeping, Izzlebit suffers -5 on his Listen
strict attack deals acid damage. checks to hear the party. If the group is making a lot
Constrict (Ex): An ochre jelly deals automatic slam of noise (such as when trying to gain entrance into
and acid damage with a successful grapple check. the shed, knocking through a stone plug in one of
Improved Grab (Ex): To use this ability, an ochre the walls, or if combat ensues) Izzlebit will wake up
jelly must hit with its slam attack. It can then attempt immediately.
to start a grapple as a free action without provoking
an attack of opportunity. If it wins the grapple check, The large padlock requires a DC 20 Open Lock
it establishes a hold and can constrict. check to unlock. Otherwise, Izzlebit the Imp has a
Split (Ex): Slashing and piercing weapons and brass key that opens the padlock. The door is not
electricity attacks deal no damage to an ochre jelly. trapped. The door or chain can also be destroyed to
Instead the creature splits into two identical jellies, gain access to the tool shed.
each with half of the original’s current hit points Heavy Chain: 1 in. thick; hardness 10; hp 10; break
(round down). A jelly with 10 hit points or less can- DC 26.
not be further split and dies if reduced to 0 it points.
Lightly Reinforced Metal Door: 2 in. thick; hard-
Aftermath: Once the ochre jelly has been dis- ness 8; hp 50; break DC 25.
patched, the group can search the debris unimped-
ed. A DC 25 Search of the northeast corner of the Once the party gains access to the tool shed and
debris reveals a wand of obscuring mist (13 can view the interior, read the following aloud:
charges), two potions of blur and 25 gold pieces hid- The walls of the small shed are cluttered with
den among the smashed remains of an old crate. metal shelving, riveted into the walls at regular
Area 1-4 – The Tool Shed (EL 5): When the party can intervals. All manner of tools line the shelves –
view this area, read the following aloud: hasps, saws, wrenches, screwdrivers, ham-
mers, picks and more. There is a wide selection
The tunnel opens into a wide chamber with of tools from a variety of crafts and disciplines,
worked stone walls and floor. The chamber from heavy duty gear suitable for carpentry or
stretches 30 feet east to west, and 20 feet north stonework to the delicate instruments of a jew-
to south. A thick patch of clay and grout rimes eler or engraver.
marks the edges of a wide stone circle set into
the western wall, near where the tunnel con- A small chair is resting upside down over a bar-
nects to the room – it looks like a giant stone rel in the corner, the seat of the chair covering
plug was set into the wall, possibly sealing off a the opening of the barrel. The size of the chair
former tunnel. Similar stone plugs appear along and spacing of the shelves makes it appear they
the northern and eastern walls. were designed for someone of small stature.

124
Tactics: The animated tools are mindless, seeking
only to snip, cut or carve anything nearby. The ani-
mated tools will pursue targets outside the shed,
but will not travel outside the room. The animated
tools fight to their destruction.
If Izzlebit wakes up before the party enters the
shed, he turns invisible and waits for them to enter
the shed or leave the room, then attacks from
behind. Ideally, he lurks and waits for the party to
engage the animated tools before attacking. Izzlebit
focuses on any good-aligned characters first. Once
reduced to 5 or fewer hit points, Izzlebit attempts to
turn invisible and flee.
Animated Masterwork Chisel, Hammer,
Screwdriver and Tongs: CR 1/2; Tiny constructs;
HD 1/2d10; hp 4 each; Init +2; Spd 40 ft.; AC 14,
touch 14, flat-footed 12; Base Atk +0; Grp -9;
Atk/Full Atk +1 melee (1d3-1, slash); Space/Reach:
2-1/2 ft./0 ft.; SA sharp edge; SQ construct traits,
darkvision 60 ft., hardness 5, low-light vision; AL N;
A DC 25 Spot check reveals a set of Small size SV Fort +0, Ref +2, Will -5; Str 8, Dex 14, Con –, Int
gloves hung on a peg by the wall immediately inside –, Wis 1, Cha 1.
the doorway. These gloves are magically enchant- Skills and Feats: None
ed (abjuration) to allow the wearer to pick up and Sharp Edge (Ex): The screwdriver and chisel
use the animated tools within the barrel without each have a critical threat range of 19-20.
aggravating them. The gloves only work on these Animated Masterwork Saw: CR 1; Small con-
specific animated tools and are otherwise unre- struct; HD 1d10+10; hp 16; Init +1; Spd 30 ft.; AC
markable, but worth 50 gp as a curiosity to a col- 14, touch 12, flat-footed 13; Base Atk +0; Grp -4;
lector of magic trinkets. Atk/Full Atk +1 melee (1d4/19-20, slash); SA bleed-
ing cut; SQ construct traits, darkvision 60 ft., hard-
Aside from standard tools and equipment, a DC 20
ness 5, low-light vision; AL N; SV Fort +0, Ref +1,
Appraise check of the gear on the shelves allows a
Will -5; Str 10, Dex 12, Con –, Int –, Wis 1, Cha 1.
character to identify the following: a set of master-
Skills and Feats: None
work thieves tools, masterwork artisan’s tools, a
Bleeding Cut (Ex): If the animated saw scores a
magnifying glass, an hour glass, a masterwork
critical hit in combat, the target must make a DC 15
Craft (construct) tool kit and masterwork Craft (trap-
Fortitude save or suffer 1 point of temporary
making) tool kit.
Constitution damage for 1d3 rounds from blood
The barrel holds the remains of Claren Cogwheel’s loss. A DC 15 Heal check or any healing effect that
first failed prototypes of his clockwork rat, as well as heals hit point damage stops the blood loss.
some spare parts. The barrel also contains several Izzlebit the Imp: CR 2; Tiny outsider (evil, extra-
animated tools that came to life during Claren’s mad planar, lawful); HD 3d8; hp 19; Init +3; Spd 20 ft., fly
experimentation. If the barrel is disturbed or the 50 ft.; AC 20, touch 15, flat-footed 17; Base Atk +3;
chair is removed, the tools attack. A character wear- Grp -5; Atk/Full Atk +8 melee (1d4 plus poison,
ing the magic gloves by the entrance can grab a tool sting); Space/Reach: 2-1/2 ft./0 ft.; SA poison (DC
with a successful melee touch attack. A tool held 13 Fort, 1d4 Dex/2d4 Dex), spell-like abilities; SQ
with the magic gloves becomes inert as long as it is alternate form, damage reduction 5/good or silver,
held, but resumes activity if dropped or let go. darkvision 60 ft., fast healing 2, immunity to poison,
On the top shelf on the eastern wall are three small resistance to fire 5; AL LE; SV Fort +3, Ref +6, Will
boxes wrapped in blue silk. They match the gift box +4; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14.
found in Eriash Endleman’s shop, and each con- Skills and Feats: Diplomacy +8, Hide +17,
tains a small wheel of Creshire Blue cheese. Knowledge (engineering) +6, Listen +7, Move
Anyone opening one of the boxes must make a DC Silently +9, Search +6, Spellcraft +6, Spot +7,
13 Fortitude save or become nauseated for 1d3 Survival +1 (+3 following tracks); Dodge, Weapon
minutes from the pungent smell of the cheese. Finesse.
Languages: Common, Infernal.

125
Poison (Ex): Injury, Fortitude DC 13, initial dam- Area 1-5 – The Spiral Stairwell (EL 5): When the party
age 1d4 Dex, secondary damage 2d4 Dex. reveals the doorway leading to this area, read the
Spell-Like Abilities: At will – detect good, detect following aloud:
magic, invisibility (self only); 1/day – suggestion
The hole in the wall reveals a 10-foot-wide stone
(DC 15). Caster level 6th. Once per week an imp
corridor leading eastward 30 feet, where the
can use commune to ask six questions. The ability
stone wall meets up with burnished metal plates
otherwise works as the spell (caster level 12th).
that form a giant spiral stairway that slowly
Alternate Form (Su): An imp can assume other
corkscrews down into the depths. The wide
forms at will as a standard action. This ability functions
steps and central pillar have a distinct mechani-
as a polymorph spell cast on itself (caster level 12th),
cal look to them, adorned in countless minute
except that an imp does not regain hit points for
cogs, gears and levers. A gentle tick-tick-ticking
changing form, and an individual imp can assume only
can be heard from the massive stairwell.
one or two forms no larger than Medium. Common
forms include monstrous spider, raven, rat, and boar. The wide spiral stairway corkscrews twice as it
Possessions: Brass key to the toolshed. descends 30 feet below ground, leading to Claren
Cogwheel’s workshop.
The Sealed Tunnels: The stone plugs along the
western and northern walls are sealed off tunnels There is a trap trigger at the halfway point, which
which once led to the homes and businesses of causes tanglefoot glue to jet out of nozzles along the
several of Claren Cogwheel’s other victims. The steps in the center of the stairwell. The following
tunnels have been collapsed and sealed – no round, a lightning bolt trap is triggered, arcing up the
amount of work short of a full mining operation will stairs, likely striking those stuck in the tanglefoot glue.
make them navigable. However, a group dedicated A DC 18 Listen check allows characters on the stair-
to removing the stone plugs (requiring a DC 25 well to hear the whirring and crackling of the trap acti-
Knowledge (engineering) or DC 30 Strength check) vating, as it starts to build up its electrical charge. A
can at least see the rough path of each tunnel, and DC 20 Knowledge (arcana) identifies the implications
a DC 15 Intelligence or Wisdom check reveals that of the sound, and affords characters so informed with
two victims were found roughly in the same direc- a +2 circumstance bonus on Reflex saves against
tion as these tunnels. the trap.
Enterprising GMs can also use these tunnels as Four spaces across the stairwell are part of the tan-
adventure hooks to tie in other city or subterranean glefoot trap. The lightning bolt trap is located at the
scenarios – providing a means to access sewers or base of the stairwell. The special construction of the
other underground encounter areas. stairwell allows the lightning bolt to race up the
The stone plug on the eastern wall is only loosely entire width of the stairs – all creatures on the stair-
set, and functions as a secret door leading into the well are subject to the trap, and the lightning bolt
next area. A DC 20 Listen check near the eastern stops at the threshold to the stairs.
edge of the room reveals the faint sound of wind Tanglefoot Glue Trap: CR 1; mechanical; location
whistling through the edges of the plug, and indi- trigger; automatic reset; Atk +6 ranged touch
cates a large, hollow expanse beyond the plug. This (entangled, DC 15 Reflex or glued to floor); Search
plug only requires a DC 15 Knowledge (engineer- DC 25; Disable Device DC 20 (cut wires).
ing) or DC 20 Strength check to open.
Lightning Bolt Trap: CR 4; magic device; mechan-
Prying the stone plug loose will cause it to sudden- ical trigger (tanglefoot trap triggered previous
ly pop out of place and fall into the room, possibly round); automatic reset; spell effect (lightning bolt,
crushing a careless character (+ 10 attack, 3d6 5th-level wizard, 5d6 electricity, DC 16 Reflex save
damage). A DC 18 Search check makes a charac- half damage); Search DC 28; Disable Device DC 28.
ter aware of the danger, and a DC 22 Disable
Remember that characters entangled by the tangle-
Device check allows a character to safely remove
foot glue suffer -4 to their Dexterity, and thus will
the plug. If the group exceeds the necessary DC
have reduced Reflex saves against the lightning
checks to open the seal by 5 or more, the trap gains
bolt. Further, any characters that failed their save
a +2 circumstance bonus on its to hit roll.
against the tanglefoot glue and are stuck to the floor
Collapsing stone plug: mechanical; event trigger suffer an additional -2 to their Reflex saves against
(prying open door); no reset; Atk collapsing stone the lightning bolt. Finally, creatures wearing medi-
plug +10 melee (3d6); Search DC 18; Disable um or heavy armor made of metal, or wielding two-
Device DC 22. handed weapons made primarily of metal suffer -2
on their Reflex saves against the trap.

126
Area 1-6 – The Tinker’s Workshop (EL 7): The stout Once reduced to 10 hit points or fewer, Claren
wooden door leading into the workshop is closed, Cogwheel screams out for the duergar to protect his
but not locked. A DC 17 Listen check at the door genius, and bolts for the escape hatch in the north-
reveals the sounds of metal ringing on metal, ham- west corner, which leads to area 1-7. If he makes it
mering, and other sounds of craftsmanship on the to the hatch, he sets a quick trap at the bottom of
other side of the door. the slide in area 1-7 for anyone pursuing him.
When the party opens the door to this room, read The clockwork rats enter combat during the second
the following aloud: round. If any characters were affected by the
Creshire cheese in area 1-2, the rats attack those
A wide room stretches 50 feet from east to targets. Otherwise, they attack the nearest charac-
west, the edges of the room covered with all ters. The clockwork rats fight to the death.
manner of shelves, work tables and tool stands.
A half dozen chairs and work stations appear to Duergar War2 (3): CR 2; Medium humanoid
be set up here and there. You spy a small, dark (dwarf); HD 2d8+7; hp 21, 18, 13; Init +0; Spd 20 ft.;
spot on the wall in the northwest corner of the AC 14, touch 10, flat-footed 14; Base Atk +2; Grp +3;
room, behind a padded chair. A large glass jar, Atk/Full Atk +4 melee (1d8+1/x3, masterwork
reinforced with gold and silver bands, lies on a warhammer); SA spell-like abilities; SQ darkvision
table opposite the door, something large sus- 120 ft., duergar traits, light sensitivity; AL LE; SV Fort
pended in the thick, milky liquid inside the jar. +5, Ref +0, Will -1; Str 13, Dex 11, Con 14, Int 10,
Wis 9, Cha 4.
Three burly, haggard forms sit at workstations, Skills and Feats: Appraise +1 (+3 metal and
hammering away at small cogs, gears and stone objects), Craft (blacksmithing) +3, Craft
wiring strewn across the table tops. A fourth, (stonemasonry) +3, Listen +2, Move Silently +2,
smaller figure, is writing on paper rolled out on Spot +2; Toughness.
a table along the north wall. When the door Languages: Common, Undercommon, Dwarven.
opens, this gnome looks up, as if expecting Spell-Like Abilities: 1/day – enlarge person and
you, and shouts wildly at his workers. invisibility (4th level caster); these abilities affect
only the duergar and whatever it carries.
“They would stop my most important work!
Light Sensitivity: Duergar are dazzled in bright
They seek to destroy what we have created –
sunlight or within the radius of a daylight spell.
what I have created! Stop them! Kill them!”
Possessions: Masterwork warhammer, chain
Claren Cogwheel and three hired duergar workers shirt.
are in the workshop, building clockwork rats. If the
Clockwork Rats (3): CR 1; Small construct; HD
group triggered the trap, the workers are ready and
1d10+10; hp 17, 15, 14; Init +3; Spd 40 ft., climb 20
can’t be caught off guard. If the group avoided the
ft.; AC 16, touch 13, flat-footed 13; Base Atk +0; Grp
trap, the workers need to make a DC 15 Listen
-4; Atk/Full Atk +4 melee (1d4, bite); SA razor bite; SQ
check or be surprised in the first round of combat.
construct traits, damage reduction 1/-, darkvision 60
Claren begins in the space marked C on the map,
ft., low-light vision, scent; AL N; SV Fort +0, Ref +3,
while the duergar workers are in the spaces marked
Will -4; Str 10, Dex 16, Con –, Int –, Wis 3, Cha 1.
with D’s. The dark spot on the wall to the northwest
Feats and Skills: Balance +6, Climb +8;
is the escape route leading to area 1-7.
Weapon Finesse.
Tactics: If the duergar go before the characters in Razor Bite (Ex): If a clockwork rat scores a crit-
the first round, they will use their enlarge person ical hit in combat, the target must make a DC 15
ability on themselves. Otherwise, the duergar move Fortitude save or suffer 1 point of temporary
to flank and whittle down weaker party members, Constitution damage for 1d3 rounds from blood
but focus on dwarf characters before any other tar- loss. A DC 15 Heal check or any healing effect that
gets. The duergar all fight to the death. heals hit point damage stops the blood loss.

On the first round of combat, Claren Cogwheel Claren Cogwheel, the Mad Tinker (Exp2/Rog2):
blows the silver whistle on his neck, which sum- CR 4; Unique Medium humanoid (gnome, construct,
mons 3 clockwork rats from the shelf marked with unique); HD 4d6+8; hp 26; Init +2; Spd 20 ft.; AC 16,
an X on the map. Claren Cogwheel attacks spell- touch 12, flat-footed 14; Base Atk +2; Grp -1; Atk/Full
casters over other targets, knowing they can more Atk +3 melee (1d4+1/19-20, short sword); SA sneak
easily overcome his damage reduction with magic. attack (+1d6); SQ damage resistance 3/–, evasion,
Claren shouts to the duergar to help him flank spell- gnome traits (+2 save vs. illusions), limited construct
casters so he can use his sneak attack ability. traits, low-light vision, resistances (cold and acid 5),
spell-like abilities; trapfinding; AL LE; SV Fort +2,

127
Ref +5, Will +4; Str 12, Dex 15, Con 14, Int 14, Wis There are also schedules and notes to indicate the
13, Cha 8. next three targets. The room contains more than
Skills and Feats: Appraise +9 (+11 black- enough clues to link everyone to members of the
smithing and tinkering items), Craft (alchemy) +4, Gnomecrafter’s Guild.
Craft (blacksmithing) +9, Craft (tinker) +9, Hide +9,
Intimidate +6, Listen +10, Move Silently +9, Spot A DC 25 Search check of the desk where Claren
+8, Tumble +6; Dodge, Mobility. Cogwheel was writing reveals a secret compartment.
Spell-like Abilities: 1/day – speak with animals. The compartment is locked but not trapped, and can
Languages: Common, Dwarven, Draconic, be opened with a DC 25 Open Lock check. Claren
Gnome. has the key to the compartment in his pocket.
Limited construct traits: Claren Cogwheel has Inside the drawer is a masterwork set of craftsmens
replaced some of his organs and flesh with gears tools (tinker), a pair of goggles of minute seeing,
and wheels, but is not yet a full construct. However, one jar of universal solvent, one vial of sovereign
Claren is considered a construct for any abilities, glue and a deep green spinel worth 300 gold.
spells or feats that would affect constructs (such as
a ranger’s favored enemy bonuses, or +1 construct When Claren has been defeated, either here or in
bane arrows). Claren’s construct traits include: Area 1-7, close inspection of his body reveals the
• +4 to saves against all mind-affecting effects horrors of his transformation – Claren had slowly
(charms, compulsions, phantasms, patterns, been replacing parts of his own aging body with
and morale effects). cogs and gearwork so he and his plans could live
• Immunity to poison, sleep effects, paralysis, on. This sort of travesty is anathema to the
stunning, disease, death effects, and necro- Gnomecrafter’s Guild.
mancy effects. Area 1-7 – The Escape Hatch (EL 5): If the battle is
• Cannot heal damage on his own, but can be going poorly, Claren Cogwheel will jump into the
repaired through the use of the Craft Construct hole behind the chair to escape. Otherwise, after
feat. the battle, as the characters search the area, they
• Not subject to critical hits, nonlethal damage, will discover this escape route behind a stuffed
ability damage, ability drain, fatigue, exhaus- chair on the western wall.
tion, or energy drain.
• Does not need to eat, sleep, or breathe. The hatch is a small, smooth tunnel, and a small
Possessions: Short sword. metal “sled” with a system of ropes and pulleys
mounted into the ceiling. The tunnel has been treat-
Description: On better view of the crazed gnome in ed with grease, and any character getting on the
the corner of the room, you realize something odd sled will be whisked away at high speeds for sever-
in his appearance. The glint of metal can be seen al hundred feet down a long shaft, to where the
through gaps in his scalp, and his arms and legs shaft empties out into a sewer section below the
bulge with overlarge joints. The gnome’s move- poor section of town.
ments are jerky and halting, which add an unsettling
edge to the insane glint of evil in his eyes. A DC 10 Spot or Search check reveals the grease.
A character entering the shaft must make a DC 13
Aftermath: The large jar on the table across from Reflex save or fall down inside the greased tunnel
the door holds the severed head of Dimble and speed their way to the room at the bottom.
Donnagan, suspended in a solution of gentle
repose. Despite his hatred and rage, Claren The swift descent down the sled requires a DC 15
Cogwheel feels some pity for Dimble’s death, and Fortitude save to keep from getting dizzy – failing
has been hoping to some day find a way to resur- the Fortitude save results in becoming sickened for
rect him – hoping Dimble will reveal to the 1d6 rounds. Travel without the sled is not nearly as
Gnomecrafter’s Guild that Claren was not at fault, rapid, and requires only a DC 12 Fortitude save to
and restore him to the guild. A DC 15 Knowledge avoid becoming sickened – however, without the
(local) identifies the head and the target’s’ associa- sled, there is no mechanism to stop a character’s
tion with the Gnomecrafter’s Guild, providing some descent. After plummeting the entire distance, a
insight into what has been going on. character will slam into the sled waiting at the bot-
tom of the tunnel, taking 4d6 bludgeoning damage
The tables and wall have schematics showing how and 4d6 subdual damage from the combined
to make clockwork rats, which the Gnomecrafter’s impact and fall down the chute.
Guild will reward the group mightily for – the plans
are worth 500 gold to the Gnomecrafter’s Guild, but At the base of the tunnel, there is a small cradle to
may fetch up to 1,000 gold on the black market. hold the sled. Attached to the sled through pulleys

128
mounted in the ceiling is a system of ropes a char- Clockwork Rats (2): CR 1; Small construct; HD
acter could use to pull himself up the tunnel while 1d10+10; hp 17, 15; Init +3; Spd 40 ft., climb 20 ft.;
lying on the sled, and back into the lab. This AC 16, touch 13, flat-footed 13; Base Atk +0; Grp -4;
requires a DC 5 Strength check. Atk/Full Atk +4 melee (1d4, bite); SA razor bite; SQ
construct traits, damage reduction 1/-, darkvision 60
This is how Claren Cogwheel gets in and out of his ft., low-light vision, scent; AL N; SV Fort +0, Ref +3,
workshop unseen. A quick search reveals other Will -4; Str 10, Dex 16, Con –, Int –, Wis 3, Cha 1.
similar tunnels through the sewer system leading to Feats and Skills: Balance +6, Climb +8;
tubes connected to the other murder victim’s homes Weapon Finesse.
or businesses – this is another place where Claren Razor Bite (Ex): If a clockwork rat scores a crit-
sent off his mechanical rats to kill the other mem- ical hit in combat, the target must make a DC 15
bers. Fortitude save or suffer 1 point of temporary
Tactics: If Claren Cogwheel escaped from area 1- Constitution damage for 1d3 rounds from blood
6 via the tunnel, he has spread caltrops over the loss. A DC 15 Heal check or any healing effect that
greyed out spaces on the map. Confronted down in heals hit point damage stops the blood loss.
this area, Claren feels trapped and will fight to the Aftermath: With the defeat of Claren Cogwheel,
death. He blows his silver whistle during round one, the threat to the Gnomecrafter’s Guild is ended.
summoning 2 clockwork rats from the sewer depths The party has enough evidence to present to the
to join him, which appear on the spaces marked X local authorities and the Gnomecrafter’s Guild to
on the map during the second round of combat. detail Claren’s revenge plot and reassure the
The clockwork rats attack the nearest target, or any gnomish community.
target affected by Creshire Blue cheese earlier in For defeating Claren Cogwheel and unraveling the
the adventure. The clockwork rats fight to their mysterious deaths, each character is rewarded with
destruction. 250 gold, a flask of alchemist’s fire and a flask of sil-
versheen.

129
130
Dungeon Crawl Classics
The Crawling Tower
By Phillip Larwood
AN ADVENTURE FOR CHARACTER LEVELS 4-6

Introduction Adventure Summary


Remember the good old days, when adventurers were On their way to a dungeon, tomb, or similar location, the
underground, NPCs were there to be killed, and the PCs are passing through the village of Harrowglen (or a
finale of every dungeon was a dragon on the 20th level? similar large village in your campaign world) during the
Those days are back. Dungeon Crawl Classics don’t day of a large fair. As they enjoy the sights before their
waste your time with long-winded speeches, weird cam- trek out into the wilds, they spot a tower that appears be
paign settings, or NPCs who aren’t meant to be killed. climbing over a hilltop. Among screams of the locals,
Each adventure is 100% good, solid dungeon crawl, the tower continues its advance, massive spider-like
with the monsters you know, the traps you fear, and the legs supporting the tower as it crawls towards the vil-
secret doors you know are there somewhere. lage. As it nears the fair, the tower disgorges a flock of
vargouilles, which shriek and dive on the villagers. It is
The Crawling Tower is designed for four to six PCs of up to the PCs to stop these vargouilles, then enter the
5th–6th level. A good mix of characters and races is tower and stop its diabolic master before the massive
best for meeting the various challenges found in the construct can continue its rampage.
tower, but the party should include at least one wizard
or sorcerer and a few good melee combatants. Game Master’s Section
Characters with good ranks in Climb, Jump, and
Tumble will also shine. The Scaling the Adventure sec- Encounter Table
tion gives hints on how to tailor the module to meet the
requirements and playing style of your group. The set- To help the GM prepare, we have included a quick ref-
ting can be modified for any campaign setting, though erence table showing all encounters at a glance. Loc –
the default setting for the adventure is the world of the location number keyed to the map for the encounter.
Áereth, the Dungeon Crawl Classics setting introduced Pg – the module page number that the encounter can
in DCC #35: Gazetteer of the Known Realms. be found on. Type – this indicates if the encounter is a

131
trap (T), puzzle (P), or combat (C). Encounter – the key Scaling Information
monsters, traps, or NPCs that can be found in the
encounter. Names in italics are classed NPCs. EL – the This adventure is designed for 4–6 PCs of 5th–6th level,
encounter level. but can be modified for weaker or stronger parties as
detailed below.
Loc PG Type Encounter EL
Village 133 C Vargouilles (4) 6 Weaker Parties (level 4 or lower, or three or fewer
PCs): The simplest way to reduce the threat of the
1-2 135 C Vargouille 2 tower is to halve the number of vargouilles whenever
1-3 135 C Ghaskal Boddertock, 7 more than one appears. Remove 1 or 2 wizard levels
gnome Wiz7 from Ghaskal in area 1-3. In area 1-6, the conjuring
1-4 136 C Vargouille 2 cabinet’s third compartment is broken (thus making it
less of a threat and a less powerful magic item at the
T Sepia snake sigil trap 4
same time), and in area 1-9, reduce the soap golem’s
1-6 136 C Conjuring cabinet 1-4 Hit Dice by 4, or replace the mesmerdrake in area 1-10
1-8 137 C Vargouilles (2) 4 with a pair of shocker lizards or a single cockatrice. In
T Sassone spray trap 4 area 1-12, remove the dimension door trap on the tower
controls, and remove Xolkiak’s monk levels.
1-9 139 C Soap golem 7
1-10 139 C Mesmerdrake 6 Stronger Parties (level 7 or higher, or seven or more
PCs): As with weaker parties, the addition of a few var-
1-11 140 T Moving machinery and steam 5 gouilles to each encounter involving the nasty creatures
1-12 141 C Xolkiak, chain devil Mnk2 8 is the best way of making the adventure more difficult. In
T Teleport trap 6 area 1-3, give Ghaskal another few levels of wizard. The
sassone spray trap in area 1-8 could be replaced with a
more lethal poison with a higher CR rating. In area 1-9,
give the soap golem 4 additional Hit Dice, and give 3-6
DCC World additional Hit Dice to the mesmerdrake in area 1-10.
Give Xolkiak in area 1-12 another level or two of monk.
The town of Harrowglen would have long ago faded
Another way of making the adventure more challenging
from the roster of sages were it not for the strange
without increasing its difficulty is to have the PC at less
eldritch tower once sighted stalking the nearby hills.
than full strength or ill-prepared for the tower when it
Constructed atop long legs of burnished steel and
appears. This option comes with some risks though, as
copper, the mysterious tower is rumored to have PCs might shy away from entering the tower at all.
once been the home of the mighty magister
Barkasha the Red, but both the tower and its mis- Getting the Players Involved
tress have been missing for the past two decades.
The simplest way of getting the PCs involved is to place
them in the action immediately. To make sure that the
PCs are ready to face the challenge of the tower, they
should be rested and prepared for adventuring. Ideally,
they should be heading out of the village on their way to
a nearby adventure site, such as DCC #10: The
Sunless Garden, or DCC #23: The Sunken Ziggurat.
The attack on the village by the vargouilles should give
the PCs enough of an impetus to enter the tower and
deal with the horrors that lie therein.

Background Story
Barkasha the Red was an eccentric archmage who
enjoyed taking the delights of home with her when she
went adventuring. Originally, Barkasha relied on secure
shelter or magnificent mansion spells for this purpose,
but after a few of her enemies dispelled her homes
(once while she was taking a bath), she decided on a
more permanent solution. Barkasha constructed a mag-

132
ical tower that would uproot itself upon command and legs of burnished steel. The tower resembles a
travel about the land on large arachnid-looking legs of hideously malformed spider, with a gray cone-shaped
burnished steel and copper. abdomen and long, metallic legs.
Barkasha took her tower everywhere she went, and Just when you think the sight cannot get any more hor-
soon it became a fairly common sight to see her tower rifying, four winged shapes emerge from the tower’s win-
crawling across the plains and forests towards some dows and swoop down over the villagers. At first glance,
dangerous location. Barkasha’s great journey ended the creatures look like huge bats, but as they draw near-
when she investigated the ruins of an ancient city and er, you can see that they are the severed heads of mon-
was petrified by a colony of abyssal greater basilisks, strously bloated hobgoblins, with leathery wings for ears,
leaving her tower free to be explored by whoever wan- and eyes that burn with hellish, green fire.
dered past.
At this point give the players handout A.
The first unfortunate group to breach the tower (the
magical wards upon the entrance slew all of the previ- The winged monsters are four vargouilles intent on
ous creatures trying to enter) was a simple group of spreading fear and panic amongst the villagers for their
hobgoblin mercenaries. The mercenaries explored the chain devil master.
tower, vandalizing or stealing Barkasha’s treasured Development: Villagers kissed by the vargouilles most
possessions until they came upon her dressing room. likely begin transforming into vargouilles themselves
There the mercenaries discovered several bottles of over the course of the next 24 hours once night falls.
brandy, which they consumed. Drunk and looking for PCs that succeed on a DC 16 Knowledge (the planes)
things to smash, the hobgoblins turned their aggression check are aware of this and can administer remove dis-
towards Barkasha’s prized mirror of life trapping, taking ease spells to the victims. But they do not have long
up their axes and shattering it with a few blows. Much to before Barkasha’s tower begins moving again. If it
their horror, the hobgoblins’ efforts released a pair of seems that the PCs are ignoring the tower, the local lord
vargouilles, an evil gnome illusionist named Ghaskal (or someone of similar power) approaches and begs
Boddertock, and a chain devil named Xolkiak, who them to stop the threat posed by the tower before more
turned their attentions towards the mercenaries. While monsters come out of it.
the vargouilles were happy to transform the mercenar-
ies into more of their foul kind, Ghaskal simply fled and Tactics: The vargouilles start 100 feet away from the
hid from the fiends, and Xolkiak plumbed the secrets of players. They pass over the heads of the villagers to
the tower and eventually found the controls for moving allow their scream to paralyze as many folk as possible,
it. then fly down and begin kissing paralyzed targets until
there are none left. If the PCs target the monsters with
Since then, Xolkiak has been moving the tower from vil- spells or missile attacks, the vargouilles focus on them
lage to village to terrorize the inhabitants and allow the instead, attempting to kiss any paralyzed comrade of
vargouilles to create yet more of their kind. Ghaskal the attackers and biting those who are ambulatory. The
(from his hiding spot) seeks some way of getting rid of vargouilles are fearless and stupid, and attack until
the creatures once and for all so he can use the tower destroyed.
to punish the gnome community that banished him.
Vargouilles (4): CR 2; Small outsider (evil, extrapla-
Player Beginning nar); HD 1d8+1; hp 5 each; Init +1; Spd fly 30 ft. (good);
AC 12, touch 11, flat-footed 11; Base Atk +1; Grp –3;
Harrowglen’s annual fair is a time of joy and optimism Atk/Full Atk +3 melee (1d4 plus poison, bite); SA shriek,
for the normally sedate villagers, and the air is filled with kiss, poison; SQ darkvision 60 ft.; AL NE; SV Fort +3,
laughter and song as you make your way through the Ref +3, Will +3; Str 10, Dex 13, Con 12, Int 5, Wis 12,
milling crowds. The aroma of roasted venison com- Cha 8.
petes with the flashing conjurations of a nearby wizard. Skills and Feats: Hide +11, Intimidate +3, Listen +5,
Strangely enough, the fair has coincided with your lat- Move Silently +7, Spot +5; Stealthy, Weapon Finesse.
est foray into the unknown, and it seems a fitting send- Shriek (Su): Instead of biting, a vargouille can open
off. its distended mouth and let out a terrible shriek. Those
within 60 feet (except other vargouilles) who hear the
As you prepare to leave the village behind, a scream shriek and can clearly see the creature must succeed
rends the air, followed by another, and you see the agi- on a DC 12 Fortitude save or be paralyzed with fear for
tated figures of several villagers pointing towards a 2d4 rounds or until the monster attacks them, goes out
nearby hill. Following their gesticulations, you see a of range, or leaves their sight. A paralyzed creature is
massive tower of gray stone crest the top of the hill and susceptible to the vargouille’s kiss (see below). A crea-
come scuttling down towards the village on massive ture that successfully saves cannot be affected again by

133
the same vargouille’s shriek for 24 hours. The shriek is section): 1 ft. thick; hardness 16; hp 180; break DC 55;
a mind-affecting fear effect. The save DC is Climb DC 20.
Constitution-based and includes a +1 racial bonus.
Kiss (Su): A vargouille can kiss a paralyzed target Strong Wooden Door: 2 in. thick; hardness 5; hp 20;
with a successful melee touch attack. An affected oppo- break DC 23.
nent must succeed on a DC 15 Fortitude save or begin Tower Legs: AC 8; hardness 20; hp 100 each (8 total);
a terrible transformation that turns the creature into a break DC 60.
vargouille within 24 hours. See the MM for details.
Poison (Ex): Injury, Fortitude DC 12 or be unable to Inside the Tower
heal the vargouille’s bite damage naturally or magically.
A neutralize poison or heal spell removes the effect, The interior of the tower is little different from the out-
while delay poison allows magical healing. The save DC side in terms of material and construction. Interior doors
is Constitution-based and includes a +1 racial bonus. are all strong wood, while the walls are all magically
treated superior masonry covered with a thin layer of
Entering the Tower white limestone plaster. Unless otherwise noted, all
floors in the tower are covered with a thick, luxurious
Once the vargouilles begin their attack, Xolkiak stops to red carpet (adds a +2 circumstance bonus to Move
enjoy the spectacle, setting the tower down just outside Silently checks).
of town and retracting its spider-like legs. While he is
annoyed about the vargouilles’ defeat, he stays for Unless otherwise noted, most areas of the tower are
another minute or two to watch what the PCs do next dimly lit with permanent rose-colored dancing light
before leaving. If they look like they are approaching the spells (CL 9th) in the rough shape of hooded lanterns.
tower, he allows them to enter before uprooting the Ceiling heights throughout the tower are 15 feet except
tower and flipping the switch to close the iron shutters for area 1-11.
over the windows and door. With the PCs trapped,
Xolkiak leaves the village behind, and the tower march- Escaping the Tower
es across the fields towards the nearby forest (or other As soon as all the PCs have entered the tower, iron
uninhabited area). hatches slam down over the windows and entrance,
Soaring to over 70 feet in height and with a diameter of barring any escape. The hatches are treated as locked
over 45 feet, the tower is constructed of close-fitting iron doors.
blocks of magically hardened superior masonry. With its Iron Hatches: 2 in. thick; hardness 10; hp 60; break DC
spider legs fully extended the tower gains another 25 28.
feet in height and towers above most other structures
(including most castles and keeps). The tower has only Even if the PCs get the hatches open, they must still
one entrance (a normal strong wooden door, unlocked), escape the tower while it is in motion. From the ground
but five arched windows (all shattered by the vargouilles floor, the tower is roughly 30 feet off the ground (3d6
or mercenaries) pierce the second floor. fall), while from the second floor windows the distance
is around 60 feet (6d6 fall). In addition, those jumping
When activated, the tower sprouts eight articulated spi- from the tower have a chance of being trampled by the
der-like legs of copper and steel. The legs enable the legs after they hit the ground, and must succeed on a
tower to travel over virtually any terrain with a move- DC 20 Reflex save or take 4d6+15 damage as the legs
ment rate of 60 feet (or 120 feet as a full-round action). crush them underfoot. The difficulty of getting the hatch-
The tower can remain operational for 8 hours, after es open and surviving a jump from the tower should
which the internal machinery needs time to cool down convince PCs that they need to stop the tower moving
(a process taking roughly another 8 hours). The tower first.
can move across almost any terrain, and can even
enter an area of impassable or difficult terrain, such as Areas of the Map
deep bogs, dense rubble, or heavy undergrowth, at half
speed. Area 1-1 – Tower Foyer: Read or paraphrase the fol-
lowing:
The crawling tower maintains full mobility until it loses 2
or more of its legs. Once this occurs, its movement This small room is bare except for a pair of
slows down to 40 feet. Once 4 legs have been open wooden doors on the walls and a lantern-
destroyed, the tower’s movement slows down to 20 shaped manifestation of rose-colored light that
feet. At this point, Xolkiak retracts the remaining legs floats near the ceiling. A threadbare green rug
and waits for the attackers to enter. covered with dried mud lies just past the
entrance.
Magically Treated Superior Masonry Walls (5 foot

134
As you step through the door, a mouth with Area 1-3 – Ghaskal’s Hideout (EL 7): Read or para-
pearly white teeth and full, ruby lips appears on phrase the following:
the far wall and speaks in a husky, feminine
voice. “Welcome, visitors. Before proceeding, This small chamber contains a simple cot, a
kindly take off your boots and sheathe your plate of half-eaten food, and a lantern of glow-
weapons. Thank you.” ing, rose-colored light floating in the air. The
chamber stinks of fear and sweat, and might
A permanent magic mouth (CL 10th) has been cast have once been the bedroom of an apprentice
on this chamber and repeats this passage every or servant.
time a person or group of people steps through the
door. The magic mouth speaks in a clear, rich voice This once served as the bedroom of Barkasha’s for-
and thus has a good chance of being heard by the mer apprentices. Ironically enough, Barkasha’s last
other creatures on this level. apprentice now hides out in this chamber until he
can come up with a way of getting rid of Xolkiak and
Area 1-2 – Dining Chamber (EL 2): Read or para- the vargouilles.
phrase the following:
Barkasha’s last apprentice is Ghaskal Boddertock,
The centerpiece of this chamber is a mahogany a gnome illusionist with a penchant for sadistic
table with a covered silver serving tray and a jokes and killing small, burrowing animals just for
number of silver utensils. The serving tray and fun. Barkasha trapped Ghaskal in her mirror of life
utensils gleam faintly in the reddish light of the trapping after he tried to stab her with a poisoned
chamber, the polished silver contrasting with dagger. There he waited helplessly until the merce-
the thick burgundy carpet that covers the floor naries shattered the mirror and released him.
and the dark stained wood of the table.
After being released, Ghaskal fled for his life, but
This chamber is where Barkasha ate her meals. did not flee the tower. Realizing that Barkasha must
With its accoutrements, the chamber conveys some be dead, he decided to take control of the tower for
of the loneliness that the archmage experienced, his own nefarious schemes. Unfortunately, the var-
and now holds a dangerous surprise for the PCs. gouilles and chain devil did not leave the tower, and
he now hides out here until he can come up with a
Shortly after Xolkiak took control of the tower, one good plan for disposing of them.
of the vargouilles discovered Ghaskal hiding out
here and attacked him. The wizard managed to trap Ghaskal is a rather short gnome with a pudgy nose,
the vargouille beneath the silver serving tray’s acne scars, and watery blue eyes. He dresses in
cover, and escaped into area 1-3. While a single faded, blue robes and a black cap adorned with sil-
vargouille is only mildly dangerous for a party of ver stars. Ghaskal does not have his spellbook, and
5th-6th level PCs, this encounter is designed to so has had to rely on his Spell Mastery feat to get
shock the PCs more than hurt them and alert his spells back. Because of this, his spell selection
Ghaskal to their presence. is limited to those spells still left over from when he
was trapped (minus those he has cast since then)
Ghaskal has cast an illusionary wall in this chamber and those spells that he can get back with the feat.
to cover up the door to area 1–3. Anyone searching
the wall automatically discovers that it is an illusion. Tactics: Ghaskal casts invisibility and levitate and
The illusionary wall is marked on the map with a uses his wand of mage armor on himself (factored
dotted line, and the door beyond is treated as a into the statistics below) when he hears the PCs,
secret door (DC 20 Search check) unless the illu- and positions himself above the doorway, 10 feet
sion is dispelled or a PC succeeds on a Will save to above the floor. As soon as the PCs enter, he casts
disbelieve it (DC 18). summon monster III using his lesser silent metam-
agic rod. Ghaskal repeats this tactic on the follow-
Treasure: The silver serving tray is worth 75 gp, ing round, then, once the party is engaged with his
while the silver utensils are worth a total of 30 gp. summoned monsters, he casts mass reduce per-
Tactics: As soon as someone lifts off the lid of the son on the group. Ghaskal follows this up by cast-
silver serving tray, the vargouille trapped under- ing phantasmal killer on a strong-looking fighter and
neath spreads its wings and shrieks before attack- recasting invisibility on himself.
ing. As with all of the vargouilles in the adventure, it If Ghaskal’s summoned monsters are killed, he uses
fights to the death. his scroll of dimension door to flee to area 1–5. If he
Vargouille: see stats on page 133. manages to escape, he casts invisibility again and
hides, dogging the PCs steps in the hope that they’ll

135
do his dirty work for him. If he thinks the PCs sus- from her). The hobgoblin mercenaries disturbed the
pect his presence, or once they have disposed of library as they came through it, and passing var-
the vargouilles and Xolkiak, he uses his illusions gouilles have since knocked down more books.
(which don’t render him visible if used defensively)
to make the PCs waste spells before attacking with A lone vargouille flies about his chamber, occasion-
his wand or another summon monster III spell. If ally knocking books off their shelves. It is far from
Ghaskal is cornered, he fights to the death. quiet, but attempts to hide atop one of the book-
shelves until it can swoop down on the PCs and
Ghaskal Boddertock, male gnome Wiz(Ill)7: CR attack them.
7; Small humanoid (gnome); HD 7d4+14; hp 33; Init
+6; Spd 20 ft.; AC 18, touch 14, flat-footed 16; Base Trap: Barkasha’s old spellbook (see below) is
Atk +3; Grp -2; Atk +3 melee (1d3-1/19-20, dagger); trapped with a sepia snake sigil on the opening
SA spells; SQ gnome traits, low-light vision, sum- page. The sigil lashes out at the first person to read
mon familiar (none currently); AL CE; SV Fort +4, the book. Thankfully, Barkasha placed the sigil on
Ref +4, Will +6 (+8 against illusions); Str 8, Dex 14, the book when she was a much lower level wizard.
Con 15, Int 16, Wis 12, Cha 8. Sepia snake sigil trap: CR 4; spell; spell trigger;
Skills and Feats: Concentration +12, Craft no reset; spell effect (sepia snake sigil, 5th-level
(alchemy) +12, Hide +6, Knowledge (arcana) +13, wizard, DC 14 Reflex negates); Search DC 28;
Knowledge (dungeoneering) +9, Knowledge (the Disable Device DC 28.
planes) +10, Listen +3, Spellcraft +18, Survival +1
(+3 on other planes, +3 underground); Improved Treasure: The collection in this library is worth 500
Initiative, Scribe Scroll, Skill Focus (Spellcraft), gp and includes books on such topics as engineer-
Spell Focus (Illusion), Spell Mastery (invisibility, ing, herbalism, geography and the planes. Also
phantasmal killer, summon monster III). located in the chamber is a slim volume covered in
Wizard Spells Prepared (Caster Level 7th; ratty blue leather, and another volume in faded red
2*/3*/5/4/2): 0 – arcane mark, ghost sound (DC 15); leather (both of which can be located with a DC 5
1st – shield, silent image (x2) (DC 16); 2nd – invis- Search check). The first book is Barkasha’s spell-
ibility (x4), levitate; 3rd – major image (DC 18), book from when she first began her career. The
summon monster III (3); 4th – mass reduce person second book is Barkasha’s diary. The volume
(DC 17), phantasmal killer (DC 19). details the red wizard’s life and adventures, includ-
Spell-like Abilities: 1/day – dancing lights, ghost ing the construction of the tower. When PCs read
sound (DC 9), prestidigitation, speak with animals through the diary, give them Player Handout B.
(burrowing mammals only). Caster level 1st. Barkasha’s Spellbook: 0 – all; 1st – identify, mage
Languages: Common, Draconic, Elven, Goblin, armor, ray of enfeeblement, unseen servant; 2nd –
Gnome. daze monster, scorching ray; 3rd – blink.
Possessions: small masterwork dagger, ring of
protection +1, wand of color spray (25 charges), Tactics: The vargouille uses the same tactics as
wand of mage armor (3rd) (22 charges), lesser the rest of its kind in the tower.
silent metamagic rod, scroll of dimension door, 2
tanglefoot bags, 43 gp. Vargouille: see stats on page 133.
* Ghaskal has fewer spells prepared than nor- Area 1-5 – Ladder Room: This chamber is unremark-
mal because he doesn’t have his spellbook and has able aside from a wooden ladder that goes up
cast a few spells since escaping the mirror. through a circular hole in the ceiling. The ladder
Area 1-4 – Tower Library (EL 5): Read or paraphrase leads up to level 2, but does not extend through to
the following: level 3 (the entrance to this level is through area
1–11). The room above is identical (except the hole
This long, curved chamber appears to be a is in the floor, not the ceiling).
library. Dark, mahogany shelves line both walls
of the chamber and are filled with a number of Despite being a powerful wizard, Barkasha enjoyed
books. More books lie strewn across the deep keeping fit and saw climbing up and down the lad-
red carpet, as do the remnants of a vase and der to be just the sort of exercise she needed.
the withered plant it once held. Another door
Area 1-6 – Conjuring Chamber (EL varies): Read or
lies opposite from the door you just came
paraphrase the following:
through.
A dim, red light suffuses this quiet chamber, giv-
This was Barkasha’s personal library, though she kept
ing it a strange, otherworldly quality. A stone cir-
most of her important books in a secured hidden vault
cle takes up much of the floor, and within this cir-
located far from the tower (in case it was ever taken

136
cle has been etched a triangle, the corners of
the triangle meeting up with the edges of the cir-
cle. Glowing, yellow arcane runes are outlined in
the spaces between the circle and the triangle,
and the area seems charged with potency.
Across from these magical diagrams is a large,
ornate darkwood cabinet with three doors.
This was where Barkasha conjured the spirits of
various elementals and outsiders and bound them
to her service. Xolkiak was summoned here and
served Barkasha for a time before she imprisoned
him in her mirror.
The magic circle and triangle, while menacing, are
not the dangers in this room, but are impressive
nonetheless. They both radiate faint abjuration and
conjuration magic, but are not inherently magical
themselves. The glowing runes are showy, but have
no game effect. If a PC studies the runes, a DC 20
Knowledge (arcana) check points them out as being
useful for the magical binding of various creatures.
The cabinet beyond the magic circle is a rare type
of magic item known as a conjuring cabinet. While
the term loosely describes any small cabinet used
by second-rate wizards or charlatans in their acts,
Barkasha’s version summons creatures.
Unfortunately, while simply opening one of the
doors summons a monster, the creature cannot be in a moonlit forest takes up most of one wall. An
controlled unless the operator knows the command open door lies opposite from the one you have
word. Otherwise, the monster acts the way any nor- opened.
mal member of its type would until it is banished,
Someone or something has obviously ran-
slain, or the duration of the summoning expires.
sacked the room. The chest has been over-
Opening the left, middle, or right door of the cabinet turned and lies open on the floor. The bed has
summons a monster from the summon monster I, also been searched, and appears to have been
summon monster II or summon monster III table, jumped on by someone wearing big dirty boots.
respectively. See the MM for creature stats. All
Barkasha used this room as her bedroom, but kept
creatures stick around for five rounds before van-
few things of any real value here. The hobgoblins
ishing, and none are under the control of the char-
ransacked this room before they met their doom in
acters. A new monster is summoned each time a
area 1-8, and one of them took the time to jump up
cabinet door is opened.
and down on Barkasha’s bed.
Treasure: The only treasure in this chamber is the
Treasure: The tapestry is worth 300 gp. The hob-
conjuring cabinet with 25 charges remaining. This
goblins took the rest of the treasures in this room.
magic item is described in more detail in Appendix
A. There is nothing stored within the cabinet. Area 1-8 – Ransacked Dressing Room (EL 6): Read
or paraphrase the following:
Tactics: The monsters are not under the control of
the PCs and fight either until they are killed or until The headless corpses of four humanoid crea-
their summoning expires, five rounds later. tures clad in studded leather lie upon the plush,
red carpet of this chamber. The smell of rotting
Area 1-7 – Ransacked Bedroom: Read or paraphrase
flesh is somewhat stunted by the aroma of
the following:
expensive perfume emanating from several
A simple yet comfortable-looking bed and a spilled vials. The corpses lie amid the wreckage
wooden chest are the only furnishings in this of a shattered mirror, shredded clothing and
room, though a beautiful full-length tapestry of wood paneling, and appear to have died where
a remarkably familiar tower perched atop a hill they fell.

137
Aside from the corpses, two large, mahogany vargouilles has slightly more hit points than normal,
wardrobes, a mahogany dressing table and chair, though this does not change their CR.
and the frame of a large, oval mirror take up the
rest of the room. The mirror’s pane now lies upon Treasure: A search of the hobgoblins bodies
the floor in pieces and one of the wardrobes has reveals a pair of morningstars, a pair of longswords,
been opened up and emptied of clothing. Another a silver dagger, and 56 gp. Each of the corpses also
door exits this chamber, but is closed. wears studded leather armor and carries a light
wooden shield.
Once serving as Barkasha’s dressing room, this
chamber has become a tomb for the four hobgob- The last drawer of the dressing table is locked
lins transformed into vargouilles, their headless (Open Lock DC 25; break DC 13) and was not
bodies rotting on the ground. The rest of the room opened by the hobgoblins. While it is easier to sim-
is in shambles, with most of Barkasha’s expensive ply yank the drawer open, this has a 25% chance of
clothing torn and bloodied by the hobgoblins and breaking one of the items it contains (randomly
her expensive perfumes and lotions emptied out determined). The drawer contains some useful
and wasted. Most of the clothing is in some shade magic items, but is also trapped.
of red, and is not the sort of clothing one would typ- Sassone Spray Trap: CR 4; mechanical; touch
ically wear adventuring. trigger (opening the drawer); manual reset; spray
The mirror of life trapping no longer radiates any attack +12 ranged touch; poison (sassone leaf
magic, but anybody examining the mirror that residue, DC 16 Fort negates, 2d12 hp/1d6 Con);
makes a DC 25 Knowledge (arcana) check can tell Search DC 22; Disable Device DC 20.
that the mirror was once enchanted. The drawer contains universal solvent in a maroon
Two vargouilles (in fact, the two original vargouilles jar, an elixir of love in a rose glass vial, an elixir of
from the mirror) hide in this chamber and wait for fire breath in a beaker of crimson glass, and a
unsuspecting creatures to come by. Each of these potion of tongues in a scarlet-tinted flask.

Conjuring Cabinet
These large cabinets are nearly always made out of darkwood and covered with ornate designs. All conjuring
cabinets have three separate doors or compartments, though rumors persist of more powerful conjuring cabi-
nets with four or more compartments. About half of all cabinets have wheels to allow their owners to more eas-
ily move them about.
Opening one of the doors or compartments on a conjuring cabinet without speaking the command word sum-
mons a monster from the appropriate summon monster list to attack the opener (the summoned creature
appears in a spot adjacent to the opener or in the closest available spot). This uses up one or more of the cab-
inet’s charges, and is a feature built into the cabinet to prevent unauthorized usage (though wizards have also
used these magic items as traps). Creatures summoned in this fashion attack the opener and those around him
until destroyed or the normal duration of the summoning spell expires.
If the command word for the cabinet is spoken prior to opening one of the doors, the opener can pick which crea-
ture is summoned from the appropriate summon monster list and can place it anywhere within 35 feet of the cab-
inet. The creature then attacks the opener’s enemies to the best of its ability. The cabinet does not give the open-
er the ability to speak with the summoned creature, but the opener can dismiss the monster as normal.
Conjuring cabinets have 100 charges when they are first made, but most found in dungeons have far fewer
charges due to creatures or adventurers opening up the doors and summoning random hostile monsters. The
left-hand door of a typical cabinet uses up 1 charge and summons a monster from the summon monster I list.
The middle door uses two charges to summon a creature from the summon monster II list, and the right-hand
door summons a creature from the summon monster III list with the use of three charges. Summoning a crea-
ture is a standard action, and as soon as a creature is summoned the cabinet automatically closes (unless
forcibly kept from doing so).
Nothing can be stored within a conjuring cabinet.
Faint Conjuration; CL 5th; Craft Wondrous Item, summon monster I, summon monster II, summon monster III;
27,000 gp; Weight 150 pounds.

138
Tactics: The vargouilles hide in wait atop the Blinding Strike (Ex): If a soap golem scores a
wardrobes and begin screaming as soon as the critical hit against an opponent, the creature gets
PCs enter. If all the PCs are paralyzed, the var- soap in its eyes and is automatically blinded for 1d4
gouilles kiss as many as they can before the paral- rounds. This ability does not work against con-
ysis wears off; otherwise they just use their bite structs, plants, oozes, undead, or creatures without
attacks. eyes.
Grease (Ex): The soap golem constantly
Vargouilles (2): hp 8, 9; see stats on page 133. extrudes a slippery residue, which gives it a +10
Area 1-9 – Deadly Bubble Bath (EL 7): Read or para- bonus on Escape Artist checks and coats a 5-foot-
phrase the following: radius of the floor around the creature. Any creature
in an adjacent square to a soap golem must make
Parts of this chamber are cordoned off with a DC 13 Reflex save or fall prone, just as if affected
dark red curtains, complimenting the blood red by a grease spell.
tiles covering the floor. A large semicircular Immunity to Magic (Ex): A soap golem is
bathtub fills up most of this chamber, but the immune to any spell or spell-like ability that allows
bathtub’s contents are obscured beneath a sea spell resistance. In addition, certain spells and
of soapy bubbles that rise up out of it and spill effects function differently against the golem, as
across the floor. noted below.
Barkasha enjoyed the luxuries of life more than just Acid attacks such as acid storm deal full dam-
about any other mage and always kept herself age to a soap golem, and a disintegrate spell does
meticulously clean. This bathroom is a reflection of 5d6 points of damage regardless of the save. A
the space her amenities took up, and the bathtub grease spell cast on a soap golem heals it for 10 hit
alone could fit four or five people. The curtained-off points, while a jar of universal solvent hurled at the
area is a covered privy with a red, lacquered wood- creature deals 10d6 points of damage if it hits.
en lid. The privy is actually the portal to a small Suds Cloud (Su): Once per day as a standard
extradimensional space (little bigger than a typical action, a soap golem can transform itself into a
bag of holding), which contains Barkasha’s waste. cloud of soapsuds or bubbles. This ability functions
exactly like the gaseous form spell, and the soap
Barkasha’s personal hygiene was exploited more golem gains fast healing 2 while in this form. The
than once by one of her enemies. After an embar- soap golem can resume its normal form as a free
rassing incident when her magnificent mansion was action.
dispelled and she was attacked while naked in her
Treasure: Lying in the bathtub is the body of the
bathtub, she created a rare type of guardian con-
mercenary leader, the unfortunate hobgoblin pum-
struct called a soap golem, which remains in this
meled to death by the soap golem. The leader
chamber. The soap golem lashes out at anyone
wears a suit of +1 chainmail and carries a master-
who approaches the bathtub, the cloud of soapsuds
work light steel shield, a masterwork longsword,
suddenly replaced by a man-sized creature made
and a pouch filled with 107 gp and 5 red spinels
out of glistening white soap.
worth 100 gp each.
Tactics: The soap golem lashes out with its soapy
Area 1-10 – Private Garden (EL 6): read or para-
limbs in an attempt to smash the PCs, while satu-
phrase the following:
rating the ground around it with slippery residue. It
continues to attack until reduced to 10 hit points or Opening the door, you are greeted by the sight
less, whereupon it assumes its suds cloud form and of a beautiful tropical garden filled with lush
waits until fully healed before resuming the attack. green vegetation, including ferns, flowering
The soap golem does not flee and does not follow vines, and strangely twisted trees. The marble
creatures outside this chamber. statue of a pixie or similar creature stands not
far from the doorway, while further in the garden
Soap Golem: CR 7; Medium construct; HD
is a fountain with a statue of a satyr blowing
7d10+20; hp 58; Init +1; Spd 20 ft., swim 40 ft.; AC
water out of his pipes. It is impossible to tell
14, touch 11, flat-footed 13; Base Atk +5; Grp +9;
whether the garden has any other exits, as a
Atk +9 melee (1d8+4, slam); Full Atk +9 melee
dense layer of greenery covers the back wall.
(1d8+4, 2 slams); SA blinding strike, grease; SQ
Crystal panels in the ceiling provide a yellow
construct traits, damage reduction 5/slashing, dark-
radiance akin to daylight, and two large win-
vision 60 ft., immunity to magic, low-light vision,
dows on the outer wall are covered with iron
suds cloud; AL N; SV Fort +2, Ref +3, Will +2; Str
hatches.
18, Dex 12, Con –, Int –, Wis 11, Cha 1.
Skills and Feats: Escape Artist +11, Swim +12. This private garden is where Barkasha sometimes

139
came to relax, enjoying the soft and subtle scents of The mesmerdrake does not gain any hit points from
the many plants or looking out from the tower’s two its aura, but it is the principal way it feeds on prey.
windows at the passing world below. The plants in There is no saving throw against the aura, and the
the chamber are real, and are kept alive by a com- mesmerdrake can quell or resume it as a free
plex magical watering system and the light from the action.
ceiling panels. Mesmerizing Glare (Su): All creatures within 30
feet of the mesmerdrake must make a DC 16 Will
The two statues are not magical, though the water save or be transfixed for 1d6+2 rounds. Any crea-
coming out of the satyr’s pipes and into the fountain ture transfixed by the glare is treated as being
is part of the watering system described above and dazed. Any creature that makes its saving throw
radiates faint transmutation magic. against the mesmerizing glare or has already been
A secret door lies in the inner wall of this chamber dazed once by it cannot be affected again by the
and allows access to area 1-11. Finding the secret same mesmerdrake for 24 hours. This is a mind-
door requires a DC 25 Search check. Pulling on a affecting gaze attack.
length of fake liana vine opens up the secret door. Area 1-11 – The Works (EL 5): Read or paraphrase the
Aside from the plants, Barkasha also kept a mes- following:
merdrake in this chamber as a dangerous sort of The noise echoing through this cylindrical
pet. The mesmerdrake has not been fed in months chamber is a horrendous mishmash of crash-
and is desperate for food, having long since pol- ing, grinding, and whirring that leaves little room
ished off every other living creature in the garden. for coherent thought. The sounds emanate
Tactics: The mesmerdrake lurks amid the back wall from a collection of pistons, cogs, and gears of
of vegetation near the satyr fountain and waits for dark, oil-stained metal that pound up and down
the PCs to step within striking distance before using or spin in place to create a chaotic rhythm.
its mesmerizing glare attack and activating its drain- Blasts of hot steam fill the air, their screams
ing aura. It lashes out with its fangs and tail at any adding to wall of noise.
creature that engages it in melee, focusing on killing Several circular wooden platforms are sus-
any PC not affected by its glare. Because it is cor- pended throughout this chamber, each platform
nered in this chamber, the mesmerdrake fights to connected by a series of metal chain ladders
the death. that sway back and forth in time with the tower’s
Mesmerdrake: CR 6; Large magical beast; HD movements. Below you, the churning legs of
6d10+18; hp 51; Init +6; Spd 30 ft., climb 20 ft.; AC the tower and the occasional flash of ground
17, touch 11, flat-footed 15; Base Atk +6; Grp +12; show you the dangers of falling. Above you, on
Atk +7 melee (1d6+2, bite); Full Atk +7 melee the other side of the chamber, you can see a
(1d6+2, bite) and +2 melee (1d4+1, tail lash); stone doorway.
Space/Reach 10 ft./5 ft.; SA draining aura, mes- This chamber contains the magical machinery used
merizing glare; SQ camouflage, darkvision 60 ft., for moving the tower. The chamber is incredibly
low-light vision; AL N; SV Fort +8, Ref +7, Will +5; noisy, giving creatures a –10 penalty to Listen
Str 14, Dex 14, Con 16, Int 5, Wis 13, Cha 16. checks while they are here. It is also very hot,
Skills and Feats: Climb +10, Hide +3*, Listen causing creatures to make a Fortitude save every
+3, Move Silently +8, Spot +3; Improved Initiative, 10 minutes to avoid taking 1d4 nonlethal heat dam-
Iron Will, Stealthy. age and becoming fatigued. The motion of the
*The mesmerdrake gains a +10 circumstance tower is felt keenly in this chamber, and PCs must
bonus to its Hide check in areas of vegetaion. make DC 5 Balance checks every round to avoid
Camouflage (Ex): A mesmerdrake can blend in falling prone. Grabbing onto something (such as a
with its surroundings as long as there is a sufficient ladder) gives the PC a +5 bonus to the check, while
amount of vegetation present. This ability does not failing the check by 5 or more means that the per-
work in environments without vegetation (such as a son must make a Reflex save (as described below)
desert or typical dungeon). The camouflage ability or fall off the platform and into the gears.
grants the mesmerdrake a +10 circumstance bonus
on Hide checks. The chamber pierces through all three levels of the
Draining Aura (Su): The mesmerdrake radiates tower and is filled with wooden platforms connected
an aura that drains the life force from living crea- to each other by 10-foot-high metal ladders formed
tures within its radius. All creatures within a 10-foot- out of chains. Climbing one of these ladders while
radius of the mesmerdrake take 1d6 hit points of the tower is moving requires a DC 15 Climb check.
damage for each round they remain within the aura. If a PC should fail the Climb check, she must make

140
a DC 10 Reflex save. PCs succeeding on this check tower. The place is a mess (most of it not caused by
fall back onto a platform, while those who fail end the devil) and is filled with junk, including the can-
up falling down into the gears and legs of the tower, delabrum described above and crates containing
where they take 8d6 points of bludgeoning and candles, lengths of yarn, pewter cups, and other
slashing damage before they are spat out at the mundane objects. The alchemical equipment is in
bottom. The PCs must navigate two platforms and good condition and still contains a few dried
climb two of these ladders to reach the other door reagents.
(a total distance of 40 feet).
The control mechanism for the tower is a sphere of
Anyone traversing this chamber is subject to being polished crystal that radiates an intense violet light
veritably attacked by the tower’s machinery. For every and is mounted in a mahogany board attached to
10 feet of movement that a PC makes in this cham- the wall. A quartet of flat, silver panels allows the
ber (vertical or horizontal) there is a 50% chance that controller of the tower to look out and survey the
he or she is attacked. If this occurs, roll on the follow- countryside, everything within a 90 degree arc in
ing table to see what form the attack takes. front of the tower being magically transmitted to the
panels. The controller of the device can activate the
1d4 Machinery Effect tower’s legs by simply putting his hands upon the
1 Steam blast 3d6 points of fire dam- sphere, and can move the tower by rotating the
age; Reflex DC 13 for sphere in the desired direction. If the sphere is left
half unattended, the tower continues to move in the
same direction it was last headed. Pulling on a
2 Moving cogs Atk +10 melee; 2d6+4 wooden lever projecting out of the mahogany board
bludgeoning retracts the legs and stops the tower from moving.
3 Spinning blade Atk +15 melee; 1d8+2 The first creature to emerge from Barkasha’s mirror
slashing when it shattered was Xolkiak, a chain devil monk
4 Rotating piston Atk +20 melee; whom Barkasha had summoned to do her bidding
1d6+1/19–20 piercing before she betrayed and imprisoned him. When
Xolkiak escaped, he quickly overcame the merce-
Attempting to damage the machinery in this cham- naries and let the vargouilles have their way with
ber is a difficult process, but persistent PCs who the unconscious hobgoblins, while he explored the
manage to deal at least 200 hit points of damage to tower. When he came across the control room,
the interior workings cause the tower to shut down. Xolkiak was more than pleased, and set about play-
The machinery (as a single object) has hardness ing around with the tower and moving it to different
20; 200 hit points; and break DC 70. locations. Now he sees himself as the tower’s mas-
ter and enjoys destroying those he deems as less-
Surviving and navigating this chamber is equal to
er life forms. Xolkiak appears as a typical chain
overcoming a CR 5 monster.
devil, a humanoid figure wrapped in chains with
Development: If the PCs retreat from battle with glowing, red eyes.
Xolkiak in area 1-12 and come back later, the chain
Trap: Anyone who attempts to destroy the tower
devil waits for them in this room, making the battle
controls activates a magical trap that teleports the
extremely difficult.
attacker miles away from the tower. The mecha-
Area 1-12 – The Devil’s Playhouse (EL 9): Read or nism is quite delicate (hardness 1; hp 5; break DC
paraphrase the following: 10) and those who deactivate the trap can destroy
it easily.
The door opens into a large, curved chamber
that disappears out of sight around the corners Teleport trap: CR 6; magic device; proximity trig-
of the tower. The chamber appears to be part ger (attacking the tower controls); automatic reset;
attic, part laboratory, with tables containing spell effect (teleport; 17th-level wizard, DC 17 Will
alembics and retorts competing for space with save or teleported 1d10 miles from tower); Search
rolled up rugs, a dismantled candelabrum, and DC 30; Disable Device DC 30.
various unopened crates. Ominous, blood-
stained chains hang from the ceiling, and the Treasure: The alchemical paraphernalia is worth
area is lit by a strange, purple radiance. 500 gp and weighs 40 lbs. The equipment is quite
fragile and bulky, so it might take the PCs some
This large, doughnut-shaped chamber served as time and effort to transport it safely. The alchemist’s
Barkasha’s laboratory and dumping ground for lab provides a +2 bonus on Craft (alchemy) checks.
unused stuff, but also holds the controls for the An unlocked wooden chest in the chamber contains

141
good, darkvision 60 ft., evasion, immunity to cold,
regeneration 2, spell resistance 18; AL LE; SV Fort
+11, Ref +11, Will +10; Str 18, Dex 15, Con 15, Int
6, Wis 13, Cha 10.
Skills and Feats: Climb +15, Craft (black-
smithing) +17, Escape Artist +13, Intimidate +11,
Listen +14, Spot +14, Use Rope +2 (+4 bindings),
Tumble +9; Alertness, Deflect Arrows, Improved
Critical (chain), Improved Grapple, Improved
Initiative, Skill Focus (Tumble).
Dancing Chains (Su): A chain devil can, as a
standard action, animate up to four chains within 20
feet. In addition, a chain devil can increase these
chains’ length to 15 feet and cause them to sprout
razor-edged barbs. These chains attack as effec-
tively as the devil itself. If a chain is in another crea-
ture’s possession, the creature can attempt a DC
15 Will save to break the chain devil’s power over
that chain. If the save is successful, the chain devil
cannot attempt to control that particular chain again
for 24 hours or until the chain leaves the creature’s
possession.
A chain devil can climb chains it controls at its
normal speed without making Climb checks.
Unnerving Gaze (Su): Range 30 ft., Will save
DC 15 negates. A chain devil can make its face
resemble one of an opponent’s loved ones or bitter
enemies. Those who fail their save take a –2 penal-
an assortment of old clothes, but hidden amongst ty on attack rolls for 1d3 rounds. The save DC is
them (Search DC 8) is a headband of intellect +2. Charisma-based.
Tactics: Xolkiak is lurking in the shadows near the Regeneration (Ex): Chain devils take normal
tower controls when the PCs enter the room. When damage from silvered weapons, good-aligned
they approach within range, he targets them with weapons, or spells or effects with the good descrip-
his unnerving gaze ability before animating four tor.
nearby chains and sending them out to attack. He A chain devil that looses a piece of its body
makes liberal use of his Climb and Tumble skills to regrows it in 2d6x10 minutes. Holding the severed
navigate through the chamber and attempts to face member against the stump enables it to reattach
the PC one at a time. He generally sticks to using instantly.
his chains in combat, but makes flurry attacks when
desperate or cornered. If there is only a single PC
Concluding the Adventure
remaining, he makes grapple checks to pin that PC If the party stops the tower without severely damaging
before binding her in chains (for later torture). it, possession of a mobile base of operations presents
Xolkiak does not back down from any confrontation DMs with some interesting dilemmas. With the tower in
and fights to the death. their possession, PCs can travel pretty much anywhere
in the world at great speed, and are thus able to tra-
Xolkiak, male chain devil Mnk2: CR 8; Medium verse great distances in a surprisingly short amount of
outsider (evil, extraplanar, lawful); HD 10d8+20; hp time. The upside of this is that the PCs can explore their
65; Init +6; Spd 30 ft; AC 20, touch 12, flat-footed world much more easily and can visit places that would
18; Base Atk +9; Grp +17; Atk +13 melee otherwise take them months to reach. This allows DMs
(2d4+4/19–20, chain) or +13 melee (1d6+4, to throw in a wider assortment of adventures than nor-
unarmed strike); Full Atk +13 melee (2d4+4/19–20, mal, and can make the normal difficulties of travel a
2 chains) or unarmed strike +13/+8 melee (1d6+4, breeze.
unarmed strike) or +11/+11/+6 melee (1d6+4,
unarmed flurry of blows); Space/Reach 5 ft./5 ft. (10 On the downside, the tower attracts attention wherever
ft. with chains); SA dancing chains, flurry of blows, it goes, and PCs may constantly need to thwart the
unnerving gaze; SQ damage reduction 5/silver or efforts of bandits or monsters attempting to waylay it.

142
Regular cities and towns may also take umbrage with
the PCs’ mode of travel, and the appearance of the
tower could bring the PCs to the attention of conniving
nobles, corrupt city guards, or jealous wizards.
Aside from the opportunities that the tower presents,
PCs may become interested in finding out what hap-
pened to Barkasha and where her more powerful treas-
ures are kept. This may lead the PCs to the ancient
elven ruins where the archmage met her end or to a hid-
den dungeon base where most of her wealth is secured.

143
Players’ Handout A

Trim along dotted line.

Permission granted to photocopy this page for personal use.

PCs reading through the diary find the following points of interest.

...The construction of the tower is almost complete. No longer will I need to leave
the comforts of home to go exploring this wonderful land. My father once told me that
I had the spirit of a wanderer and would never find a place of my own. Well, daddy
Players’ Handout B

dearest, now I have the best of both worlds.


…That cretin Ghaskal thought he could outwit me, but my mirror soon made a fool
out of him. I hope he enjoys spending eternity with those pesky vargouilles and that
stupid devil.
…The secret door to the works needs some oiling. It got stuck the other day. It must
be the humidity of all those plants. A simple grease spell should fix the problem.
…The ruined elven city is an intriguing prospect. That old fool sage and his warn-
ings won’t deter me. If there’s magic to be had in this city then it will be mine.
This ends the diary entries.

144
Dungeon Crawl Classics
Fortune’s Folly
By Ed Gentry and Lara Gose
AN ADVENTURE FOR CHARACTER LEVELS 4-6

great deal. Said to be a stern but generous man,


Introduction Fortune often preached the value of making one’s own
Remember the good old days, when adventures were way in the world. Before his death, Fortune built himself
underground, NPCs were there to be killed, and the an expansive tomb, making it widely known that the key
finale of every dungeon was the dragon on the 20th to his fortune would be found by any bold enough to
level? Those days are back. Dungeon Crawl Classics attempt to breach the tomb.
don’t waste your time with long-winded speeches, weird
campaign settings, or NPCs who aren’t meant to be Game Master’s Section
killed. Each adventure is 100% good, solid dungeon
Loc Pg Type Encounter EL
crawl, with the monsters you know, the traps you fear,
and the secret doors you know are there somewhere. 1-1 147 C Centipede swarm 4
Fortune’s Folly is a puzzle and trap based adventure 1-2 147 C Monstrous spiders (3) 4
designed for four to six players of 4th level. While the
characters can be of any basic character class, a mix Getting the Players Involved
that includes a rogue, wizard or sorcerer, and cleric or
The following hooks may help get the players involved.
bard will be especially useful.
Try your luck!: The legend of Fortune is well-known to
Adventure Summary the townspeople who, in carnival style, regularly chal-
Every town has its share of notable eccentric citizens. lenge visitors to the task of penetrating the tomb.
But for one small town, one hundred twenty years ago, Rogue’s Gamble: The party’s rogue gets a missive
none were more eccentric that a man who came to be from her guild, informing her that it is time to retest her
known simply as “Fortune.” Known for his uncanny luck, eligibility to the guild. The message instructs her to
Fortune amassed great wealth through shrewd trade defeat the legendary traps of Fortune’s tomb by any
and what some called an unnatural nose for the next means necessary to ensure her continued membership.

145
The rogue will need help to do this, but what will she tell avid reader, lover of puzzles and games, as well as flu-
her comrades? ent in multiple tongues.
Faux Pas: Ignorant of the local customs, one of the Knowledge (local) DC 25: A local historian claims that
characters accidentally gives great offense to one of the Fortune was never seen without a silver earring and
local magistrates who threatens a steep fine or impris- offers a vague description of a silver swirl in the shape
onment if the fine is not paid quickly. The players are of a snail shell with a gemstone at its center.
approached by an NPC who informs them of the wealth
to be found in the tomb. Knowledge (architecture and engineering) DC 25:
An elderly citizen claiming to be the descendant of the
Preliminary Skill Checks engineer who designed the tomb describes stories of
vast amounts of dirt being removed from the tomb dur-
Knowledge (history) DC 10: A local man, known as ing construction. She also remembers stories about an
“Fortune,” became the wealthiest citizen in the town’s aqueduct system being installed in the complex as well
history over a century ago and built a magnificent tomb as strange creatures being imported.
for himself.
Player Beginning
Knowledge (history) DC 12: Before his death, Fortune
issued a challenge to any other entrepreneurial spirits to As the players approach the structure, read or para-
plumb the depths of his tomb to make their fortune. phrase the following:
Knowledge (history) DC 15: To the best of anyone’s Two miles outside of town, you find a well-maintained
knowledge, the tomb has never been plundered. path in the dense forest. Knotted trees tower above you
on either side, blocking most of the sunlight that would
Knowledge (local) DC 10: Fortune was known as a light your way. The sounds of small animals skittering
stern but eccentric man who shared his wealth judi- through the underbrush catch your attention. The sickly
ciously with those he found worthy. He admired bold- sweet smell of pine and moldy leaves tickles your nose.
ness and sound judgment in others. Along the path, you occasionally see signs that others
Knowledge (local) DC 15: Fortune was said to be an have come this way: flat stones encircling pits of ash, a
broken arrow, a rusted tin plate. About two hundred
yards later, the path opens up onto a clearing in which
DCC World several large, gnarled and thorny rose bushes grow.
Across the way, you see five ornate columns built into
The Tomb of the one known as Fortune is reputed to the base of a hill that rises before you. As you approach
be found on the western coast of the Isle of the columns, behind them you see an entryway into the
Tlahuaco. Every winter locals from nearby villages tomb. Carved of the blackest basalt, the portal comple-
hold a grand festival inviting the bold and foolish to ments the dark veins in the marble of the richly carved
chance Fortune’s Tomb. columns.

The Tomb
The tomb structure is found in a dense wood on the
edge of town, where it is built into the side of a hill.
Where lush gardens once surrounded the tomb and an
avenue of ash trees marked its entrance, the woods
and underbrush have taken over except for a narrow
path and some flowering shrubbery that the local citi-
zens have maintained.
Doors and walls of this and future rooms have statistics
as follows except where noted otherwise in the room
description:
Reinforced masonry walls: 1ft. thick, hardness 8, hp
180, break DC 45, climb DC 15
Stone doors: 4 in. thick, hardness 8, hp 60, break DC
28, lock DC 28

146
Areas of the Map Area 2 – The Trap (EL 4): As the players enter the
room, read or paraphrase the following:
Area 1 – The Puzzle (EL 4): As the players enter the
structure, read or paraphrase the following: Through the dim arcane light you see an object
dangling from the ceiling in the center of a cir-
As you enter the tomb, you blink, expecting to cular room, surrounded by three small pits
adjust your eyes to darkness or the dimmest spread out underneath it in the flagstone floor.
light, but instead you find yourself in a room There are five identical doors, carved with
imbued with the soft blue glow of arcane light strange runes, evenly spaced along the wall’s
emanating from floating globes placed at the perimeter, and the bones from at least two
center and four corners of the room that hover human skeletons are scattered along the floor
near the ceiling. The walls and ceiling are made between the doors.
from the same white marble as the columns
outside. Some tree roots have managed to Upon entering the room, the players see a large
push their way into the room, creating cracks bucket close to the floor hanging by a chain from the
and fissures in the marble. On the wall before ceiling with a small sand pit, a small gravel pit, and a
you is a large bas-relief carving in basalt with small pool of water arranged on the floor in a trian-
silver leaf, consisting of fifteen square tiles gular, equidistant fashion from the bucket. A DC 23
arranged four to a row. There is room for one Trapfinding check will reveal the first row of large
more tile. On the floor, you find a few torches, stones in the flagstone floor are trapped, set as a trig-
and on the other walls you see some markings ger to make the chain move up. When triggered,
drawn in charcoal. either by stepping on the trapped flagstone or by
jostling the bucket, the chain pulls the bucket toward
The carving on the wall is a slide puzzle which the the twenty-foot ceiling at a rate of one foot per round.
players must solve (prepare handout A to distribute As the bucket rises, four doors set along the perime-
to players). The players must move the tiles taking ter of the wall rise consequently at a rate of about two
advantage of the empty spot to produce a symbol inches per round. A DC 13 Listen check will inform
that matches a corresponding symbol located high the players that there are creatures skittering behind
on the wall opposite the puzzle. Obscured by tree the doors. A DC 15 Spot check will show them a
roots, the symbol can be seen with a DC 18 Spot monstrous spider behind each door if they peer
check. If they made the preliminary check with the under the growing space at the base of the doors.
local historian, they get 1d6 extra rounds to solve
the puzzle, which is the shape of Fortune’s silver The bucket may be held in place by the players with
earring. a continual DC 16 Strength check, forestalling the
doors from rising further. If the bucket is released,
Once the first puzzle tile is moved, the symbol on the doors resume their ascent. If the chain is sev-
the opposite wall begins to rotate incrementally. If ered, the doors are triggered to open immediately,
the players do not complete the puzzle before the unleashing the monsters.
symbol reaches its 180-degree terminus ten rounds
later, or if they attempt to break or remove tiles from If the players attempt to fill the bucket with water,
the puzzle, a swarm of centipedes is released from gravel, sand or any two in combination, the doors’
the symbol’s wall. progress is slowed but not stopped. Only when the
players fill the bucket with gravel, then sand and
Upon completion of the puzzle, the tiled wall before finally pour water in to level will the device’s progress
the players slides open to reveal another room. cease and the fifth door open to provide an exit.
Centipede swarm (1): CR 4; Diminutive Vermin If the doors are opened, three monstrous spiders will
(Swarm); HD 9d8-9; hp 31; init +4; spd. 20 ft., climb attack (two large, one medium), coming from three of
20 ft.; AC 18, touch 18, flat-footed 14; Base the four doors. If the players explore the area behind
atk/grapple +6/-; Atk/Full atk Swarm (2d6+poison); each of the doors, they will find three identical 10 foot
SA distraction, poison; SQ darkvision 60 ft., by 15 foot rooms. The rooms are covered in webs and
immune to weapon damage, swarm traits, tremor the walls are adorned with many small holes through
sense 30 ft., vermin traits; AL always neutral; SV which wandering vermin provided the spiders’ food
fort +5, ref +7, will +3; Str 1, Dex 19, Con 8, Int -, source, and a larger hole that allowed the spiders to
Wis 10, Cha 2 leave the room into what seem to be tunnels through-
Skills and Feats: Climb +12, Spot +4; Weapon out the entire structure. In the fourth room, the players
Finesse will find the remains of another spider as well as a
human, appearing to have been locked in combat until
killing one another. A successful DC 12 Search check

147
of the human remains reveals rotting leather armor, a magic spell and a Spellcraft check (with DC appro-
mace, 3d10 gp, and a necklace of fireballs (Type I). priate to each spell) will reveal the potion’s school
and strength. Tasting each potion may provide fur-
Among the scattered bones on the floor in the main ther information at the DM’s discretion.
room, with a DC 12 Search check, the players will find
a longsword, 2d10 gp, and a vial of elixir of sneaking. Potions:
Gaseous form (Spellcraft DC 18)
Monstrous Spider, Medium (1): CR 1; Medium Haste (Spellcraft DC 18)
Vermin; HD 2d8+2; hp 11; init +3; spd. 30 ft., climb Detect secret doors (Spellcraft DC 16)
20 ft.; AC 14, touch 13, flat-footed 11; Base Bull’s strength (Spellcraft DC 17)
atk/grapple +1/+1; Atk/Full atk Bite +4 melee Cure moderate wounds (Spellcraft DC 17)
(1d6+poison); SA poison, web; SQ darkvision 60 ft.,
tremor sense 60 ft., vermin traits; AL always neutral; Once a potion is removed or even jostled from the
SV fort +4, ref +3, will +0; Str 11, Dex 17, Con 12, dais, the ten-foot ceiling of the room begins to
Int -, Wis 10, Cha 2 descend at a rate of one foot per minute. Hand-
Skills and Feats: Climb +11, Hide +7, Jump +0, sized “buttons” protruding from the four walls may
Spot +4; Weapon Finesse be pressed one after another (in any sequence) to
slow the ceiling’s descent by half the rate.
Monstrous Spider, Large (2): CR 2; LargeVermin;
HD 4d8+4; hp 22; init +3; spd. 30 ft., climb 20 ft.; AC Quaffing the detect secret doors potion will reveal a
14, touch 12, flat-footed 11; Base atk/grapple +3/+9; door on the far side of the room behind the false
Atk/Full atk Bite +4 melee (1d8+3 poison); SA poi- wall opposite the entrance. The false wall has the
son, web; SQ darkvision 60 ft., tremor sense 60 ft., following statistics: 6 in. thick, break DC 25, hard-
vermin traits; AL always neutral; SV fort +5, ref +4, ness 8, hp 90, climb DC 20. A DC 20 Spot check
will +1; Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2 reveals gaps and chinks in the mortar between the
Skills and Feats: Climb +11, Hide +3, Jump +2, bricks of that wall.
Spot +4 Quaffing the gaseous form potion will allow a play-
Area 3 – The Arcane: As the players enter the room, er to drift through the gaps in the false wall in order
read or paraphrase the following: to trigger a lever to stop the ceiling permanently and
open a door in the real wall behind the false wall,
The ambient arcane light is missing here, allowing the rest of the players through.
focused instead on a central dust-covered dais
of marble rising three feet from the floor. Quaffing the haste potion will more easily allow a
Several items atop the dais glint in the light, player to depress the “buttons” in the room.
drawing your eye. Outlines of old footprints can Quaffing the bull’s strength potion will assist in
be seen in the dust on the floor. breaking the false wall to get to the lever.
After moving past the newly opened the door, the
Area 4 – The Sun, the Moon, the Stars: As the play-
players find themselves in a dark room with a shaft
ers enter the room, read or paraphrase the follow-
of light shining on a small dais before them. Atop
ing:
the dais are five vials of liquid potions. A detect

Fortune
Fortune, earring of divination: AL CN; Int 15, Wis 10, Cha 13; Telepathy with wearer only (no speech); Ego score 9.
Personality: Identifying itself as the spirit of Fortune, this earring claims to wish to make its wearer wealthy and
prosperous. The item seeks wealth at any cost, often endangering its wearer. Conversely, it understands that it
cannot acquire wealth without a humanoid counterpart and usually tries its best to preserve the life of its wearer.
The object is a sentient magic item that communicates telepathically, which the players may consult on any cir-
cumstance-based check decision. The object has a sixty-forty chance of providing good and bad advice respec-
tively that results in a 1d10 bonus or reduction to any corresponding circumstance bonus or check (e.g., The
players ask the object if it is safe to enter a certain cave. The DM calls for a bardic knowledge check for infor-
mation on the cave. The DM then secretly rolls 20% using percentage dice, so the advice from the object is bad.
The DM then rolls a ‘4’ on a d10, so the DM secretly and automatically deducts 4 from the players’ bardic knowl-
edge check results. Eventually, the players may figure out that their luck with the object is truly random after it
gets them into some sticky situations.

148
What seems like daylight pours forth from a
huge, high-ceilinged room with no visible floor.
A seemingly bottomless pit, its blackness
impenetrable, occupies the center of the room.
A ledge, visibly narrower on the sides to your
left and right, skirts the pit. An elaborate carving
of a sun the size of a child protrudes from the
wall on your left.
The players stand on a platform at the entrance to
a room with a high ceiling. The center of the room
is an enormous pit with no discernable bottom. A
narrow ledge runs along the walls from the platform
to the opposite wall, connecting to another platform.
DC 20 Balance checks every round will allow a
player to skirt along the edge of the room.
Next to the players on the entrance platform is a
stone carving of a sun built into the wall. A DC 15
Spot check will reveal scrapes and wear on the wall
behind the sun, indicating that the carving can be
turned 360 degrees. If turned, the carving will trig-
ger a series of ascending stair-stepped shafts of intricate carvings, which, upon closer inspec-
stone (carved in gold-tinged marble to resemble tion, appear to reproduce scenes from
sunlight) to erupt from the walls over the pit, that Fortune’s life. Most of the walls of the room are
provide a path to halfway across the distance. The pure white marble, adorned with gold inlay. The
shafts will retract into the walls, beginning with the wall directly opposite the entryway is made
shaft closest to the players, at a rate of one per from a glistening black rock that is peppered
every two rounds. No check is required to step onto with tiny flecks of copper that sparkle in the
the first shaft, but a DC 15 Jump check (no running light. The gold inlay is repeated on this wall,
start; vertical and horizontal distance) is required for used to inscribe the name that must have been
movement to each other shaft. Fortune’s in life before his nickname took hold.
Upon reaching the final shaft of “sunlight” near the The final room is a small octagonal alcove that con-
ceiling, a DC 10 Spot check reveals a carved moon tains Fortune’s crypt. The top of the crypt is covered
above the players in the ceiling, similar to the carv- in a series of bas-relief carvings that reproduce
ing of the sun at the entrance. Turning that carving scenes from Fortune’s life. In all but one of the
will trigger shafts (carved in silver-tinged marble, depictions Fortune’s left profile is featured. The sin-
resembling moonlight) to come forth from the walls gle depiction of his right profile shows him wearing
in a descending pattern, leading the players to the an elaborate earring. A successful DC 25 Search
far platform and door. These shafts function identi- check will allow the players to find a trigger in that
cally to the sun’s shafts. Turning the carving will also carving that will open the cover of the crypt as well
trigger crystalline structures to erupt from the ceiling. as a door in one of the walls. The door leads to a
The light filtered through the crystals induces an tunnel, over a mile in length, that opens into a shal-
effect of vertigo (as the spell). Players failing the low cave in a distant hill. The players find Fortune’s
saving throw risk falling into a thirty feet deep pool of remains, still dressed in moldering finery, within the
water, one hundred feet below the mouth of the pit. crypt. The remains include the following items: a
gold ring with an aquamarine stone (500 gp); a
On the far platform, the players will find a door lead-
golden yellow topaz cuff-style bracelet with four
ing to the next room. The moon carving in the ceil-
stones (2000 gp); two pearl cuff links and six match-
ing must have been turned for the door to open. If
ing clothing buttons (800 gp total); and a silver coil
not, an Open Lock check (DC 18) is required to
earring with a lapis in the center (150 gp).
pass through the door.
A DC 12 Listen check when removing the coffin lid
Area 5 – What Remains: As the players enter the
will indicate a light jingling sound from within the lid.
room, read or paraphrase the following:
Further, a successful DC 25 Spot check will reveal
From the entry, in the center of this octagonal a false front to the bottom of the coffin lid. Inside,
room, you see a marble coffin embellished with the players will find 3,000 gp.

149
Players’ Handout A
The carving on the wall is a slide puzzle which the players must solve. The gridded version below represents the
tiles. Photocopy, clip out, and remove the upper right tile. Then jumble up the tiles. You can use a checkerboard
or other gridded surface to simulate the constraints of the sliding motion. The solution is shown at the bottom.

150
151
152
Dungeon Crawl Classics
The Snare of the Shadow Sylphs
By Jessica Van Oort
AN ADVENTURE FOR CHARACTER LEVELS 4-6

Introduction Adventure Summary


Remember the golden days of role playing, when When a party of adventurers disturbs the queen of the
adventures were underground, NPCs were there to be shadow sylphs at her hunt, she is angered and traps
killed, and the finale of every dungeon was the dragon them within a shifting maze of dark brambles and illu-
on the 20th level? Well, those days are back. Dungeon sions. The party must battle foes both illusory and real,
Crawl Classics feature bloody combat, intriguing dun- solve a cryptic moon phase puzzle, and survive deadly
geons, and no NPCs who aren’t meant to be killed. and confusing traps in order to escape the maze. The
Each adventure is 100% good, solid dungeon crawl, queen, however, will not let the party leave her domain
with the monsters you know, the traps you fear, and the so easily. She is a powerful sorceress with mind-influ-
secret doors you know must be there somewhere. encing magic, and the adventurers must discover how
to destroy the queen’s crown, the source of her power,
The Snare of the Shadow Sylphs is designed for four to in order to defeat her and escape her snare.
six player characters of 4th-6th level. A total of 18-25
character levels is recommended. See the “Scaling
Information” section for advice on how to adapt this
Game Master’s Section
adventure for parties of higher or lower levels. Any mix-
ture of classes could successfully complete this adven- Encounter Table
ture: fighters will be useful in the combats, rogues are To help the GM prepare, we have included a quick ref-
invaluable in dealing with the traps, and casters with erence table showing all encounters at a glance. Loc –
high Will saves are especially well-suited to seeing the location number keyed to the map for the encounter.
through the many illusions. Pg – the module page number that the encounter can
be found on. Type – this indicates if the encounter is a
trap (T), puzzle (P), or combat (C). Encounter – the key
monsters, traps, or NPCs that can be found in the

153
encounter. Names in italics are classed NPCs. EL – the Scaling Information
encounter level.
The Snare of the Shadow Sylphs is designed for 4-6
Loc Pg Type Encounter EL characters of 4th-6th levels, but can easily be modified
for parties of different sizes or levels. Consider adapting
1-1A 156 T Closing walls trap 6
the adventure with any of the following suggestions:
1-2 157 C Pool of conjuration 2
Weaker parties (fewer than 4 characters, or below
Bat swarm
4th level): Have one of the shadow sylph knights in
1-3 158 C Bat swarm 4 area 1-4A be already wounded by the stag and at half
Fiendish dire bat normal hit points. Replace the shadow mastiff in area 1-
6 with a fiendish dire bat. Make the queen in area 1-8 a
1-4 158 P, T Moon phase puzzle 3 6th level sorceress instead of an 8th level sorceress.
Shocking grasp trap
Stronger parties (more than 6 characters, or above
1-4A 159 T, C Mass reduce person trap 7 6th level): Add another bat swarm in area 1-3 and an
2 Shadow sylph knights additional shadow sylph knight in both areas 1-4A and
1-5 159 T, C Seeming trap 7 1-8. Either give the shadow mastiff in area 1-6 an addi-
Shadow sylph knight tional 2 HD or add a second shadow mastiff.

1-6 160 C Shadow mastiff 5 Getting the Players Involved


This adventure begins when the shadow sylph hunt
1-7 160 P Queen’s altar
passes the PCs’ camp. The characters do not need to
take any particular action in order to become trapped in
1-8 161 C Queen of the Night 12
the maze. Because of this, it is very easy to involve the
Wood, shadow sylph Sor8
players in this adventure. They could be traveling
Shadow sylph knight
through the forest to any destination. They could also
be searching for some treasure or adventure to be
found within the forest, or they could have heard of the
DCC World moon stag and be hunting it themselves.
Legends tell of a kingdom of shadow fae hidden Dealing with Illusions
deep within the darkest, wildest regions of the Mirdar
Forest. Many a foolish would-be explorer and treas- The shadow sylphs cast various illusion spells, which
ure seeker has been lost amongst the woodland tan- appear real until interacted with. When a character
gle, never to be seen again, save for the occasional touches, attacks, or examines an illusion closely, that
bleached skull hanging from a thorny vine. character is entitled to a Will save to disbelieve the illu-
sion. The GM may want to make this roll secretly so that
a player whose character fails the save is not aware that
something is amiss. A character who successfully dis-
believes a minor image still sees a vague outline of the
image, but knows it is not really there. A character who
disbelieves a shadow conjuration takes less damage
from it, but since a shadow conjuration is partially real,
disbelief does not entirely protect a character against its
effects.

Background Story
The domain of the shadow sylphs is found in the dark-
est, wildest regions of the Mirdar Forest (or any forest
you’d like to substitute from your campaign). Territorial
and capricious, these evil fey hate intruders. A powerful
shadow sylph sorceress is the ruler of this darkened
domain, and she has created a maze of shadow and
illusions to trap unwary travelers who stumble into her
forest. Few, if any, have ever found their way back out
of this maze into the sunlit world.

154
The shadow sylph sorceress calls herself the Queen of
the Night Wood, and gains great power through blood
Level 1: The Maze
sacrifices performed at the dark of the moon. The hap-
less wanderers held in the queen’s maze often serve as The Bramble Maze
the sacrificial victims, feeding the very power that traps The maze is created of dark brambles that arch over-
them there. There is a trade-off for the queen’s power, head, forming a solid roof that blocks out all natural
however; since she derives her magic from the dark of light. Since the brambles are magical, spells that target
the moon, the full moon weakens her. plants will not affect them. They are immune to fire dam-
A stag with a globe of moonlight between its antlers has age and regenerate other damage at a rate of 5 points
recently been seen within the borders of the queen’s per round. The thorny roots of the bramble wall extend
land. Knowing that this stag could penetrate her illu- underground, so tunneling does not help the characters
sions and potentially destroy her, the queen has gath- escape. The wall can be breached by strength or suffi-
ered her knights and ridden out to hunt the stag and kill cient damage – though the thorns pierce those who
it before it can harm her. However, her hunt is interrupt- come into contact with them – but any characters who
ed as she comes across a camp of unwelcome adven- successfully make it through the brambles do not reach
turers. the outside world, instead appearing in a random spot
along the wall of the area they were trying to leave.
Player Beginning Similarly, teleportation magic does not help a character
escape.
Once the party has camped for the night, read or para- All the large areas of the bramble maze are perfect
phrase the following: hemispheres, sixty feet in diameter and thirty feet at the
In the distance, you hear the sound of horses’ hooves highest point of the domed ceiling. The ground is
and the peal of hunting horns. A stag leaps from the packed earth with no vegetation.
underbrush and pauses for a moment, looking at you. It The passages in the bramble maze are 10 feet wide,
is no ordinary stag: in the darkness it appears to be have ceilings 10 feet high, and curve between the large
glowing with moonlight, and a radiant sphere that circular areas.
resembles the full moon rests between its antlers. The
horns sound again, closer this time, and the stag bolts Bramble Wall: 5 ft. thick; hardness 5; regeneration 5;
through your camp and off into the forest. Hard on its hp 300; Climb DC 15. A creature attempting to force its
heels comes a hunting party, a dozen shadowy figures way through the brambles must make a DC 25 strength
with spears, bows, and dark banners, mounted on black check to move 5 feet. However, moving through or
horses. Although shaped like thin, willowy humans, they being slammed into the wall causes a creature to take
have pale gray skin and an otherworldly quality about 1d6 piercing damage per round of contact.
them; they are wreathed in shadow and seem as if they
might vanish from sight in the blink of an eye. Simple Wooden Door: 1 in. thick; hardness 5; hp 10;
break DC 13.
At the head of the hunting party rides a queen of
unearthly beauty. Her crown seems to eat the light, and The bramble maze is a demiplane and has the following
dark mist roils out of it, shaping itself like a cloak around planar traits. All other aspects are normal.
her. She holds up her hand, and her knights come to a Self-contained shape: The bramble maze is a series
halt behind her. She turns her head and regards you of circles connected by curving pathways. If a creature
with cold black eyes. “Mortal intruders,” she says, “I am exits through the brambles on one side of a circle or
the Queen of the Night Wood. You may not look upon pathway, it reappears on the other side.
me and walk free.” Before you have a chance to
respond, she raises her hand to her crown, and dark- Mildly evil-aligned: Good creatures take a -2 circum-
ness streams out to engulf you. Everything goes black stance penalty on all Charisma-based checks.
and the world shifts beneath your feet as you are pulled Limited magic: Teleportation spells, powers and
into some strange new place. effects function within the bramble maze but will not
transport a creature outside the maze.
Enhanced magic: Spells and spell-like abilities from
the Illusion school are heightened by two spell levels, as
if with the feat Heighten Spell, but without actually using
up a higher level spell slot. Therefore, the saving throw
DCs of all illusion spells are two higher than normal.

155
When the characters first appear in the bramble maze, pear, but creatures they failed to defeat attack them
certain knowledge skills may help them determine again, and traps they did not spring or that automatical-
where they are. A DC 15 Knowledge (nature) check ly reset are still active.
reveals that the thorns are not plants and cannot be
affected by ordinary means. A DC 18 Knowledge Areas of the Map
(arcana) check will determine that the entire place has
been created by magic, that the way out is probably Area 1-1 – Room with No Doors: Once a character
also through magic, and that magic of the Illusion has provided a light source, read or paraphrase the
school seems particularly prevalent. A DC 18 following:
Knowledge (the planes) check indicates that this is a You find yourselves within a circular space,
demiplane of some kind and that the way to leave it is hedged in on all sides by walls of dark brambles
most likely through finding a portal, a key, or a guardian that seem to absorb the light. The brambles
who has to be defeated. A DC 15 bardic knowledge have sharp, wicked-looking thorns and they
check allows a character to remember a song about a arch overhead, trapping you inside what looks
handsome knight who was trapped in just such a bram- like an upside-down bowl. You see no exits,
ble maze by a powerful sorceress, and was only nothing to mark direction. On one wall, howev-
released after promising to serve her faithfully. er, a corpse hangs impaled on the thorns; from
its state of decay you guess it to be several
The Shifting Maze weeks old.
As the characters wander the bramble maze, there is a When the characters first appear in this area, trans-
chance that the illusion magic of the maze will cause it ported by the queen’s magic, have each character
to shift. Each time the party enters one of the large cir- make a Reflex save at DC 15. Success means that
cular areas, roll a d4. On a roll of 1, the maze shifts and they have landed on their feet. Failure means they
the contents of the current area are suddenly switched fall against a bramble wall and are impaled by
with the contents of another area in the maze. thorns for 1d6 damage.
When the maze shifts, switch all characters, creatures, This empty room has no visible exits. The charac-
objects lying on the ground, and freestanding features ters may try various methods of escape, but due to
such as pillars, pools, and so on from one area to the the magic of the maze, none will be successful.
other. Do not switch the walls, doors, or illusory doors. There are, however, two illusory doors that lead out
If the characters have not yet solved the moon phase of this area, one to the east and one to the west.
puzzle in area 1-4, switch the area they are currently in The illusory doors cannot be seen visibly, but any-
with either area 1-1, 1-2, 1-3, or 1-4. Determine the one methodically searching the walls will detect
location into which they are switched by rolling a d4. them by touch and easily pass through.

If the characters have solved the moon phase puzzle in Treasure: The corpse impaled on the brambles is
area 1-4, causing the magic doors to appear, switch the that of a female human, a wandering cleric who
area they are currently in with either area 1-1, 1-2, 1-3, stumbled into the shadow sylphs’ domain. She obvi-
1-4, 1-5, or 1-6. Determine the location into which they ously never made it out of this area. On her corpse
are switched by rolling a d6. can be found 19 gp, 35 sp, a potion of cure moder-
ate wounds, and a scroll of remove curse.
Because all the circular areas in the bramble maze are
identical in shape and size, the characters do not expe- Area 1-1A – Compacting Corridor (EL 6): Read or
rience the shifting as motion from one place to another, paraphrase the following:
but instead as the appearance or disappearance of
A low-ceilinged corridor of the same dark bram-
doors. When this happens, give the players a descrip-
bles curves off to your left. Once you have
tion similar to the following:
taken a few steps, you can see that the corridor
As the door swings shut behind you, the shadows lurk- ends in a closed wooden door, guarded by a
ing in the thorny walls twist and writhe, and suddenly large ogre wielding a club the size of a sapling.
the door you just stepped through vanishes, replaced The ogre roars, brandishes its club, and looks
by solid brambles. The door you thought you saw direct- ready to attack anyone who approaches.
ly to your left vanishes as well. A single wooden door
appears directly across the room from you. Development: The ogre is a minor image cast by the
shadow sylphs. It stands in front of the door into area
As the maze alters, the characters may have to retrace 1-2 and will not move from its spot. Any characters
their steps and pass through areas they have already interacting with it may make a Will save at DC 15 to
explored. Creatures they have defeated do not reap- recognize it as illusory. When struck, it disappears.

156
At the halfway point of this curving corridor is a clos-
ing walls trap. If it is triggered, the brambles begin
to creak ominously and close in. The PCs have 3
rounds to get out of the shrinking corridor before
they are impaled on the thorns.
Closing walls trap: CR 6; mechanical; location
trigger; automatic reset; walls move together (10d6,
piercing thorns); multiple targets (all creatures in
corridor); never miss; onset delay (3 rounds);
Search DC 20; Disable Device DC 22.
Area 1-2 – Pool of Conjuration (EL 2): Read or para-
phrase the following:
At the center of this room you see a round pool
of shallow water. It seems to glow with a pale,
deathly light that does not illuminate anything
surrounding it. The bramble wall to your right
stirs suddenly and the stag you saw before in
the forest, with the sphere of moonlight
between its antlers, comes bounding through
the magical thorn barrier as if it did not exist. An
arrow sticks from its side, and blood drips from
the wound. Hurrying as though pursued, the
stag crosses the room, leaps over the pool, and
slips out through the opposite wall. As the characters interact with the queen and the
other shadow sylphs, allow them to make knowl-
This area is identical in size and shape to area 1-1. edge checks to gain information about these oppo-
However, there are two visible exits, an opening in nents. A successful DC 13 Knowledge (nature)
the bramble wall to the west, and a door to the check indicates that these creatures are some sort
south. of fey and are vulnerable to cold iron weapons, and
The moon stag is able to pass through the illusion if the check exceeds DC 18 the character also
magic of the maze without difficulty due to its innate knows that these particular fey have the ability to
powers. The PCs are not able to follow it, and even transport themselves via shadows. A bardic knowl-
if they search the area of the wall that the stag edge check (DC 20) will let a character remember
leaped through they cannot discover a way out. tales of an evil race of fey who lure travelers into
traps through their illusions and are most powerful
The pool in this room allows the shadow sylph in darkness and shadow.
queen to keep an eye on the victims of her maze.
She can both see and cast spells through the pool, Tactics: The queen casts magic missile at anyone
targeting anyone within 10 feet. See the queen’s who looks into the pool, and unless the PCs move
statistics listed under area 1-8 for the spells she has out of range, she summons a bat swarm to attack
available. The pool itself is five feet in diameter, one them. Her goal at this point is to harry the PCs, not
foot deep, and is made of stone. If the water is to kill them.
drained from the pool through magical or ordinary Bat Swarm: CR 2; Diminutive animal (swarm); HD
means, it will cease to function. 3d8; hp 13; Init +2; Spd. 5 ft., fly 40 ft. (good); AC
Development: If a character looks into the pool, 16, touch 14, flat-footed 12; Base Atk +2; Grp –;
read or paraphrase the following: Atk/Full Atk (1d6, swarm); Space/Reach 10 ft./0 ft.;
SA distraction, wounding; SQ blindsense 20 ft., half
You see a face looking back out at you, and it is damage from slashing and piercing, low-light vision,
not your own reflection. Cold eyes glitter swarm traits; AL N; SV Fort +3, Ref +7, Will +3; Str
beneath a dark crown; it is the queen of the 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4.
hunt who sent you into this place. Her lips Skills and Feats: Listen +11, Spot +11;
move, though you hear no sound, and the Alertness, Lightning Reflexes.
water of the pool stirs and ripples, distorting her Distraction (Ex): Any living creature that begins
image. its turn with a swarm in its space must succeed on
a DC 11 Fortitude save or be nauseated for 1 round.

157
Wounding (Ex): Any living creature damaged Area 1-4 – The Moon Phase Pillar (EL 3): Read or
by a bat swarm continues to bleed, losing 1 hit point paraphrase the following:
per round thereafter. The bleeding can be stopped
by a DC 10 heal check or healing magic. A stone pillar about six feet tall stands at the
center of this room, which does not have any
Area 1-3 – Bat Nest (EL 4): Read or paraphrase the exits except for the one through which you
following: entered. The pillar has eight flat sides and is
covered in runes. Across the room from you,
As you enter this area, you hear a soft rustling two long-dead skeletons lie huddled together,
sound above you. Looking up, you see hun- covered in tattered remnants of rotting leather
dreds of bats hanging upside down in the shad- armor.
ows of the thorny ceiling. Disturbed by your
presence, they drop from their perches and Give out player Handout A when the PCs enter this
rush toward you in a great mass, with a flurry of area. There is an illusory door to the south, through
flapping wings. which the PCs will most likely have entered. Three
other doors, to the north, east, and west, appear
This area is home to a swarm of bats. The exits are once the puzzle of the moon phase pillar is suc-
a closed door to the east, and an open corridor to cessfully solved.
the south.
Development: When a character examines the pil-
Tactics: The bat swarm, disturbed by the PCs’ lar more closely, read or paraphrase the following:
entrance, sweeps around the room and attacks
anyone who is not holding a source of fire. The bats On each of the eight sides of the pillar, at about
fear fire and keep away from it. In the second round shoulder height to a human, one of the phases
of combat, a fiendish dire bat appears and joins the of the moon is carved. As you walk around the
fight, harrying an unsuspecting PC from behind pillar you see the waxing crescent, first quarter,
unless that character makes a Listen check versus waxing gibbous, full moon, waning gibbous, last
the fiendish dire bat’s Move Silently check. The quarter, waning crescent, and new moon.
fiendish dire bat, however, is actually a shadow Above the moon phase carvings is a line of text
conjuration and only partially real. that circles the entire pillar, written in Common.
It reads, “Do honor to the Queen of the Night
Bat Swarm: See statistics listed under area 1-2. Wood, or remain forever within her snare.”
Fiendish Dire Bat (shadow conjuration): CR 3; Beneath the moon phase carvings are lines of
Large magical beast (extraplanar); HD 4d8+12; hp runes in some unknown language. There are
6; Init +6; Spd. 20 ft., fly 40 ft. (good); AC 20, touch runes on all eight sides, but the greatest num-
15, flat-footed 14; Base Atk +3; Grp +10; Atk/Full ber are on the side with the new moon carving,
Atk +5 melee (1d8+4, bite); Space/Reach 10 ft./5 and the least number of runes are on the full
ft.; SA smite good; SQ blindsense 40 ft., darkvision moon side.
60 ft., damage reduction 5/magic, resistance to fire
and cold 5, spell resistance 9; AL NE; SV Fort +7, A DC 20 Decipher Script or Knowledge (arcana)
Ref +10, Will +6; Str 17, Dex 22, Con 17, Int 3, Wis check gives more information about the runes: they
14, Cha 6. describe the ritual activities the shadow sylphs per-
Skills and Feats: Hide +4, Listen +12, Spot +8, form at the different phases of the moon. The most
Move Silently +11; Alertness, Stealthy. notable of these are special prayers to be said at
Smite Good (Su): Once per day, the fiendish the first and last quarters, and blood sacrifices to
dire bat can make a normal melee attack to deal +4 the queen that are made at the new moon. There
additional damage against a good foe. seems to be little ritual activity that takes place at
Shadow Conjuration: This fiendish dire bat is a the full moon.
shadow conjuration. It has one-fifth the hit points of
a real fiendish dire bat. Anyone interacting with it The shocking grasp trap attacks anyone who touch-
makes a Will save at DC 19 to recognize it as illu- es the carved moon phases (except for the new
sory. Against those who fail this save, the fiendish moon). The trap automatically resets and repeats
dire bat does normal damage and has all the nor- its attack for each wrong answer. Touching the new
mal special abilities and qualities listed above. moon is the correct answer and causes a tiny nee-
Against those who succeed at the save, however, it dle to appear at the center of the new moon carv-
does one-fifth normal damage, has armor class 12, ing. A character must prick his or her finger on the
and has only a 20% chance of its special abilities needle and shed a drop of blood on the new moon
working. carving in order to solve the puzzle and cause the

158
three doors to appear. However, the character who and free through dark forests. Wherever your
gives blood in this way becomes sickened (-2 to hooves step the shadows are not as dark and
attack rolls, weapon damage, saving throws, skill evil creatures flee before you. Then the vision
checks, and ability checks) for 1d10 minutes. ends and you are yourself again, holding the
glowing sphere of moonlight in both hands. The
Treasure: The skeletons lying near the north door stag’s corpse dissolves into light and vanishes,
have been dead so long that their features cannot but the moon sphere remains.
be identified. They are small sized, so they may
have been a pair of halfling adventurers. 45 gp, 18 Mass reduce person trap: CR 5; magic device;
sp, and a +1 buckler can be found on their bodies. proximity trigger (alarm); no reset; spell effect
(mass reduce person, 7th-level wizard, 9 min. dura-
Shocking grasp trap: CR 3; magic device; touch tion, DC 16 Fortitude save negates); multiple tar-
trigger; automatic reset; Atk +2 melee touch; spell gets (up to 7 targets within a 15-ft. radius); Search
effect (shocking grasp, 3rd-level wizard, 3d6 elec- DC 29; Disable Device DC 29.
tricity); Search DC 26; Disable Device 26.
Shadow Sylph Knights (2): CR 3; Medium fey; HD
Area 1-4A – The Dead Stag (EL 7): Read or para- 5d6+5; hp 22; Init +2; Spd. 30 ft.; AC 14, touch 12,
phrase the following: flat-footed 12; Base Atk +2; Grp +2; Atk/Full Atk +2
For the third time today you catch sight of the melee (1d6/19-20, short sword) or +5 ranged
moon stag, but now it is dead, lying in the corri- (1d8/x3, longbow); SA spell-like abilities; SQ dam-
dor with three arrows piercing it, one through its age reduction 5/cold iron, darkvision 60 ft., shadow
heart. The moon between its antlers, however, walk; AL NE; SV Fort +2, Ref +6, Will +5; Str 10,
still glows as brightly as ever. Two shadowy, Dex 14, Con 12, Int 12, Wis 13, Cha 13.
gray-skinned figures are kneeling beside the Skills and Feats: Bluff +9, Hide +10, Listen +9,
dead stag with knives at the ready. Move Silently +10, Ride +10, Spot +9, Survival +9;
Stealthy, Weapon Focus (longbow).
Development: There is a mass reduce person trap Shadow walk (Su): As a move action, a shadow
set on the first square a character moves into when sylph may transport itself up to 30 ft. as if by means
entering from area 1-4. Unless the trap is disarmed, of a dimension door spell. This movement must
everyone within a 15 foot radius of the trapped begin and end in shadowy areas, and does not pro-
square must make a Fortitude save (DC 16) or voke attacks of opportunity.
shrink. Any PCs affected get +2 Dexterity, -2 Spell-like abilities (Sp): 1/day – blur, 1/day –
Strength, +1 on attack rolls and +1 to AC due to minor image (DC 15), 3/day – lesser confusion (DC
their smaller size category. Equipment also shrinks, 12); Caster level 4th. The save DCs are Charisma
which reduces the damage done by weapons (usu- based.
ally one die size). While a hindrance to fighters, this Possessions: Leather armor, short sword, long-
size change may actually be an asset to rogues or bow, 20 arrows, hunting knife, 5 gp, 26 sp.
spellcasters.
Area 1-5 – Mirror Trap (EL 7): Read or paraphrase the
Tactics: The two shadow sylph knights have been following:
ordered to bring back the moon stag’s corpse and
therefore they fight to the death to keep the PCs At the center of this area, three mirrors stand
from claiming it. They make good use of their shad- back to back, facing outward. The mirrors are
ow walk ability to snipe at the characters with their set in iron stands and are tall enough for you to
bows, and use lesser confusion on the characters see your full reflection in them.
who look most susceptible. If the battle seems to be This area has two doors, one to the south and one
going against them, one of them calls the trained to the west.
shadow mastiff from area 1-6 in to join the fight.
Development: Two of the mirrors are ordinary, but
Once the shadow sylphs are defeated, the party the third is trapped. Whoever looks in the mirror and
can examine the dead stag. The moon sphere has is seen by the mirror’s arcane eye must make a DC
both a magic aura (moderate evocation) and a good 17 Will save or be subject to a seeming spell that
aura (moderate strength). To the character who first makes its target look just like a shadow sylph: thin
touches the dead stag, read or paraphrase the fol- and willowy with gray skin, completely black eyes,
lowing: and a continual shroud of darkness. If this trap is
As you touch the dead creature, for a moment triggered, a real shadow sylph knight also appears,
your mind seems to merge with the stag’s making it difficult to tell the transformed PC from the
memories and you feel yourself bounding wild enemy.

159
the ground. It looks like a human leg that has
been gnawed on. You smell the mingled scents
of blood and animal dung.
This area is home to a shadow mastiff, which
attacks the party from its concealment in the dark-
ness. It has been trained as a guard dog for the
shadow sylphs and fights to the death. There are
two exits to this area, a gap in the brambles to the
south and a door to the east.
Tactics: The shadow mastiff begins the combat
with the advantage of concealment, due to its shad-
ow blend ability. If any PC succeeds at a Spot check
at DC 28 to notice it, the shadow mastiff uses its
bay ability to incapacitate as many characters as
possible and then attacks. If the shadow mastiff
goes unnoticed, it sneaks up on the weakest-look-
ing character and attacks suddenly.
Shadow Mastiff: CR 5; Medium outsider (extrapla-
nar); HD 4d8+12; hp 30; Init +5; Spd. 50 ft.; AC 14,
touch 11, flat-footed 13; Base Atk +4; Grp +7;
Atk/Full Atk +7 melee (1d6+4, bite); SA bay, trip; SQ
darkvision 60 ft., shadow blend, scent; AL NE; SV
Fort +7, Ref +5, Will +5; Str 17, Dex 13, Con 17, Int
4, Wis 12, Cha 13.
Skills and Feats: Hide +8, Listen +8, Move
Silently +8, Spot +8, Survival +8; Dodge, Improved
Tactics: The shadow sylph knight does not imme- Initiative, Track.
diately attack, but instead attempts to confuse the Bay (Su): When a shadow mastiff howls or
party by mimicking whichever character has been barks, all creatures except evil outsiders within a
affected by the seeming. If no character is altered, 300-foot spread must succeed on a DC 13 Will save
the shadow sylph creates a minor image that looks or become panicked for 2d4 rounds. This is a sonic
just like itself in order to confuse the PCs. The shad- mind-affecting fear effect. Whether or not the save
ow sylph fights until it is wounded and then tries to is successful, an affected creature is immune to the
escape. The shadow sylphs’ shadow walk ability, same mastiff’s bay for 24 hours.
unlike ordinary teleportation magic, functions within Shadow Blend (Su): In any condition of illumi-
the maze, permitting the sylphs to come and go as nation other than full daylight, a shadow mastiff can
they please. disappear into the shadows, giving it total conceal-
ment. Artificial illumination, even a light or continual
Treasure: A Search check (DC 18) finds a ring of flame spell, does not negate this ability. A daylight
protection +1 on the ground behind one of the mir- spell, however, will.
rors, as if dropped there by some previous victim of
the trap. Area 1-7 – The Altar: Read or paraphrase the follow-
ing:
Seeming trap: CR 6; magic device; visual trigger
(arcane eye); no reset; spell effect (seeming, 9th- The curving corridor opens out into an area
level wizard, 12-hour duration, DC 17 Will save); unlike any you have yet seen in this maze. You
Search DC 30; Disable Device DC 30. are in a semi-circular chamber approximate thir-
ty feet wide. Directly across from you, against
Shadow Sylph Knight: See statistics listed under the thorny wall, is a large stone altar. The cen-
area 1-4A. terpiece of the altar is a life-sized statue of a
Area 1-6 – Shadow Mastiff’s Lair (EL 5): Read or par- woman. You recognize the figure as the Queen
aphrase the following: of the Night Wood; she holds a stone copy of
her crown between her hands and seems to be
At first this room seems to be completely empty looking down into it. When you follow the stat-
and featureless. As you peer into the darkness, ue’s gaze, you notice that the interior of the
however, you see a lump of something lying on stone crown is crusted with a thick layer of dried

160
blood. Carved along the edge of the altar are the stag’s corpse. She has been amusing herself by
following words: “When silver light is darkened, watching the PCs through her conjuring pool. She is
blood calls out and wakens power. Sacrifice to a formidable opponent, with powerful offensive
the Queen of the Wood and the Night, for she spells that could kill one or more members of a
will bless her faithful servants.” party of this level.
Give out player Handout B when the PCs enter this The PCs, however, have a potent weapon in the full
area. There are no visible doors, although one will moon sphere, which they can use against the
appear when the altar puzzle has been successful- queen in several ways. If they succeed in touching
ly solved. The altar has an evil aura (moderate her with it she takes 6d6 damage. An even better
strength) visible to anyone who casts detect evil. use for the sphere is placing it within the queen’s
crown, as suggested by the experience with the
Development: There are two ways to solve the altar. The full moon sphere shatters the crown upon
puzzle of the altar. Blood poured into the crown touching it, and whether the queen is currently
causes the door to appear. However, unlike the wearing the crown or not she immediately takes
moon phase puzzle, one drop of blood is not four negative levels, giving her the following penal-
enough; a character must drain enough blood to ties: -20 hit points, -4 on skill and ability checks, -4
deal 1 point of Constitution damage. Also, if blood is to attack rolls and saving throws, -4 to effective
poured into the crown, everyone within 10 feet feels caster level, -4 highest remaining spell slots.
a surge of evil power, causing good aligned charac-
ters to suffer a -2 penalty to all attacks and saving Tactics: The queen has already used two 1st level,
throws for 2d6 minutes. Neutral characters suffer a one 2nd level, and one 4th level spells. She cast
-1 penalty, and evil characters are unaffected. mage armor on herself when she went out hunting
the moon stag. If it is not still in effect, she re-casts
A better option for solving this puzzle is to place the it at the earliest opportunity. She is surprised and
full moon sphere inside the stone crown. The holy somewhat impressed that the PCs have made it
power of the full moon sphere instantly shatters the this far, so she decides to keep one of the PCs as a
crown and the statue of the queen cracks down the useful servant and destroy the others. If anyone
center, as does the entire altar. The full moon sacrificed blood on her altar she selects that char-
sphere, however, is undamaged and can be recov- acter, who is at a -4 to all Will saves against her
ered for further use. enchantment spells; otherwise, she chooses the
In either case, an open archway twenty feet wide most attractive male character and use suggestion
appears behind the altar once the puzzle has been to try to win him over to her side. The queen’s other
solved. driving motive is to keep the full moon sphere away
from herself and her crown at all costs. She will use
Area 1-8 – The Queen’s Chamber (EL 9): Read or par- suggestion, and if that fails, her most damaging
aphrase the following: spells on whoever is holding the moon sphere, as
This circular chamber, unlike all the others, is well as ordering her knight to attack that person.
furnished and occupied. Hangings of velvet and Treasure: The silver bowl the queen has been
silk cover the thorny walls, and the room is using for scrying is worth 400 gp, and a small
dimly lit with floating glass globes that seem to locked chest (DC 28 Open Lock) holds 1,400 gp.
contain living fireflies. The Queen of the Night
Wood lounges on a carved ebony divan beside
a low table that holds a silver bowl, into which
the queen is currently gazing. A gray-skinned
Full Moon Sphere
knight armed with sword and bow stands guard This glowing sphere is six inches in diameter and
beside her, and her shadowy crown rests on a made of crystal. It glows with a silver light that illumi-
stand across the room. nates a 20-foot radius. Three times per day, whoever
The queen looks up as you enter, surprise reg- holds the full moon sphere can create a focused
istering on her face. “I wasn’t expecting you so beam of moonlight that is particularly damaging to
soon,” she says. “In fact, I wasn’t expecting you undead creatures. This light appears as moonlight
at all. I’m rather impressed by your resourceful- rather than sunlight, but is otherwise identical to the
ness. Perhaps I won’t kill all of you. I could keep spell searing light (as cast by a 6th-level caster).
one as a servant. But which one?” Moderate evocation; CL 6th; craft wondrous item,
The queen has been waiting in this chamber for a searing light; hardness 1; hp 18; break DC 13; Price
report from the knights she sent to collect the moon 9,000 gp.

161
Shadow Sylph Knight: See statistics listed under 0-level –detect magic, ghost sound, message, pres-
area 1-4A. tidigitation, ray of frost, read magic, resistance,
touch of fatigue; 1st-level – charm person, protec-
The Queen of the Night Wood, Shadow Sylph tion from good, mage armor, magic missile, mount;
Sorcerer 8: CR 11; Medium fey; HD 5d6+8d4+13; 2nd-level – darkness, scorching ray, summon
hp 46; Init +2; Spd. 30 ft.; AC 12 (16 with mage swarm; 3rd-level – lightning bolt, suggestion; 4th-
armor), touch 12, flat-footed 10; Base Atk +6; Grp level – shadow conjuration. (*Because the queen
+6; Atk/Full Atk +8 melee (1d4+1/19-20, +1 dag- has already used some spells earlier in the day, her
ger); SA spell-like abilities, spells; SQ darkvision 60 remaining spell slots are 6/5/6/6/2.)
ft., shadow walk, damage reduction 5/cold iron; AL Possessions: Gold ring set with a black opal
NE; SV Fort +4, Ref +8, Will +11; Str 10, Dex 14, worth 1,250 gp, +1 dagger, wand of daze monster
Con 12, Int 12, Wis 13, Cha 16. (18 charges), 50 gp, 32 sp.
Skills and Feats: Bluff +15, Concentration +9,
Hide +10, Knowledge (arcana) +5, Listen +9, Move
Silently +10, Ride +10, Spellcraft +9, Spot +9,
Wrapping Up
Survival +9; Weapon Finesse, Spell Focus If the PCs did not destroy the queen’s crown using the
(enchantment), Empower Spell, Combat Casting. full moon sphere, the crown shatters at her death. The
Shadow walk (Su): As a move action, a shadow magic of the shadow maze also dies with the sorceress
sylph may transport itself up to 30 ft. as if by means who created it. The brambles recede until they are noth-
of a dimension door spell. This movement must ing more than thorny forest undergrowth, difficult to
begin and end in shadowy areas, and does not pro- push through, but not magical or damaging. What was
voke attacks of opportunity. once the queen’s chamber is now open to a bright day-
Spell-like abilities (Sp): 1/day – blur, 1/day – light sky. The PCs are less than a mile from the place
minor image (DC 17), 3/day – lesser confusion (DC where they made camp and they are free to continue on
14); Caster level 4th. The save DCs are Charisma their way, though the remaining members of this shad-
based. ow sylph tribe will now be their eternal enemies and
Spells (6/7/7/6/3*, save DC = 13 + spell’s level): may appear to trouble them another day.

162
Players’ Handout A
Trim along dotted line.

Permission granted to photocopy this page for personal use.

Players’ Handout B

163
164
Dungeon Crawl Classics
Scourge of the Wasp Lord
By Justin Sipla, PhD
AN ADVENTURE FOR CHARACTER LEVELS 4-6

dimensional spaces. Facility with climbing gear or flight


Introduction capability is a must. Since many of the encounters are
Remember the golden days of role playing, when with vermin and plants, the skills of a druid and ranger
adventures were underground, NPCs were there to be are uniquely valuable. See the “Scaling Information”
killed, and the finale of every dungeon was the dragon section for suggestions on how to tailor this adventure
on the 20th level? Well, those days are back. Dungeon to your group’s unique style of play.
Crawl Classics feature bloody combat, intriguing dun-
geons, and no NPCs who aren’t meant to be killed.
Adventure Summary
Each adventure is 100% good, solid dungeon crawl, Giant wasps are blighting the crossroads town of
with the monsters you know, the traps you fear, and the Abingwain, dismantling the frames of the dwellings and
secret doors you know must be there somewhere. making off with the building materials. Locals report that
Scourge of the Wasp Lord is designed for four to six domesticated animals and even townsfolk have been
adventurers of 4th through 6th level. Characters can be abducted by the vermin. Worst of all, the sacred Sickle
of any class, though it is preferable to have a well- of Denithae has been taken from the local temple. The
rounded party with at least one healer capable of delay- PCs must investigate the wasp hive, recover the relic,
ing or neutralizing poison. Rogues and spellcasters will and put an end to the infestation. They soon discover
be tested to the extreme in this adventure, and all char- that the underground lair is occupied by an evil druid
acters will be required to negotiate challenging three- bent on the destruction of all civilization.

165
Stronger parties (more than 6 characters, or above
Game Master’s Section 6th level): Increase the number of soldier wasps at any
one time by 1 and improve the HD of the blink dogs by
Encounter Table 3 (increasing them to Large size). Add one immobile
To help the GM prepare, we have included a quick ref- assassin vine to area 1-2.
erence table showing all encounters at a glance. Loc –
the location number keyed to the map for the encounter.
Getting the Players Involved
Pg – the module page number that the encounter can It is assumed that the PCs are located in Abingwain on
be found on. Type – this indicates if the encounter is a the day of the attack. They could be locals answering
trap (T), puzzle (P), or combat (C). Encounter – the key the call to defend the village, or merely passers-by, tak-
monsters, traps, or NPCs that can be found in the ing their leave before heading to other destinations.
encounter. Names in italics are classed NPCs. EL – the Many of the town guardsmen were slain during the ini-
encounter level. tial wasp attack, so it may be that the PCs are the only
Loc Pg Type Encounter EL individuals capable or willing to confront the wasps in
their lair. Whatever the case, the town council members
1-1 169 C Constrictor snake 3 have amassed a sum of 2,500 gp as payment to inves-
tigate and clear the giant wasp nest outside of town,
1-2 170 C Immobile assassin vine 7+ and another 2,500 gp to recover the Sickle of Denithae,
6 worker wasps a holy relic missing from the goddess’s ruined temple.
1-3 171 C Centipede swarm 4 If the PCs are hesitant to get involved, consider provok-
1-4 172 C 3 soldier wasps 5 ing an encounter in Abingwain between their company
and a flight of giant wasps. Emphasize the wanton
2-1 172 T/C Collapsing floor trap 6 destruction of the town’s buildings, and the bold abduc-
3 advanced blink dogs tion of livestock and townsfolk. Apart from making an
interesting encounter, this will put some perspective on
2-2 173 C 1 worker wasp 1+
2-3 173 C 1 worker wasp 1+ DCC World
3-1 173 C 14 wasp larvae 5+
The town of Abingwain was founded at a merchants’
2 worker wasps
cross, where the dusty trails of the caravaneers trav-
3-3 174 C Advanced blink dog 0 or 3 eling from east from Hath Hall cross the rutted tracks
of the tinkers marching south from Longdale. Notable
4-1 174 C 1-2 advanced blink varies for its shrines to many nature deities, and for its fine
dogs hostelries, Abingwain is even reputed to be home to
4-3 175 T/C Fire trap 6 the relic known as the Sickle of Denithae.
Fatigued tendriculos
4-4 175 T/C Collapsing floor trap 2+
5-1 176 C Soldier wasps varies
(variable number)
5-4 177 C Advanced blink dog 0 or 3
5-5 177 C Gwervanon, venerable 11
half-elf Drd 11 (queen
wasp form)

Scaling Information
Although designed for 4th-6th level PCs, this adventure
can easily be adapted for weaker or stronger parties.
Weaker parties (fewer than 4 characters, or below
4th level): Reduce the number of soldier wasps
encountered at any one time by 1. Reduce
Gwervanon’s druid levels by 2, and remove the ten-
driculos encountered in area 4-3.

166
the situation. If your PCs are good-natured, nothing cat- The larvae hatched soon after. Nursed on the flesh of
alyzes a dungeon crawl better than witnessing the help- slain livestock and even townspeople, the larvae
less slaughter of peasants. Evil PCs may be interested matured quickly into pupae and thence into adult soldier
in seizing the Sickle of Denithae or other lost property wasps. His army ready, Gwervanon’s soldiers evacuat-
for themselves. ed Bellscar and descended upon the next town, nearby
Dimraven.
Background Story The process was repeated and a pattern was born.
The druid Gwervanon once lived in simple devotion to From the ruins of Dimraven, Gwervanon’s horde now
nature, tending forests and rehabilitating sick animals. comes to the small town of Abingwain (population
Originally from the misty Mosswood, the half-elf went 1,270), a community of farmers and peasants. Already
abroad in his early adulthood to study nature’s com- the merciless insects are sowing terror, attacking the
plexity and lend his hand to the works of Denithae, the buildings, and making off with horses and townsfolk.
Giver of Grain. A friend to farmers everywhere, the druid The temple of Denithae has been dismantled and the
made a reputation throughout the Northlands as an ora- sacred sickle taken from its reliquary. Abingwain’s lead-
cle and forecaster of nature’s bounty. When it was ers are desperate to retrieve the artifact and defend the
favored by Gwervanon, the harvest was unsparing. town from ruin. Scouts have located an underground
Fields grew plenteous, and the mills of the lord-barons nest nearby, but no one has come forward to end the
overflowed with grain. pestilence.

Gwervanon’s works were deemed good by Denithae,


and three servants were sent to aid him. The blink dogs
Sissuf, Luxur, and Ophon accompanied the druid on the Denithae
road, working closely with him to the betterment of all
Denithae is a neutral-aligned goddess of the harvest
sentient races. Together, they saw hamlets grow into
and agriculture. She is known to her followers as the
thriving villages and townships, sustained by the grace
Bountiful Breast, the Nurturing Spirit, and the Giver of
of Denithae.
Grain. Her greatest gift to mortals is the cultivation of
At first, this delighted the druid and his companions, but soil, but she is also worshiped as a protector and
in time they watched in disapproval as decadent rulers warder against unnatural things. Despite her benefi-
gained power, seized food production, and annexed the cial attributes, she rarely concerns herself with mortal
privileges of civilization for the corrupt and few. Almost affairs and is often seen as vindictive when not prop-
beyond explanation, Denithae’s abundance brought erly appeased. Counted among her followers are
disease and famine to the poor. Vermin multiplied. Wars farmsteaders and ranchers, as well as any who
were fought over dwindling resources, and the effluence depend on the labor of the plow (which includes most
of the city polluted the fair realms that stood before. urban citizens reliant on agriculture for food). Her
domains are Earth, Plant, and Protection. Her
Gwervanon withdrew his services and retired to a life of favored weapon is the sickle. The symbol of the god-
seclusion, disgusted with the prospect of helping men dess is a sickle, blade up, with beams rising upward
find tyranny. The decades passed. Forgotten by the like a rising sun.
communities he had helped create, Gwervanon dwelled
long on his failures and turned slowly to vengeance.
When unscrupulous loggers from Bellscar encroached
on his forest home, he finally retaliated. Served by his
loyal blink dogs, the wrathful druid stirred up a nest of
giant horned wasps. The buzzing swarm descended on
Bellscar, tore apart its buildings, and drove away its cit-
izens. From the wreckage, materials were seized and
the wood pulp was used to furnish a new nest below
ground. In judgment, the shrine to Denithae at Bellscar
was destroyed and its relics reclaimed by the angry
druid.
Not satisfied, Gwervanon launched a campaign to undo
the evils of civilization, one village at a time. Using his
Crown of the Vermin Lord, a magic item that permits
him to wild shape into vermin form, Gwervanon took the
form of a giant wasp queen and laid dozens of eggs.

167
Gwervanon waits inside the newly constructed nest, druid, his dogs, supply areas, and even a shrine where
overseeing the colony. New generations of wasps await the captured artifacts of Denithae are displayed in mock
hatching, and the hour of Abingwain’s final destruction obeisance to the goddess.
is near.
Climbing Revisited
Abingwain (small town): Conventional; AL NG;
Population 1,270 (before attack); 800 gp limit; Assets This adventure requires the PCs to make repeated
50,800 gp; Mixed (human 85%, half-elf 10%, halfling climb checks to ascend and descend various parts of
4%, other 1%). the wasp nest. Recall that climbing is part of movement,
so it’s generally carried out as part of a move action.
Authority Figures: Beliton Bedlengham, landowner, Each move action that includes climbing requires a sep-
reeve, and chairman of the town council (NG male arate Climb check. All climbing movement is at one-
human Ari11); Alivaric Chanda, high priest of the Temple quarter normal speed, unless the climber accepts a -5
of Denithae and councilmember, abducted by wasps penalty to move at half-speed.
(NG male human Clr9); Tolo Haltmidge; master shep-
herd and councilmember (LN halfling Rgr3). At various points during the adventure, PCs may wish to
use grappling hooks to secure ropes for climbing. This
The location of Abingwain is left intentionally vague so requires a Use Rope check DC 10 +2 for every 10 feet
as to be easily inserted into existing campaigns. Any of distance the grappling hook is thrown (to a maximum
community where the PCs can be called upon as the DC 20 at 50 feet). Failure by 4 or less indicates that the
sole protectors will suffice. hook fails to catch and falls, allowing the roper to try
Rumor of the destroyed villages of Bellscar and again. Failure by 5 or more indicates that the grappling
Dimraven has not reached the ears of the citizens of hook initially holds, but comes loose after 1d4 rounds of
Abingwain. They are taken completely unaware by the supporting weight. This check is made secretly, so that
swarming insects. the PCs don’t know if the rope will hold their weight. It
requires a DC 5 Climb check to climb an unknotted
The Wasp Nest rope, provided the character has some section of wall to
brace against. Otherwise, the check DC for climbing an
Like normal wasps, giant horned wasps chew bits of unknotted rope is 15.
wood and debris to make a kind of paste, which they
shape into a paper-like nest. The current nest is located The DC to catch oneself when falling is 20 + the Climb
1 mile north of Abingwain in a small forested area. DC of the wall. To catch oneself on a slope, the DC is
Modeled after the nests of their smaller counterparts, 10 + the slope’s DC. To pull oneself up from a ledge
the giant wasp lair is built entirely of wood fibers seized when dangling by the hands requires a DC 15 Climb
from town, suspended by thick fibrous supports within a check as part of movement. To catch someone else
deep, underground hollow (see cross-section on page within reach requires a successful melee touch attack
182). Before playing, it is strongly recommended that against the falling character (forgoing any Dexterity
you familiarize yourself with the three-dimensional bonus to AC if they want to be caught), followed by a
nature of the encounter areas. Climb check DC 10 + the Climb DC of the wall. Success
indicates that the falling character is caught, but if the
The envelope of the nest is completely enclosed except catching character’s heavy load limit is exceeded, both
for an opening at the bottom. It has the resilience of automatically fall. Failing this check by 5 or more means
wood and is flame- and cold-proofed by a special the fall is unsuccessfully arrested, and the helping char-
process that incorporates living assassin vines into the acter falls as well.
paper mesh. The PCs must climb down the sides of this
suspended wooden orb or find some other way inside, A character can use a rope to haul a character upward
such as by hacking the envelope (doing this exposes (or lower a character) through sheer strength. A charac-
the hacker to attack by assassin vines). At the bottom is ter can lift double his maximum load in this manner.
the entryway to the nest proper.
A Knowledge (nature) check DC 15 reveals the basic
structure of a giant horned wasp nest. Once inside, the
PCs encounter a bell-shaped nest, composed of hori-
zontal tiers of combs. Each comb is a six-sided cell
made of wood and mud, shaped into different rooms
and configurations according to Gwervanon’s design.
Most of these are formed into brood cells, or nurseries,
for larval wasps, but there are also living spaces for the

168
Skills and Feats: Spot +9, Survival +1.
Overview of the Nest SA – Poison: Injury, Fortitude DC 12, initial and sec-
The envelope is a roughly circular structure measuring ondary damage 1d3 Dex.
200 feet in diameter, suspended by fibrous supports SQ – Suicidal Sting: Each time an enemy fails a
within a deep earthen cavity. All sections of the enve- saving throw versus its poison, a giant horned wasp
lope and comb count as wood for game purposes must succeed on a Fortitude save (DC 15) or die imme-
including spell effects. diately.
SQ – Pheromones: Once per day, worker wasps
Unless otherwise noted, all encounter areas are unlit. can emit a pheromone as a standard action that calls
The wasps and blink dogs have darkvision and do not 1d3 soldier wasps to the area. Soldiers called in this
require ambient light to see. Due to the incessant dron- manner must be within 100 feet to sense the
ing sounds within the hive, all Listen checks made dur- pheromone and arrive in 1d4 rounds.
ing this adventure suffer a -10 penalty.
Giant Horned Wasp Soldier: CR 2; Large vermin; HD
Reinforced Paper Envelope: 3 ft. think; hardness 5; 5d8+10; hp 32; Init +1; Spd 20 ft., fly 60 ft. (good); AC
hp 360 per 10 ft. section; break DC 26; resistance to 15, touch 10, flat-footed 14; Base Atk +3; Grp +11; Atk
cold 10 and fire 10. sting +6 melee (1d3+6 plus poison); Full Atk sting +6
melee (1d3+6 plus poison); Space/Reach 10 ft./5 ft.; SA
Fibrous Supports: AC 3; hardness 5, hp 600. Poison; SQ Darkvision 60 ft., suicidal sting, vermin
Comb: 1.5 ft. thick; hardness 5; hp 180 per 10 ft. sec- traits; AL N; SV Fort +6, Ref +2, Will +2; Str 18, Dex 12,
tion; break DC 22. The comb structure has the same Con 14, Int –, Wis 13, Cha 11.
vulnerabilities and protections against attacks as the Skills and Feats: Spot +9, Survival +1.
envelope (see above), except it does not have resist- SA – Poison: Injury, Fortitude DC 14, initial and sec-
ance to cold and fire. ondary damage 1d6 Dex.
SQ – Suicidal Sting: Each time an enemy fails a
Crude Door: 3 in. thick; hardness 5; hp 30; break DC saving throw versus its poison attack, a giant horned
18 (stuck). wasp must succeed on a Fortitude save (DC 15) or die
Because of the flammable nature of the envelope, it is immediately.
vulnerable to fire (taking double normal damage and Important: There are 25 giant horned wasp soldiers in
ignoring hardness), but due to the incorporation of the nest. Keep track of those called throughout the
assassin vines into the paper mesh the entire structure adventure. When 25 are slain, no more will come when
has fire resistance 10. Cold attacks deal one-quarter called. There are 50 worker wasps in total.
damage to the envelope (before hardness and cold
resistance). Electricity attacks and ranged weapons do Finally, the blink dogs Sissuf, Luxur, and Ophon contin-
half damage. Acid and sonic damage do full damage. ue to serve Gwervanon. Despite their originally good
Any damage to the paper envelope that is detected will dispositions, they have succumbed to Gwervanon’s
be repaired by the worker wasps in area 2-1. A worker madness and become evil-natured. Their statistics are
can repair a five-foot section of envelope in 1 minute by given below for convenience.
applying new globs of wood pulp to the breach. Advanced Blink Dog: CR 3; Medium magical beast;
The comb has the same properties as the envelope, HD 7d10; hp 39; Init +3; Spd 40 ft.; AC 16, touch 13,
except that it does not have resistance to cold and fire. flat-footed 13; Base Atk +7; Grp +7; Atk bite +7 melee
The ceiling height inside the combs is uniformly 20 feet. (1d8); Full Atk bite +7 melee (1d8); SQ Blink, darkvision
The few doors that exist are crude fabrications made 60 ft., dimension door, low-light vision, scent; AL LE; SV
using the wood shape spell. Fort +5, Ref +8, Will +5; Str 10, Dex 17, Con 10, Int 10,
Wis 13, Cha 11.
Most of the wasps within the nest are either workers or Skills and Feats: Hide +5, Listen +7, Sense Motive
soldiers and have the following statistics. Exceptional +3, Spot +7, Survival +4; Improved Natural Attack (bite),
wasps are presented in the area entries. Iron Will, Run, Track.
Giant Horned Wasp Worker: CR 1; Large vermin; HD SQ – Blink: A blink dog can use blink as the spell
3d8+3; hp 15; Init +1; Spd 20 ft., fly 60 ft. (good); AC 14, (caster level 8th), and can evoke or end the effect as a
touch 10, flat-footed 13; Base Atk +2; Grp +8; Atk sting free action.
+3 melee (1d3+3 plus poison); Full Atk sting +3 melee SQ – Dimension Door: A blink dog can teleport, as
(1d3+3 plus poison); Space/Reach 10 ft./5 ft.; SA dimension door (caster level 8th), once per round as a
Poison; SQ Darkvision 60 ft., suicidal sting, free action. The ability affects only the blink dog, which
pheromones, vermin traits; AL N; SV Fort +4, Ref +2, never appears within a solid object and can act imme-
Will +2; Str 15, Dex 12, Con 12, Int –, Wis 12, Cha 9. diately after teleporting.

169
The blink dogs have memorized the exact layout of the by the wasps. What’s worse, the High Priest of the
nest, enabling them to use their dimension door ability Temple, His Plentifulness Alivaric Chanda, was abduct-
with perfect accuracy to teleport anywhere within the ed by the swarm, and with him the holy Sickle of
complex (maximum range 720 feet). Also, before enter- Denithae was captured. Barely a third of the town’s
ing combat the first time, the blink dogs make use of buildings remain upright, and another wave of the
their enchanted dog bowls (see area 5-4). insects is sure to come soon.

Wandering Monsters Many of the townsfolk are crumpled in the streets, their
bodies bloated with poison. Others hide in the standing
There is a 30% chance per ten minutes that the PCs will structures, tending their wounds and planning their
come across a random encounter. Randomly determine defense. Most argue to flee Abingwain, and some have
the nature of the encounter by rolling 1d6: already left. But the leaders of the town council are
steadfast. A few intrepid townsfolk have tracked the
1d6 Encounter insects to a gigantic underground nest, located about a
1-3 1 blink dog (Sissuf, Luxur, or Ophon) mile due north in a small forested area, but no one save
4-5 1d3 giant horned wasp soldiers yourselves has come forward to end the pestilence.
6 1d4+1 giant horned wasp soldiers
Compelled to action by the desperate Abingwainers and
If a blink dog is encountered as a wandering monster, it by the generous sum they amassed as payment, you
will attack for 1d3 rounds then dimension door away to and your companions set out to clear the nest and
regroup. recover the Sickle of Denithae. The entrance is just
ahead: a tunnel leading far below ground. From the
Player Beginning depths emanate harsh droning sounds, and the very
ground is a-buzz with the vibrations of the swarm.
For whatever reason, the PCs have agreed to help the
citizens of Abingwain destroy the wasps and recover
the Sickle of Denithae. In haste, the town council has
Encounter Area 1: Outside
amassed a reward of 2,500 gp to investigate and clear
the nest. The clergy of Denithae offers an additional
the Nest
2,500 gp to recover the Sickle of Denithae. The adventure begins with the PCs arriving at the
The Abingwainers provision the PCs with one climbing entrance to the nest. Refer to the map labeled “Vertical
kit and one vial of antitoxin for each PC present, plus Cross-Section of Nest” for areas 1-1 through 1-4. A tac-
flint and steel, six 50-foot lengths of hemp rope, 3 grap- tical map is provided for Area 1-2 (Atop the Envelope).
pling hooks, and as many torches as they require. The PCs may be tempted to burn down or smoke out
Three potions of cure serious wounds, a potion of neu- the nest. The envelope is well-protected from fire, but
tralize poison, and a scroll of lesser restoration are also the combs are vulnerable. The first response will always
given, complements of the clergy of Denithae. be to deploy 1d4+1 soldier wasps to attack the arson-
Additional mundane equipment can be purchased from ists. If flames are allowed to progress, the entire nest
the townsfolk at half normal price. Any such acquisitions will be emptied in defense. What probably seems like a
are deducted in advance from the reward money good idea to the PCs can easily turn into a nightmare,
offered to the PCs. as 25 angry wasp soldiers ascend in fury from the smol-
Read or paraphrase the following: dering combs, followed by 50 workers, 3 blink dogs, and
a vengeful druid.
It came as a nightmare, a curse, a thing of legend: a
swarming army of giant wasps, descending in fury upon Areas of the Map
the sleepy village of Abingwain. What started as a
cheerful morning in the shops and fields turned quickly Area 1-1 – Entranceway (EL 3): Read or paraphrase
to chaos, as dozens of marauding insects swooped into the following:
town. Their attacks were strangely coordinated. It Before you, an unlit tunnel is excavated into the
seemed that the principle targets were the buildings earth at a 45-degree angle. The mouth of the
themselves, particularly the hardwood frames and sup- tunnel is roughly 40 feet wide at the entrance,
ports. Most of these materials were carried away by the but the shaft narrows to 20 feet in width as it
wasps, leaving the town in disarray. declines perilously some 90 feet into the earth.
You were roused from your beds in time to witness the Sharp stones and the roots of trees protrude
worst of it. All around, the shops, homesteads, even the from the walls of the shaft. All around the mar-
temple of Denithae, are sundered, torn apart and looted gin of the entrance, you see the bones of ani-
mals and other debris ejected from the cave.

170
Heaps of dismantled furniture, demolishing fibrous supports from the ceiling of an earthen
buildings, and other materials looted from cavity some twenty feet overhead. Each one of
Abingwain are piled in disarray. these supports is about the size of a large tree
trunk. The ground beneath your feet is sturdy,
There are strange odors coming from the tun- having the consistency of hard wood. At inter-
nel, suggesting the pungency of nectar. Your vals, it is shot through with viny appendages
torch flames blow black, flaring and smoking, that grope and feel about. Little colonies of
as you peer inside. Ominous droning sounds mushrooms and other fungi sprout from the
rise from the depths. precarious surface.
The tunnel descends 70 feet below ground before Poised atop the orb are six giant wasps.
opening into the roof of the cavern that contains the Looking at the nearest, you see its head is cir-
nest. From the roof, it is a 20 foot drop to the top of cled by a series of convex eyes, fringed with
the nest envelope (area 1-2). Climbing down the coiling, horn-like organs. Strong mandibles indi-
tunnel without the use of a rope requires a DC 5 cate the mouth. Delicate, six-jointed legs sup-
Climb check. There are numerous handholds and port a body segmented into three parts, the
footholds, and ample places to secure a rope. third separated by a slender thread waist. Four
Characters that fall take 1d3 points of damage from transparent wings cover a black carapace with
scraping for every 10 feet fallen, plus 2d6 falling yellow markings.
damage when they plunge 20 feet to Area 1-2.
Despite their dreadful appearance, the wasps
Inspection of the wrecked furniture reveals any take no notice of you. They seem more inter-
number of mundane possessions, from tools to arti- ested in applying globs of some pasty sub-
cles of clothing. Most of the property is ruined. stance to the orb with their mandibles. More
A constrictor snake lairs in the tunnel about halfway threatening are the vinelike shoots that grope
down, amid the exposed roots of trees. It attacks about your feet.
the first person to reach striking distance. This area is currently occupied by 6 worker wasps
Constrictor Snake: CR 2; Medium animal; HD making improvements and repairing breaches to
3d8+6; hp 19; Init +3; Spd 20 ft., climb 20 ft., swim the nest envelope. The entire envelope was made
20 ft.; AC 15, touch 13, flat-footed 12; Base Atk +2; with a special mesh of assassin vines. Near the
Grp +5; Atk bite +5 melee (1d3+4); Full Atk bite +5 spot where the PCs touch down, one of these
melee (1d3+4); SA Constrict 1d3+4, improved grab; assassin vines has broken free to grope at the sun-
SQ Scent; AL N; SV Fort +4, Ref +6, Will +2; Str 17, light pouring in from area 1-1. Unlike a normal
Dex 17, Con 13, Int 1, Wis 12, Cha 2. assassin vine, this one is firmly anchored to the
Skills and Feats: Balance +11, Climb +14, Hide envelope and cannot move about.
+10, Listen +7, Spot +7, Swim +11; Alertness, The tactical map for area 1-2 indicates the starting
Toughness. position of the PCs, the assassin vine, and the
SA – Constrict: On a successful grapple check, worker wasps. The map is divided into three spher-
a constrictor snake deals 1d3+4 points of damage. ical zones from the middle outward, indicating the
SA – Improved Grab: To use this ability, a con- degree of slope. The innermost zone requires char-
strictor snake must hit with its bite attack. It can then acters to make a DC 10 Balance check to move at
attempt to start a grapple as a free action without half normal speed for 1 round. The middle zone
provoking an attack of opportunity. If it wins the grap- requires a DC 15 Balance check. The outermost
ple check, it establishes a hold and can constrict. zone requires a DC 20 Balance check. A failure by
Area 1-2 – Atop the Envelope (EL 7+): It is assumed 4 or less on any Balance check means the charac-
the PCs climb or jump down to this area from area ter cannot move for 1 round. A failure by 5 or more
1-1, in which case they begin in the space shown on means the character falls prone and rolls 1d4+5
the map for this area (“Atop the Envelope”). If the feet toward the nearest precipice. It’s an 80-foot
PCs fly or attempt to scale the cavern wall to area 1- drop to cavern floor (area 1-3).
3, this encounter can be bypassed altogether. Remember that a character without 5 or more ranks
When the PCs touch down, read or paraphrase the in Balance is considered flat-footed while balanc-
following, and give the players Handout A: ing, and thus loses his Dexterity bonus to AC (if
any). Any character that takes damage while bal-
You set down atop an enormous, orblike struc- ancing must make another Balance check against
ture that slopes down to a gloomy precipice on the same DC or fall prone and begin rolling toward
every side. The orb is suspended by thick, the precipice. The assassin vine and wasps are not

171
subject to these rules (the vine cannot move at all, SA – Entangle: An assassin vine can animate
and the wasps fly with good maneuverability). plants within 30 feet of itself as a free action (Ref
DC 13 partial). The effect lasts until the vine dies or
In lieu of balancing, PCs may wish to climb their way decides to end it (also a free action). The ability is
down the orb to the precipice. The DCs for this are otherwise similar to entangle (caster level 4th).
given on the map according to zone (DC 0, 5, and SA – Improved Grab: To use this ability, an
10, respectively). Once they reach the precipice, the assassin vine must hit with its slam attack. It can
DC is 25 to climb the rest of the way (since they then attempt to start a grapple as a free action with-
must effectively climb the “ceiling” of the orb’s bot- out provoking an attack of opportunity. If it wins the
tom half, with handholds but no footholds), though grapple check, it establishes a hold and can con-
characters will probably favor repelling down with strict.
rope (a much easier DC 5 with knotted rope).
Giant Horned Wasp Workers (6): hp 15 each; see
Hacking the envelope is possible, but once a given stats above.
10 foot section has lost 50% of its hit points (180 out
of 360), the internal mesh is exposed and the PCs Giant Horned Wasp Soldiers (variable number if
encounter a new assassin vine on that spot. If this is called): hp 32 each; see stats above.
defeated, the rest of the section may be hacked and
the PCs can enter the inside of the nest (area 1-4). Area 1-3 – Cavern Floor (EL 4): Read or paraphrase
the following:
PCs may wish to climb or scale the cavern wall with
ropes to reach the cavern floor, bypassing the enve- This is the cavern floor. Overhead, at a height
lope altogether. The Climb DC is 25 for the top half of 20 feet, you see the bottom of the giant orb
(the ceiling), and DC 15 for the bottom half (the looming immensely. Piercing the wooden enve-
floor). Of course, the easiest way down is by flight lope is a circular opening about 15 feet in diam-
or magical means. Ropes and pitons can dramati- eter, which is clearly the entrance to the nest
cally reduce the difficulty. interior. You see many winged shapes moving
back and forth inside. The smell of nectar com-
Development: The assassin vine attacks the first ing from within is sickly sweet, almost over-
character within range, as soon as possible. The whelming.
wasps, however, do not attack unless the PCs are
openly hostile to them or approach to within 10 feet. The floor beneath your feet is covered with
If the PCs hack into the envelope, the nearest work- rocks and fallen debris, including more discard-
er wasp will approach and attempt to fill the breach, ed furniture and pieces of wood.
most likely provoking an attack by the PCs. The ground is level here but covered in debris
Tactics: The viny growths protruding from the (counting as difficult terrain).
envelope are sufficient for the assassin vine to use The blink dog Luxur keeps watch over this area
its entangle ability while it focuses on constricting a from his position in area 1-4. As soon as he detects
single target. In the first round of any combat, a the PCs, he will dimension door to area 5-5 to warn
warrior wasp uses its pheromone ability to call 1d3 Gwervanon of the intruders and then prepare the
soldier wasps to the area (arriving in 1d4 rounds). defense in area 2-1. Noticing Luxur before he
Thereafter, it fights normally with its stinger. Any sol- leaves the area requires a Spot check vs. the blink
dier wasps called to the area’s defense will throw dog’s Hide skill (+3).
themselves heedlessly into battle, stinging fiercely
until they are dead. There is nothing of value in this area. However, the
wood debris is infested with centipedes. The
Immobile Assassin Vine: CR 3; Large plant; HD insects attack if the wood is searched or otherwise
4d8+12; hp 30; Init +0; Spd 0 ft.; AC 15, touch 9, disturbed.
flat-footed 15; Base Atk +3; Grp +12; Atk slam +7
melee (1d6+7); Full Atk slam +7 melee (1d6+7); Without magical means, grappling hooks and rope
Space/Reach 10 ft./10 ft. (20 ft. with vine); SA are required to gain access to area 1-4 (Climb DC
Constrict 1d6+7, entangle, improved grab; SQ 5 for knotted rope, DC 15 for unknotted rope) .
Blindsight 30 ft., camouflage, immunity to electrici- Centipede Swarm: CR 4; Diminutive vermin
ty, low-light vision, plant traits, resistance to cold 10 (swarm); HD 9d8–9; hp 31; Init +4; Spd 20 ft., climb
and fire 10; AL N; SV Fort +7, Ref +1, Will +2; Str 20 ft.; AC 18, touch 18, flat-footed 14; Base Atk +6;
20, Dex 10, Con 16, Int –, Wis 13, Cha 9. Grp –; Atk swarm (2d6 plus poison); Full Atk swarm
SA – Constrict: An assassin vine deals 1d6+7 (2d6 plus poison); SA Distraction, poison; SQ
points of damage with a successful grapple check. Darkvision 60 ft., immune to weapon damage,

172
swarm traits, tremorsense 30 ft., vermin traits; AL N;
SV Fort +5, Ref +7, Will +3; Str 1, Dex 19, Con 8,
Encounter Area 2: Egg
Int 0, Wis 10, Cha 2.
Skills and Feats: Climb +12, Spot +4; Weapon
Nursery
Finesse. The rest of the adventure takes place inside the combs
SA – Distraction: Any living creature that begins (areas 2 through 5). The most mature wasps are found
its turn with a centipede swarm in its space must higher up the combs, such that eggs are found in area
succeed on a DC 13 Fortitude save or be nauseat- 2, larvae in area 3, and pupae in areas 4 and 5.
ed for 1 round.
SA – Poison: Injury, Fortitude DC 13, initial and Scaling the inside walls of the comb requires a DC 15
secondary damage 1d4 Dex. Climb check.
Luxur, Advanced Blink Dog: hp 39; see stats Areas of the Map
above.
Area 2-1 – Ambush! (EL 6): Read or paraphrase the
Area 1-4 – Nest Entry (EL 5): Read or paraphrase the
following:
following, and give the players Handout B:
The inside of the combs is not uniform, but
You stand perilously on the inner surface of the
strangely configured into rooms and passages.
nest envelope. Overhead, you see horizontal
The hexagonal cells are twenty feet high and
tiers of combs, immense in size, forming a bell-
interconnected by deliberately-shaped arch-
shaped nest. Each comb is composed of six-
ways and partitions, far exceeding the craft of
sided cells made of wood and mud. Here and
mere insects. Two archways lead to brood
there, you see the remnants of Abingwain fused
chambers filled with eggs. One section of ceil-
to the comb walls: a lamppost, a cart wheel, the
ing is open to the next higher level. While this is
sign to the Book & House Inn.
easily reachable on the wing, getting to it on
Crawling along the outer surface of the combs foot is another matter.
are dozens of worker wasps, patterning the
Assuming that Luxur sounded the alarm (see area
walls.
1-3), all three blink dogs lie in wait in area 3-1. They
Three soldier wasps patrol this area and will have just eaten from their enchanted dog bowls
engage the PCs if they attempt to enter the nest (area 5-4). This means that Sissuf is affected by
(area 2-1). bull’s strength for 10 minutes, Luxur by magic fang
for 10 minutes, and Ophon by false life for the next
The entrance to the nest is 20 feet above the inside 1 hour. They attack as soon as the PCs are situat-
floor of the envelope. Without magical means, grap- ed in the room, using their dimension door abilities
pling hooks and rope are required to gain access to to teleport into area 2-1.
area 2-1 (Climb DC 5 for knotted rope, DC 15 for
unknotted rope) . Using warp wood, Gwervanon has created a simple
collapsing floor trap in this area. The dogs are care-
Giant Horned Wasp Soldiers (3): hp 32 each; see ful to avoid it, but anyone else stepping on the trig-
stats above. ger area (labeled “T” on the map) risks falling 20
feet back down to area 1-4.
Tactics: The blink dogs will concentrate on a single
opponent whenever possible, attempting to lure the
target over the collapsing floor area or back out the
entrance. The dogs take full advantage of their blink
and dimension door abilities, constantly changing
position on the battlefield and disrupting the tactics
of their enemies. Whenever a blink dog is reduced
to 10 or fewer hit points, it teleports back to area 5-
5 to receive healing from Gwervanon, returning to
the fray the following round. Gwervanon has 6
potions of cure moderate wounds available for this
purpose. If the druid runs out of healing, the dogs
will return and fight while injured. If one of the dogs
is slain, the rest break off the attack and teleport to
area 5-5. This ends the encounter.

173
Treasure: Embedded in the north wall of this
cell is a winged shield. A DC 22 Search check
is required to distinguish the heavy wooden
shield from the surrounding comb. The shield is
the property of Beliton Bedlengham, reeve and
chairman of the town council of Abingwain. It
bears his family crest, a dove clenching an
arrowhead.
Giant Horned Wasp Worker: hp 15 each; see
stats above.
Giant Horned Wasp Soldiers (variable number if
called): hp 32 each; see stats above.
Area 2-3 – Natal Chamber: This area is identical to
area 2-2, including the presence of a worker wasp,
except that nothing of value can be found here.

Encounter Area 3: Larva


Nursery
The wasp larvae encountered here produce a sugary
secretion that is overwhelming to human senses. Both
Gwervanon and the blink dogs are fiendishly addicted to
this substance. PCs must make a DC 10 Fortitude save
or be sickened for as long as they remain on this level.

Areas of the Map


Collapsing Floor Trap: CR 1; mechanical; location Area 3-1 – Natal Chamber (EL 5+): Read or para-
trigger; no reset; DC 15 Reflex save avoids; 20 ft. phrase the following, and give the PCs Handout C:
fall to area 1-4 (2d6, fall); multiple targets (first tar- The ground here convulses with legless,
get in each of two adjacent 5-ft. squares); Search whitish grubs the size of small ponies. The
DC 20; Disable Device DC 23. wormlike larvae twist about, devouring the car-
Sissuf, Advanced Blink Dog: hp 39; see stats casses of two horses and a cow that were
above, plus the benefit of bull’s strength (+4 Str for deposited here. Two worker wasps oversee the
10 minutes). feeding frenzy and collect a brownish, sugary
substance secreted by the larvae.
Luxur, Advanced Blink Dog: hp 39; see stats
above, plus the benefit of magic fang (+1 on attack A cell with an open roof leads up to the next
and damage rolls for 10 minutes). level.

Ophon, Advanced Blink Dog: hp 39; see stats In total, there are 14 wasp larvae scattered about
above, plus the benefit of false life (1d10+10 tem- this area, physically blocking all passage. Although
porary hit points for 1 hour or until discharged). the creatures are busy feeding, they will attack the
PCs if they explore the room. Unless attacked, the
Area 2-2 – Natal Chamber (EL 1+): Read or para- worker wasps will ignore the PCs and continue col-
phrase the following: lecting sugar.
This section of comb is filled with dozens of Though crude, the door at the far end of the cham-
white, sausage-shaped eggs, each about 1 foot ber was clearly fashioned by something other than
in length. A single worker wasp looks after the a wasp. It is locked with an average lock (Open
eggs and appears threatened by your advance. Lock DC 25).
The worker wasp will use its pheromone ability Giant Horned Wasp Larva: CR 1/4; Medium ver-
if the PCs cross the threshold into this area or min; HD 1d8+1; hp 5; Init +0; Spd. 20 ft.; AC 12,
attack it with ranged weapons. touch 10, flat-footed 12; Base Atk +0; Grp +1; Atk
bite +1 melee (1d3+1); Full Atk bite +1 melee

174
(1d3+1); SQ Darkvision 60 ft., vermin traits; AL N;
SV Fort +2, Ref +0, Will +0; Str 12, Dex 10, Con 12,
Encounter Area 4: Pupa
Int –, Wis 12, Cha 9. Nursery
Giant Horned Wasp Workers (2): hp 15 each; see
stats above. This level is dedicated primarily to the maturation of
pupae, the final growth stage before a wasp metamor-
Giant Horned Wasp Soldiers (variable number if phoses into a full adult worker or soldier. The pupae on
called): hp 32 each; see stats above. this level were recently cocooned and pose no threat to
adventurers. The doors to areas 4-3 and 4-4 are
Area 3-2 – Larder: Read or paraphrase the following: secured with average locks (Open Lock DC 25).
This single cell is provisioned with two small
barrels, an amphora filled with wine, a small Areas of the Map
basket, and a wooden chest. Piles of brown, Area 4-1 – Guard Post (EL variable): All of the surviv-
sugary crystals are stacked upon the floor. A ing blink dogs are amassed here on the north side
shovel is thrust into one of the piles. of the entrance hole. They bark ferociously as the
This room is Gwervanon’s food stockpile. Apart PCs ascend into the chamber. Their goal is to pre-
from the mounds of wasp sugar, the barrels contain vent the characters from going into area 4-5 and
bunches of small assassin vine berries and the ascending to the next level. If the PCs explore the
amphora contains a bitter wine made from these southern part of this level (specifically, areas 4-2
berries. The basket contains 30 goodberries (they and 4-3), the dogs will not harass them. Instead,
remain potent for 6 more days). they bark and yelp incessantly until the PCs come
across to their side, at which point they attack using
If ingested, the sugar produces a euphoric effect the same tactics as described for area 2-1. If one of
that is different for each race. Humans, half-elves, the dogs is slain, any survivors will break off the
and half-orcs receive the benefit of a heroism spell attack and retreat to area 5-5.
for 1 hour. Elves are subject to crushing despair for
1 hour. Dwarves experience a loss of appetite and Advanced Blink Dogs (1 or 2): hp 39 or less
suffer from a confusion effect for 5 rounds. Halflings depending on previous injuries; see stats above.
and gnomes burst into gales of hideous laughter for Area 4-2 – Curious Statue: Read or paraphrase the
5 rounds. Characters can benefit or suffer from following:
these effects once per day. The effects can be
shrugged off if undesired with a DC 17 Will save. If Ahead, you see the plaster statue of a man
not ingested, the sugar loses its potency in three bearing a feathered shield on his left arm. The
days. Gwervanon and the blink dogs have over- statue’s right arm is missing and the nose is
dosed themselves on the sugar and no longer ben- defaced.
efit from its effects.
To the right and left are chambers filled with
Area 3-3 – Blink Dog Shelter (EL 0 or 3): Read or par- wasp pupae. These resemble mummified ver-
aphrase the following: sions of adult giant wasps. Their cocoons are
festooned to the walls by silken threads.
This single cell is empty except for a thick mat Enormous, empty brown cocoon casings are
covered in dog hair. There are numerous bones scattered about the floor.
and random objects scattered about that have
been extensively gnawed upon. When the statue is approached to within 10 feet, a
permanent magic mouth effect is triggered, causing
There is a 40% chance that one of the blink dogs is the statue to speak words in a throaty voice,
recuperating in this chamber. Since it has no struc- “Welcome to Abingwain, hearty traveler! Be merry,
tural entranceways, the room is intended solely for and don’t be so hasty that you forget to eat. May the
the dogs’ use. Some of the bones look disturbingly Goddess bless and feed you!” All humanoid char-
human. acters within 30 feet of the statue receive the bene-
Treasure: A DC 12 Search check reveals a single fit of an aid spell cast by a 10th-level cleric. This
badly chewed slipper of spider climbing. The slipper benefit can only be gained once per day.
is nonfunctional unless reunited with its counterpart A Knowledge (local) or bardic knowledge check DC
(area 5-4). 15 identifies the statue as the likeness of Beliton
Advanced Blink Dog: hp 39 or less depending on Bedlengham, the reeve of Abingwain, and the
previous injuries; see stats above. shield as being his famous winged shield, a family

175
heirloom. The statue was taken from the town (2d8+8) and 2 tendrils +8 melee (1d6+4);
square during the attack and placed here in mock- Space/Reach 15 ft./15 ft.; SA Improved grab, paral-
ery. Although Bedlengham survived the attack, his ysis, swallow whole; SQ Low-light vision, plant
winged shield was taken and incorporated into the traits, regeneration 10; AL N; SV Fort +12, Ref +2,
comb structure. It is located in area 2-2. Will +4; Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3.
Skills and Feats: Hide +9, Listen +1, Silently +1,
The pupae are harmless and inert. If attacked, how- Spot +1; Alertness, Iron Will, Power Attack,
ever, they will emit a shrieking cry that summons Stealthy.
1d3 soldier wasps in defense. SA – Improved Grab (Ex): To use this ability, a
Giant Horned Wasp Soldiers (variable number if tendriculos must hit a creature at least one size
called): hp 32 each; see stats above. smaller than itself with its bite attack. It can then
attempt to start a grapple as a free action without
Area 4-3 – Plant Nursery (EL 6): provoking an attack of opportunity. If it wins the
This double cell is provisioned with gardening grapple check, it establishes a hold and can try to
implements and smells of fresh soil. There are swallow the opponent in the following round.
two shovels, a hoe, a watering can, a spading A tendriculos can also use its improved grab
fork, a basket, and a small chest. Near the far ability on a tendril attack. If it wins the grapple
wall, there is a 10 foot diameter ball of leaves check, it establishes a hold, picks up the opponent,
and vegetation tightly bound in a circular wood- and transfers it to the mouth as a free action, auto-
en trellis. matically dealing bite damage.
Swallow Whole/Paralysis (Ex): A tendriculos
The basket holds three large acorns. If planted, can try to swallow a grabbed opponent by making a
these will grow into mature treants in one year. successful grapple check. Once inside the plant’s
mass, the opponent must succeed on a DC 20
The chest contains rootstock for making more Fortitude save or be paralyzed for 3d6 rounds by
assassin vines. It is protected by a fire trap spell the tendriculos’s digestive juices, taking 2d6 points
and magically treated to preserve plant matter of acid damage per round. A new save is required
placed inside it without sun or water for as long as each round inside the plant.
one year. When opened, the rootstocks will twitch A swallowed creature that avoids paralysis can
and send out little creepers, but are otherwise climb out of the mass with a successful grapple
harmless unless planted. There is enough rootstock check. This returns it to the plant’s maw, where
left to make 15 assassin vines. another successful grapple check is needed to get
The watering can is a minor magic item capable of free. A swallowed creature can also cut its way out
creating up to 50 gallons of fresh water each day. by using a light slashing or piercing weapon to deal
25 points of damage to the tendriculos’s interior (AC
The “ball of leaves” is actually a captive tendriculos 14). Once the creature exits, the plant’s regenera-
bound in a 10 foot diameter trellis of ironwood that tive capacity closes the hole; another swallowed
restricts its movement and penalizes its ability to opponent must cut its own way out.
burst free. Gwervanon intended the trellis as a A Huge tendriculos’s interior can hold 2 Large,
siege weapon (repel wood could move the trellis 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or
along the ground, and dispel magic could reverse smaller opponents.
the ironwood spell, freeing the creature), but he has SQ – Regeneration (Ex): Bludgeoning weapons
neglected it and the bonds are growing weak. If and acid deal normal damage to a tendriculos.
approached to within 10 feet the tendriculos will
burst free and attack violently. The carnivorous Area 4-4 – Nectar Trap (EL 2 or higher): Read or par-
plant is fatigued and suffering nonlethal damage aphrase the following:
from malnutrition (this damage can’t be regenerat- This cell is empty except for three small ceram-
ed). ic pots stacked together in the center of the
Fire Trap: CR 3; spell; spell trigger; no reset; spell room. A strong, sweet smelling perfume clouds
effect (fire trap, 9th-level druid, 1d4+9 fire, DC 13 the air.
Reflex save half damage); Search DC 27; Disable Using warp wood, Gwervanon has created a simple
Device DC 27. collapsing floor trap in this area. Anyone entering
Fatigued Tendriculos: CR 5; Huge plant; HD the cell risks falling 40 feet back down to area 2-1.
9d8+54; hp 94 (44 points of nonlethal damage); Init The pots are filled with a rare extraplanar nectar
-2; Spd 20 ft.; AC 15, touch 6, flat-footed 15; Base that aggravates giant wasp soldiers. If the trap is
Atk +6; Grp +23; Atk and Full Atk Bite +12 melee sprung, the pots will fall to area 2-1 as well, shat-

176
tering. This calls 1d4+1 giant wasp soldiers to that These wasp soldiers are being grown for the final
area immediately. attack on Abingwain. Every round the PCs spend in
this area, there is a 15% chance that one of the
If the pots can be extracted from the room some- pupae will emerge from its cocoon as a fully grown
how without breaking, the nectar fetches a price of adult soldier and attack. The pupae are otherwise
800 gp per pot from the right buyer. However, giant harmless. If harmed in their cocoons, they will emit
horned wasp soldiers will preferentially attack PCs a shrieking cry that summons 1d3 soldier wasps in
carrying one of these pots. defense.
Collapsing Floor Trap: CR 2; mechanical; location Giant Horned Wasp Soldiers (variable number):
trigger; no reset; DC 15 Reflex save avoids; 40 ft. hp 32 each; see stats above.
fall to area 2-4 (4d6, fall); multiple targets (first tar-
get in each of two adjacent 5-ft. squares); Search Area 5-2 – Shrine to Denithae: Read or paraphrase
DC 20; Disable Device DC 20. the following:
Giant Horned Wasp Soldiers (1d4+1): hp 32 The door opens to reveal a complex ritual space
each; see stats above. littered with decomposed oak leaves. At one
end stands the pristine statue of a robed
Area 4-5 – Natal Chamber: This area is occupied by woman, her body round with an exaggerated
wall-to-wall pupae. See area 4-2 for a description. bosom. In her hands she holds an offertory dish
The pupae are harmless and inert. If attacked, how- with a rectangular block of incense placed inside
ever, they will emit a shrieking cry that summons it. Soft yellow tapers burn near the statue’s feet,
1d3 soldier wasps in defense. filling the surrounding alcove with light.

At the far end of the chamber, a cell with an open Opposite the statue is a crude wooden altar
roof leads up to area 5-1. inlaid with symbols in a strange alphabet. The
surface is stained with gore, atop which rests
Giant Horned Wasp Soldiers (variable number if the severed head of a priestly man wearing a
called): hp 32 each; see stats above. pontifical cap. A number of religious icons and
small urns are placed around the grisly scene.
Encounter Area 5: From another alcove rises a most unusual fea-
Chambers of the Wasp Lord ture: a gnarled oak tree rotting from within.
More icons hang from its sickly droops. You
This level is occupied by Gwervanon’s personal cham- think you see the vague outline of a face on its
bers and a shrine to Denithae. There are also a few bent trunk. It seems to regard you with dissatis-
natal chambers filled with pupae. Under Gwervanon’s faction.
guidance, the growth cycle of these wasps is greatly
accelerated. As a result, the pupae on this level are This room is affected by an unhallow spell with a
ready to hatch at any moment. The druid makes his final fixed protection from energy (fire) effect.
stand in area 5-5, aided by any blink dogs that survive. The candles provide illumination out to 15 feet, and
The door to area 5-2 is secured with an average lock shadowy illumination out to 30 feet. A Knowledge
(Open Lock DC 25). The door to area 5-5 is barred from (religion) DC 15 check reveals the statue to be the
inside with an ironwood crossbeam (Break DC 25). likeness of Denithae. It was taken from the god-
dess’s temple in Abingwain and placed here in rev-
Areas of the Map erence by Gwervanon. The incense is an unlit block
of incense of meditation.
Area 5-1 – Natal Chambers (EL variable): Read or
paraphrase the following, and give the PCs The text engraved into the altar is written in the
Handout D: druidic alphabet and reads, “He who abandons the
sickle for the scepter invites Her wrath.” The head
These interconnected cells are filled with belongs to Alivaric Chanda, the temple’s high priest.
dozens of wasp pupae cocooned in orderly dis- One of the icons is a phylactery of faithfulness.
play. The wasps here are more mature than Another gives any follower of Denithae the benefit
their relatives below. Horn-like antennae pierce of a divine favor spell cast by a 9th-level cleric, once
the silky pods to probe creepingly about. You per day. The urns are filled with the ashes of clerics
are unnerved by the scrutiny of insectoid eyes from other towns, prior victims of Gwervanon’s
from behind translucent membranes. wrath.

177
The oak is an ancient tree from Gwervanon’s home recuperating in this chamber.
that was hewn by loggers. It was previously awak-
ened, and so bears a semblance of human intellect, The dog bowls are labeled with the druidic charac-
though it is now dead and harmless. The druid is ters for the letters “S,” “L,” and “O.” Each is
loathe to abandon it and carts it to each of his new enchanted to provided a special benefit to an ani-
residences. A Search check DC 16 reveals a small mal or magical beast that feeds from it, once per
hollow, in which Gwervanon keeps his personal day, as follows:
wealth. Sissuf: Bull’s strength (+4 Str for 10 minutes).
Locating the secret door to the sacristy (area 5-3) Luxur: Magic fang (+1 on attack and damage rolls
requires a DC 22 Search check. The compartment for 10 minutes).
is opened by pushing in a section of false wall.
Ophon: False life (1d10+10 temporary hit points for
Gwervanon awaits the PCs in area 5-5. If the tree 1 hour or until discharged).
or door are tampered with, he will cast insect
plague, then throw open the door to unleash the Treasure: The slipper is one-half of a complete pair
swarms into area 5-2. of slippers of spider climbing. It is nonfunctional
unless reunited with its counterpart (area 3-3).
Treasure: Inside the tree are kept six fire opals of
maximum value (1,600 gp each), a black sapphire Advanced Blink Dog: hp 39 or less depending on
(1,200 gp), and a ring of improved climbing. previous injuries; see stats above.

Area 5-3 – Sacristy: Read or paraphrase the following: Area 5-5 – Chamber of the Wasp Lord (EL 11):
This encounter typically begins with the villain
This compartment is adorned with religious thrusting the door open to attack the players in
paraphernalia. A simple brown, hooded robe area 5-2, while simultaneously releasing
hangs from a hook on the far wall. Vessels are swarms of locusts to attack his enemy. Read or
liberally provisioned with herbs, oils, and paraphrase the following, and give the PCs
incense. A gleaming scythe rests in a niche. Handout E:
The scythe is a +2 keen scythe. The herbs, oils, Hovering in the doorway is a giant wasp with
and incense are appropriate materials for cast- the face of a decrepit old man. Hate-fueled
ing an unhallow spell, worth 6,000 gp in total. indignation burns in his eyes. The man’s teeth
The robe is mundane, but tucked inside a pock- are grotesquely decayed, his lips coated in
et is a scroll of repel vermin. black, sugary stains. With this wasp-like fore-
Area 5-4 – Blink Dog Chow (EL 0 or 3): Read or par- limbs, he wields a menacing sickle.
aphrase the following: “The earth goes ill and you rejoice. Fools!” he
Here lie three wooden dog bowls, a few bones, cries, buzzing forward. “The gifts of Denithae
and a single slipper. Sugary crystals are littered are mine to reclaim!”
everywhere, especially around the dog bowls. The room itself is simply adorned with a fur rug
There is a 40% chance that one of the blink dogs is (brown bear, 100 gp value), an ewer of water,
and a bowl of wasp sugar. A few candles glow

Sickle of Denithae
The wielder of this +3 sickle can use plant growth and diminish plants, each once per day.
Moderate transmutation; CL 9th; Craft Magic Arms and Armor, plant growth and diminish plants; Price 37,500
gp; Weight 2 lb.

Crown of the Vermin Lord


This device is a simple circlet of dried weeds twisted into the shape of a winged insect. Any spell cast by the
wearer that normally affects animals also affects vermin. In addition, if the wearer has the wild shape ability, he
can use that ability to change into a vermin with the same size restrictions as for animal forms. If desired, the
wearer can retain his humanoid face in wild shape, permitting him to speak.
Moderate transmutation; CL 9th; Craft Wondrous Item, giant vermin, wild shape ability; Price 36,000 gp.

178
in dishes. Dozens of scrolls are penned in wood shape; 3rd – poison (x3), protection from
druidic detailing Gwervanon’s manifesto, enu- energy, spike growth; 4th – dispel magic, freedom
merating the crimes of civilization, abuse of of movement, repel vermin, rusting grasp; 5th –
Denithae’s gifts, etc. A pair of sandals (mun- baleful polymorph, insect plague, wall of thorns; 6th
dane) and a broom (actually a cursed broom of – antilife shell.
animated attack) rest near the door. Languages: Common, elven, druidic.
Possessions: Sickle of Denithae, Crown of the
If any blink dogs survive, they join Gwervanon Vermin Lord, stone alarm (summons surviving blink
now. If Gwervanon is slain, he reverts to his dogs if activated), 6 (or less) potions of cure mod-
natural, half-elven form, an angry sneer forever erate wounds.
burned on his face.
Tactics: Gwervanon casts insect plague before THUS ENDS THE SCOURGE
launching himself into battle. If possible, he will OF THE WASP LORD
get the jump on the PCs while they are still in
area 5-2. In wasp form, Gwervanon uses the
Sickle of Denithae as a primary weapon and his Wrapping Up
stinger as a secondary weapon. The wasp’s
grasping claws are awkward, however, and With Gwervanon killed or driven off, the wasps in the
Gwervanon takes a -2 penalty on attack rolls nest will revert to normal behavior and cease threaten-
(already factored into his stat line). Since he ing Abingwain. Getting out of the nest may prove diffi-
does not gain the suicidal sting special quality cult, but a number of magic items found on site are use-
when wild shaped, he uses his stinger with ful, particularly the winged shield (area 2-2), slippers of
impunity. Any blink dogs participating in the spider climbing (areas 3-3 and 5-4), and ring of
fight attempt to flank the druid’s opponents. If improved climbing (area 5-2).
threatened direly, Gwervanon will cast antilife If the winged shield was recovered, the Reeve of
shell and flee the nest. Abingwain will gift it to the PCs for their valor and name
Gwervanon, Venerable half-elf Drd11 (giant them honorary members of the town council. The
horned wasp queen form): CR 11; Medium Abingwainers pay all reward money promised to the
(Large) humanoid; HD 11d8–22; hp 30; Init +1; Spd. PCs, as appropriate, provided the Sickle of Denithae is
Spd 20 ft., fly 60 ft. (good); AC 20, touch 10, flat- returned in good faith.
footed 19; Base Atk +8/+3; Grp +17; Atk Sickle of If Gwervanon survived, he will seek retribution in even
Denithae +14 melee (1d6+8); Full Atk Sickle of more elaborate ways.
Denithae +14/+9 melee (1d6+8) and sting +8 melee
(1d3+2 plus poison); SA Poison, spells; SQ Low-
light vision; wild empathy +13, trackless step, resist
nature’s lure, wild shape, venom immunity, immuni-
ty to sleep; AL NE; SV Fort +9, Ref +4, Will +14; Str
21, Dex 12, Con 14, Int 13, Wis 21, Cha 11.
Skills and Feats: Concentration +12, Diplomacy
+2, Gather Information +2, Handle Animal +13,
Knowledge (architecture & engineering) +8,
Knowledge (nature) +17, Listen +8, Profession
(farmer) +14, Ride +3, Search +2 (+4 with secret
doors), Spot +8, Survival +14 (+16 in aboveground
natural environments); Iron Will, Martial Weapon
Proficiency (scythe), Natural Spell, Skill Focus
(Profession: farmer).
SA – Poison: Injury, Fortitude DC 17, initial and
secondary damage 1d8 Dex.
Spells Cast (time remaining): barkskin (+4 nat-
ural armor bonus, 80 minutes).
Spells Prepared (6/7/5/5/4/3/1, DC 15 + spell
level): 0 – cure minor wounds, detect magic(x2),
light (x2), mending; 1st – cure light wounds (x2),
entangle (x2), faerie fire, obscuring mist, speak with
animals; 2nd – summon swarm, warp wood (x2),

179
Players’ Handout A

Trim along dotted line.

Permission granted to photocopy this page for personal use.


Players’ Handout B

180
Players’ Handout C
Trim along dotted line.

Permission granted to photocopy this page for personal use.

Players’ Handout D

181
Players’ Handout E

182
183
184
Dungeon Crawl Classics
The Ruby of Rak’shaz
By Artem V. Serebrennikov
AN ADVENTURE FOR CHARACTER LEVELS 4-6

Introduction Adventure Summary


Remember the good old days, when adventures were The ancient sorcerer Rak’shaz embedded his spirit into
underground, NPCs were there to be killed, and the a magnificent ruby, intending to possess whoever wore
finale of every dungeon was the dragon on the 20th the stone and continue his ambitious pursuits. When
level? Those days are back. Dungeon Crawl Classics they crypt holding this gem was reopened, word trav-
don’t waste your time with long-winded speeches, weird eled quickly of the treasure that lay within. The adven-
campaign settings, or NPCs who aren’t meant to be turers may only be seeking treasure in this fiery tomb,
killed. Each adventure is 100% good, solid dungeon but – unbeknownst to them – the ruby is seeking a new
crawl, with the monsters you know, the traps you fear, owner though which it shall continue its ambitious
and the secret doors you know are there somewhere. plans!

The Ruby of Rak’shaz is designed for 4-6 characters of Encounter Table


4th through 6th level. An arcane spellcaster is crucial to
success in the adventure and can gain the greatest To help the GM prepare, we have included a quick ref-
benefit from the eponymous magic item. A rogue’s erence table showing all encounters at a glance. Loc –
many and varied skills are of big use inside the dun- the location number keyed to the map for the encounter.
geon, and a cleric with either the Fire or Water domain Pg – the module page number that the encounter can
would also find his abilities in great demand. be found on. Type – this indicates if the encounter is a
trap (T), puzzle or information (P), or combat (C).
Encounter – the key monsters, traps, or NPCs that can
be found in the encounter. Names in italics are classed
NPCs. EL – the encounter level.

185
Loc Pg Type Encounter EL Scaling Information
1-2 187 C Jawad, magmin Rog2, 6 Although meant for 4th-6th level characters, The Ruby of
2 salamanders Rak’shaz can be run for parties of lower or higher level.
1-3 188 C Efreeti 7 Here is some advice for alterations to suit such groups:

1-4 189 C Efreeti statues 5 Weaker Parties (lower than 4th level, or fewer than
four characters): Remove the class levels from Jawad
1-5 190 C Half blue dragon 5 in area 1-1, and remove one of the hell hounds in area
flamebrother salamander 1-6. In area 1-7, have the flame jet trap activate in only
one square per round and deal only 1d6 damage (as
1-6 190 C Fiendish winter wolf, 5
normal alchemist’s fire). Remove 2 hit dice from the
2 hell hounds
genie engine in area 1-10 and reduce its size to Medium.
1-7 191 T Fireball trap 4 In area 1-11, remove two levels of sorcerer from Safdar.

1-8 191 C/T Fehim and Gedik, azer 7 Stronger Parties (7th level and higher, or more than
Mnk2 plus flame jet trap six characters): Give Jawad an additional level of
rogue. In area 1-3, the efreeti is fully alert and does not
1-9 192 C 2 steam mephits 5 suffer any penalty to his Listen and Spot checks. Add
another hell hound to area 1-6 and an additional steam
1-10 193 C Genie engine 6
mephit to area 1-9. Give the genie engine in area 1-10
1-11 194 C Safdar, fire mephit Sor4, 9 an additional 2 hit dice. Give Safdar in area 1-11 anoth-
2 jann er level of sorcerer.

Background Story
Rak’shaz as-Shahmeer was a potent sorcerer of yore,
reputed to consort with genies, fiends and even more
mysterious beings. He had no small ambitions of ruler-
ship and, using his genie servitors, the sorcerer man-
DCC World aged to carve out a small realm, which he ruled as
Hidden amid the ever-shifting sands of the northern Caliph Rak’shaz. Alas, Rak’shaz’s powerful magic could
Xa Deshret, the buried tomb of Rak’shaz as- not grant him immortality, and, before succumbing to old
Shahmeer has lain undisturbed for centuries. age, the sorcerer used a wish spell to bind a his psyche
Protected by fierce sandstorms and deadly desert and body to a magnificent ruby. He hoped that another
mage would find the gemstone – and the Ruby of
natives, the mysteries of the caliph are not expected
Rak’shaz, encasing his boundless ambition and selfish-
to ever be uncovered.
ness, would take over his will. Then the hapless mage
would finish what Rak’shaz set out to do.
The Ruby of Rak’shaz, holding the sorcerer’s mind and
body, was placed at a rather modest crypt beside the
Caliph’s palace. Several days after Rak’shaz’s death,
an earthquake ravaged the capital of his realm, and a
sandstorm buried the ruins. Most of the genie slaves
broke free, save for the ones either dominated by the
Ruby or extremely loyal to the deceased sorcerer. Over
time, the deeds of Rak’shaz became the stuff of legends
and fantastic poems. Meanwhile, the gemstone was
claimed by Safdar, the Caliph’s fire mephit minion and
an aspiring sorcerer, who then converted the crypt into
an approximation of Rak’shaz’s court. The Caliph’s psy-
che didn’t object, convinced that Safdar is only the first
and the least successful of its future disciples.
Recently, another sandstorm has uncovered the crypt.
The Ruby of Rak’shaz, tired of its old master, yearns to
leave the confines of the edifice – and an adventuring
party seems to be the right vehicle.

186
Getting the Players Involved no higher than 90° F). This may prove hazardous to
unprepared characters.
Here are several adventure hooks that may motivate
the PCs to participate in the adventure: Intense heat: In a room of intense heat (above 110° F),
a character must make a Fortitude save once every 30
• Nomads speak of a great witchery that has minutes (DC 15, +1 for each previous check) or take
resurged in the desert, recite ancient ballads about 1d4 points of nonlethal damage. Characters wearing
Rak’shaz’s (mis)deeds and turn more aggressive heavy clothing or any sort of armor take a –4 penalty on
and less predictable. A sheik with a more peaceful their saves. A character with the Survival skill may
demeanor is willing to offer a reward to capable receive a bonus on this saving throw and may apply this
adventurers that dare to enter the crypt and investi- bonus to other characters as well. Characters reduced
gate it. to unconsciousness begin taking lethal damage (1d4
points per each 10 minute period).
• The crypt may be rumored to contain a particular
magic item that the PCs desperately need for an Extreme heat: Rooms with air temperature over 140° F
unrelated purpose. After an arduous quest, they are considered extreme heat and deal lethal damage.
manage to uncover a map showing the dungeon’s Breathing air in these temperatures deals 1d6 points of
location. damage per minute (no save). In addition, a character
must make a Fortitude save every 5 minutes (DC 15, +1
• A summoning spell cast by the party’s arcane spell- per previous check) or take 1d4 points of nonlethal
caster suddenly goes awry, calling forth a noble damage. Those wearing heavy clothing or any sort of
djinni. The creature announces that it has been armor take a –4 penalty on their saves. In addition,
searching for the right candidate to clean out those wearing metal armor or coming into contact with
Rak’shaz’s crypt. The djinni promises a generous very hot metal are affected as if by a heat metal spell.
reward – as substantial, in fact, as a wish granted to
each PC! (Its true motives are left to your discre- A character who takes any nonlethal damage from heat
tion.) exposure suffers from heatstroke and is fatigued. These
penalties end when the character recovers the non-
The Dungeon lethal damage she took from the heat. A character with
fire immunity or resistance to fire is considered protect-
Unless otherwise noted in the room’s description, read- ed and suffers no ill effects.
aloud text, or this paragraph, all areas of the adventure
have the following features: Shield of the Elements: In his lifetime, Rak’shaz had
taken due precautions to protect his crypt’s guardians
Lighting: Each room inside the crypt is illuminated by from jealous priests. Due to a unique magical effect, all
two everburning torches, typically positioned on oppo- creatures with the fire subtype gain +2 turn resistance
site walls. against turn/rebuke attempts made by clerics with Fire
or Water domain.
Ceilings: The typical height of the dungeon’s ceilings is
20 feet. Mephits: All monsters designated as mephits have the
following feature in common:
Walls: All walls in the dungeon are reinforced masonry
walls (hardness 8, 180 hp, break DC 45, Climb DC 15), Summon Mephit (Sp): Once per day, a mephit can
glossy and black in color. attempt to summon another mephit of the same variety,
much as though casting a summon monster spell, but
Floors: The floors of the Caliph’s crypt are impeccably with only a 25% chance of success. Roll d%: On a fail-
smooth and polished, demonstrating the superior build- ure, no creature answers the summons that day. A
ing skills of yore. They impose no penalty on movement mephit that has just been summoned cannot use its
or skill checks. own summon ability for 1 hour. This ability is the equiv-
Doors: All doors in the dungeon are made of brass alent of a 2nd-level spell.
(hardness 9, 50 hp, break DC 25). Unless otherwise
noted, a typical door is closed but not locked. Doors in
rooms with above-average temperature are extremely
hot to the touch, dealing 1d4 points of fire damage to an
unprotected creature that touches it (no save).
Temperature: Some rooms, due to specially designed
magical effects, have higher temperature than the oth-
ers (the typical temperature of this dungeon’s areas is

187
Areas of the Map their time gambling with a magmin called Jawad,
the Caliph’s former jester. Surprisingly enough, the
Area 1-1 – Entrance to the Crypt (EL –): Read or par- playful elemental doesn’t cheat and his jokes are
aphrase the following: even somewhat funny.
The hall is decorated with astonishingly skillful Tactics: Even when paying superficial attention
mosaics that depict four bizarre landscapes: an (assume that all three creature roll 5 for their Listen
infinity of clouds, a charred land with a skyline checks), the guards aren’t completely oblivious. If
consumed by fire, a majestic cityscape of an they detect the PCs, the salamanders grab their
unknown realm and an endless sandy desert spears and ready them against a charge, while the
under a searing sun. Four statues of bearded magmin hides under the table. The flamebrothers
men, clad in outlandish outfits, wearing turbans fight in cooperation with Jawad, who darts from his
and holding staffs in their hands, stand in the hiding when the time is right and always changes
corners. his position in order to flank and sneak attack an
enemy. Jawad can cause great harm to the PCs’
The hall was envisioned by Rak’shaz as a means of equipment, but he avoids prolonged combats and
warning off potential intruders (and inciting more runs away to warn the efreeti in area 1-3 if the bat-
capable adventurers to action). The landscapes tle is not in his favor. The salamanders behave in a
are, respectively, the Elemental Planes of Air and similar way.
Fire, the capital of his realm and the desert that
occupied a large part of its territory. The statues Treasure: The stakes in the game are valuable
are, in fact, petrified viziers of the Caliph (male gemstones [alexandrite (400 gp), violet garnet (600
human Wiz9), reduced to their present state by the gp), white opal (800 gp)], as well as numerous tiny
paranoid sorcerer. Each of the “statues” has a pieces of quartz of little value (100 gems worth 4 gp
magic mouth (caster level 20th) cast upon it, which each). The chalcedony dice are worth 300 gp to a
triggers when a character breaks the silence of the dedicated collector.
hall. All four magic mouths speak the following in
perfect unison: Jawad, Magmin Rog2: CR 4; Small elemental
(extraplanar, fire); HD 2d8+2d6+8; hp 24; Init +1;
Know ye that ye trespass upon a holy ground. Spd 30 ft.; AC 18, touch 12, flat-footed 17; Base Atk
Here, Caliph Rak’shaz as-Shahmeer the +2; Grp +1; Atk/Full Atk +6 melee touch (1d8 fire
Magnificent, defying the will of jealous gods and plus combustion, burning touch) or +5 melee
rival magi, hath placed his most beloved pos- (1d3+3 plus combustion, slam); SA combustion
session. The Ruby of Rak’shaz, a peerless gem (Reflex DC 13), fiery aura (Fort DC 13), sneak
where his indomitable spirit and his intact flesh attack +1d6; SQ damage reduction 5/magic, darkvi-
hitherto linger and await revival, shalt be yours sion 60 ft., elemental traits, evasion, immunity to
if ye brave the crypt’s dangers, battle the fire, melt weapons (Fort DC 13), vulnerability to
Caliph’s servants and wrestle the Ruby from cold; AL CN; SV Fort +4, Ref +7, Will +0; Str 15,
another mage’s arms. May the immortal spirit of Dex 13, Con 15, Int 8, Wis 10, Cha 12.
Rak’shaz as-Shahmeer find ye worthy! Skills and Feats: Climb +4, Hide +9, Perform
(buffoonery) +5, Spot +3, Tumble +7; Great
After saying that, the statues remain silent for the Fortitude, Weapon Focus (burning touch).
rest of the adventure. Languages: Ignan.
Area 1-2 – Playing with Fire (EL 6): Read or para- Combustion (Ex): Anyone Jawad touches must
phrase the following: succeed on a DC 13 Reflex save or take an extra
1d8 points of fire damage as clothes ignite or armor
This rather spartanly furnished room contains a becomes searing hot. The damage continues for
metal table with three metal chairs. Two short another 1d4+2 rounds after Jawad’s last successful
reptilian creatures whose bodies seem to be attack. Jawad can also ignite flammable materials
made of lava and a short, mischievous-looking with a touch.
humanoid of similar body texture seem to be Fiery Aura (Ex): Anyone within 20 feet of Jawad
engaged in a game of chance. must succeed on a DC 13 Fortitude save or take
Creatures: Two salamanders of the lowest rank 1d6 points of heat damage per round from the
were punished for misbehavior and charged with intense heat.
guard duty. When Rak’shaz was alive, the flame- Melt Weapons (Ex): Any metal weapon that
brothers strived to regain his favor, but, with Safdar strikes Jawad must succeed on a DC 13 Fortitude
in power, they reverted to their old ways and spend save or melt away into slag.
Possessions: brass circlet with a fire opal

188
(1,300 gp), brass pendant with a golden yellow difficult to climb into it (a DC 25 Climb check) unless
topaz (500 gp). the creature is tall enough. Note that total immer-
sion in boiling water deals 10d6 points of fire dam-
Flamebrother Salamanders (2): CR 3; Small out- age per round!
sider (extraplanar, fire); HD 4d8+8; hp 26; Init +1;
Spd 20 ft.; AC 19, touch 12, flat-footed 18; Base Atk Creature: The relaxing creature is Sartaj, a selfish
+4; Grp +1; Atk +6 melee (1d6+1/x3 plus 1d6 fire, efreeti with a love of comfort. It has earned an end-
spear); Full Atk +6 melee (1d6+1/x3 plus 1d6 fire, less vacation through his service to Rak’shaz and
spear) and +4 melee (1d4 plus 1d6 fire, tail slap); spends entire months without leaving the bath.
SA constrict (1d4 plus 1d6 fire), heat, improved Naturally, it has become less aware over time and
grab; SQ darkvision 60 ft., immunity to fire, vulner- takes a –10 circumstance penalty to all Listen and
ability to cold; AL LE; SV Fort +6, Ref +5, Will +6; Spot checks (included in the stat block along with
Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13. the fast healing bestowed by the tub). Due to this
Skills and Feats: Craft (blacksmithing) +8, Hide fact, the PCs have a good chance of slipping past
+12, Listen +11, Move Silently +6, Spot +11; the relaxing efreeti without starting a potentially
Alertness, Multiattack. lethal battle.
Languages: Ignan.
Constrict (Ex): A salamander deals automatic Tactics: If the PCs fail to sneak past Sartaj or
tail slap damage (including fire damage) with a suc- decide to engage him in melee, the efreeti fights in
cessful grapple check. a fairly straightforward yet lucid manner. He prefers
Heat (Ex): A salamander generates so much to stay inside the tub, harassing the characters with
heat that its mere touch deals additional fire dam- his quickened scorching ray and other offensive
age. Salamanders’ metallic weapons also conduct spell-like abilities (particularly wall of fire). Should
this heat. the PCs remain fairly healthy after three rounds, the
Improved Grab (Ex): To use this ability, a sala- irate efreeti engages one of the party members in
mander must hit a creature of up to one size larger melee. If clearly on the winning side, Sartaj
than itself with its tail slap attack. It can then attempt demands that the PCs surrender (and gleefully
to start a grapple as a free action without provoking cooks them in boiling water in they do). Otherwise,
an attack of opportunity. If it wins the grapple check, the monster attempts to slip away in gaseous form
it establishes a hold and can constrict. if reduced to 20 hp or less and sets up an ambush
Possessions: Small longspear. in another room.

Area 1-3 – The Relaxing Efreeti (EL 7): Read or para- Treasure: Hidden under the tub (Search DC 20)
phrase the following: are a large ruby (2,000 gp) and the keys to the cage
in area 1-6.
The mosaics on this room’s walls depict battle
scenes in which two genie races seem to be the Sartaj, Efreeti: CR 8; Large outsider (fire, extrapla-
principal combatants. The most remarkable nar); HD 10d8+20; hp 65; Init +7; Spd 20 ft., fly 40
feature of this room, however, is a gigantic ft. (perfect); AC 18, touch 12, flat-footed 15; Base
bathtub filled with boiling water, complete with a Atk +10; Grp +20; Atk +15 melee (1d8+6 plus 1d6
huge dragon-shaped faucet and a red-skinned fire, slam); Full Atk +15 melee (1d8+6 plus 1d6 fire,
creature seemingly enjoying the heat. 2 slams); Space/Reach 10 ft./10 ft.; SA change size
(DC 13), heat (1d6 fire), spell-like abilities; SQ
The temperature of this room is high enough to be change shape, darkvision 60 ft., fast healing 2,
considered intense heat (see Dungeon Features, immunity to fire, plane shift, telepathy 100 ft., vul-
page 186). nerability to cold; AL LE; SV Fort +9, Ref +10, Will
+9; Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15.
The bathtub is actually a magical device (moderate Skills and Feats: Bluff +15, Craft (black-
aura of conjuration and evocation) created by smithing) +14, Concentration +15, Diplomacy +6,
Rak’shaz and presented to Sartaj, his most dedi- Disguise +2 (+4 acting), Intimidate +17, Listen +5,
cated genie servant. While fully immersed in the Move Silently +16, Sense Motive +15, Spellcraft
sizzling-hot water, any creature with the fire subtype +14, Spot +5; Combat Casting, Combat Reflexes,
gains fast healing 2. Moreover, once a minute the Dodge, Improved Initiative, Quicken Spell-Like
faucet exhales a stream of boiling water mixed with Ability (scorching ray).
brimstone, dealing 4d6 points of fire damage to any Languages: Auran, Common, Ignan, Infernal.
creatures without immunity to fire in a 15-foot cone Change Size (Sp): Twice per day, Sartaj can
(use the intersection occupied by the tub as a point magically change a creature’s size. This works just
of origin). The tub and all of its component parts are like an enlarge person or reduce person spell (the
made of brass and are 15 feet high; it is extremely

189
the Elemental Plane of Fire. In his lifetime, the
Caliph used it to communicate with the Sultan of the
Efreet and coerce him to fulfill his ever-growing
demands. By creatures other than Rak’shaz, the
Altar can be used to gain knowledge and fulfill one’s
most selfish wishes (see below for more details).
Creatures: The room is guarded by 2 animated
brass statues, cast in the likeness of efreet. They
diligently carry out their master’s last order – kill all
that approach the Altar without Rak’shaz’s permis-
sion.
Tactics: The statues attack any character that
comes within 5 feet of the Altar. Their tactics are
very straightforward: the constructs keep swinging
their weapons at the closest target until they or their
opposition are destroyed.
The Altar of Desire: The most prominent feature of
this room is carved from a single massive granite
block; many sigils and writings are etched into its
face. The Altar radiates an overwhelming aura of
evil, law and divination magic. A DC 20 Knowledge
(arcana) or Knowledge (the planes) check identifies
the sigils as characters of the Draconic alphabet
with an underlying mystical meaning: they are asso-
efreeti chooses when using the ability), except that ciated with power, flame, tyranny and desire. In
the ability can work on Sartaj. A DC 13 Fortitude addition, the Altar bears an inscription in Common:
save negates the effect. This is the equivalent of a
2nd-level spell. I am the Most Exalted Sultan of the Efreet, a
Heat (Ex): Sartaj’s red-hot body deals 1d6 ruler stern but just. Invoke My title, present thy
points of extra fire damage whenever it hits in gift and speak thy desire; it shall be fulfilled if
melee, or in each round it maintains a hold when thou art worthy. Say that thou seekest My wis-
grappling. dom, and thy question shall be answered.
Spell-Like Abilities: At will—detect magic, pro- The Tabernacle can be used in two ways. First, if a
duce flame (+13 ranged touch), pyrotechnics (DC character proclaims he is seeking the Sultan’s wis-
14), scorching ray (+13 ranged touch, 1 ray only); dom, he is entitled to the effects of a contact other
3/day—invisibility, wall of fire (DC 16); 1/day—grant plane spell (caster level 20th; the entity in question
up to three wishes (to nongenies only), gaseous is the Sultan himself, so see the “Elemental plane”
form, permanent image (DC 18). Caster level 12th. line on the table in the spell’s description). This
Change Shape (Su): Sartaj can assume the power works once per day. Second, if a character
form of any Small, Medium, or Large humanoid or presents his desire in an appropriate manner, it may
giant. be fulfilled, as per the limited wish spell (caster level
Area 1-4 – The Altar of Desire (EL 5): Read or para- 20th). However, the Sultan can (and will) pervert the
phrase the following: wish if it does not serve a particularly evil and self-
ish purpose; he will not even consider fulfilling it if a
An enormous tabernacle dominates the room, gift of at least 100 gp value is not put on the Altar
decorated with weird arcane symbols and (when the wish is granted, the gift is consumed by
inscriptions. Incense rises from two braziers fire). A character can benefit from this power only
that flank the altar. Two statues, cast from a once in a lifetime.
reddish metal and depicting falchion-wielding
giants with small horns and protruding tusks, Efreeti Statues, Large animated objects (2): CR
seem to stand guard in the chamber. 3; Large construct; HD 4d10+30; hp 52; Init +0; Spd
30 ft.; AC 14, touch 9, flat-footed 14; Base Atk +3;
The altar does not honor any deity; in fact, it was Grp +10; Atk/Full Atk +6 melee (2d6+4/18-20, mas-
erected as a testimony of Rak’shaz’s ambition to terwork falchion); Space/Reach 10 ft./10 ft.; SA –;
rule. The Altar of Desire is magically connected to SQ construct traits, darkvision 60 ft., hardness 9,

190
low-light vision; AL N; SV Fort +1, Ref +1, Will –4; (the planes) +6, Listen +11, Move Silently +8,
Str 16, Dex 10, Con —, Int —, Wis 1, Cha 1. Search +6, Spot +11; Alertness, Multiattack.
Hardness (Ex): The statues are made of brass Languages: Common, Draconic, Ignan.
and have hardness 9. Breath Weapon (Su): 60-foot line, once per day,
Possessions: Large masterwork falchion. damage 6d8 lightning, Reflex DC 15 half.
Constrict (Ex): Waheed deals automatic tail
Area 1-5 – The Red-Blue Dragon (EL 5): Read or par- slap damage (including fire damage) with a suc-
aphrase the following: cessful grapple check.
This otherwise empty room features a miniature Heat (Ex): Waheed generates so much heat
brass throne. A strange creature with a body of that its mere touch deals additional fire damage.
a fiery salamander but the scales and the horn Salamanders’ metallic weapons also conduct this
of a desert dragon occupies it. The being wel- heat.
comes your arrival with a harsh glare and the Improved Grab (Ex): To use this ability, Waheed
following words: “Waheed, the child of fire and must hit a creature of up to one size larger than
lightning, fears you not. You are doomed, out- itself with its tail slap attack. It can then attempt to
landers.” start a grapple as a free action without provoking an
attack of opportunity. If it wins the grapple check, it
The temperature of this room is high enough to be establishes a hold and can constrict.
considered intense heat (see Dungeon Features, Possessions: Small +1 spear.
page 186).
Area 1-6 – The Caliph’s Mini-Menagerie (EL 5): Read
Creatures: One of the countless magical experi- or paraphrase the following:
ments carried out by Rak’shaz was an attempt to
infuse a salamander larva with dragon blood. After The chamber feels much colder than the rest of
many tries, the sorcerer finally managed to the dungeon. A metal cage stands near one of
hybridize a flamebrother salamander with a blue its walls, holding inside it a giant, feral, white-
dragon. The resulting creature, called Waheed, furred wolf with a muzzle over its jaws. Two
became one of the Caliph’s favored minions. After fiery-red canines with burning eyes seem to
the sorcerer’s disappearance, Waheed spends guard the prisoner.
most of its time in luxury and leisure, giving his Creatures: The menagerie has a most peculiar
mephit servants errand after errand. exhibit: a fiendish winter wolf called Hirgaard, pre-
Tactics: Haughty and overconfident, Waheed is sented to Rak’shaz by a frost giant jarl as a token of
convinced that it can defeat the toughest opponent. appreciation. The Caliph was greatly amused, and
The half-dragon typically starts combat with his used to torment the wolf by putting it in a nearly-
breath weapon attack, unless the opponents are in unbearable environment. Presently, Hirgaard is
a highly dispersed formation. Then, Waheed goes being held in a magical cage that allows him to sur-
toe to toe with the most powerful-looking PC, thrust- vive without food and water, much like a ring of sus-
ing with its small-but-dangerous spear until the tenance (the cage radiates a moderate aura of con-
interlopers run away or the creature meets its juration magic). The hell hounds placed to guard
doom. the winter wolf hold the helpless creature in great
contempt.
Waheed, Half Blue Dragon Flamebrother
Salamander: CR 5; Small dragon (augmented out- Tactics: Should the hell hounds encounter intrud-
sider, extraplanar, fire); HD 4d10+12; hp 34; Init +1; ers, they fight boldly and in concert, using their
Spd 20 ft.; AC 23, touch 12, flat-footed 22; Base Atk breath weapons and bite attacks against the most
+4; Grp +5; Atk +11 melee (1d6+6/x3 plus 1d6 fire, physically weak opponent. When he goes down,
+1 spear); Full Atk +11 melee (1d6+6/x3 plus 1d6 they move on to bigger prey. The fiery canines are
fire, +1 spear) and +8 melee (1d4+2 plus 1d6 fire, extremely vicious and fight until slain.
tail slap) and +8 melee (1d4+2, bite); SA breath Development: Once the PCs defeat the guardians,
weapon (Reflex DC 15), constrict (1d4+2 plus 1d6 they have Hirgaard at their mercy. The winter wolf
fire), heat, improved grab; SQ darkvision 60 ft., can’t use any of its attacks while wearing the muz-
immunity to electricity, fire, sleep, and paralysis, zle, and is practically helpless. Killing it in cold
low-light vision, vulnerability to cold; AL LE; SV Fort blood would be a evil act, so good-hearted PCs
+7, Ref +5, Will +6; Str 20, Dex 13, Con 16, Int 16, may want to free Hirgaard. The key to the cage is
Wis 15, Cha 15. kept by Sartaj (see area 1-3), but the lock can be
Skills and Feats: Bluff +5, Craft (blacksmithing) picked (a DC 25 Open Lock check) or broken (hard-
+14, Hide +12, Knowledge (arcana) +6, Knowledge ness 15, 35 hp). Alternatively, the adventurers can

191
try bending the cage’s bars (a DC 24 Strength age against a good foe.
check). Removing the muzzle from the wolf’s jaws Trip (Ex): If Hirgaard hits with a bite attack, it
requires a DC 12 Strength check. can attempt to trip the opponent (+8 check modifi-
er) as a free action without making a touch attack or
Hirgaard is initially grateful for its release. The wolf provoking an attack of opportunity. If the attempt
declares it would like to accompany the PCs on fails, the opponent cannot react to trip Hirgaard.
their quest and help them fight his fiery foes.
Hirgaard can tell much about the dungeon and the Area 1-7 – Flaming Repository (EL 4): The door to the
enemies to be faced; however, the beast is too self- room is closed and locked with a built-in lock (DC
absorbed to be consistently helpful. At the first sign 30 Open Lock check). Read or paraphrase the fol-
of weakness on the PCs’ part, Hirgaard attacks with lowing:
his breath weapon, then makes for the exit. If out-
smarted and cornered, the winter wolf bursts into a The room is a warehouse of sorts, with lines of
rage and keeps on fighting until defeated. shelves and weapon racks filled with various
sundries.
Hell Hounds (2): CR 3; Medium outsider (evil,
extraplanar, fire, lawful); HD 4d8+4; hp 22; Init +5; Treasure: This stockroom holds many and varied
Spd 40 ft.; AC 16, touch 11, flat-footed 15; Base Atk objects, most of them mundane items or ordinary
+4; Grp +5; Atk/Full Atk +5 melee (1d8+1 plus 1d6 weapons. The exact numbers are up to you; you
fire, bite); SA breath weapon (Reflex DC 13), fiery are advised to use this room as an opportunity for
bite; SQ darkvision 60 ft., immunity to fire, scent, PCs to restore some of their possessions they
vulnerability to cold; AL LE; SV Fort +5, Ref +5, Will might have lost to Jawad’s melt weapons or com-
+4; Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6. bustion abilities (area 1-2). In addition, there is
Skills and Feats: Hide +13, Jump +12, Listen some real treasure: a +1 scimitar, 20 +1 arrows, 2
+7, Move Silently +13, Spot +7, Survival +7 (+15 potions of protection from energy (cold and fire),
tracking by scent); Improved Initiative, Run, Track. and a small obsidian casket (200 gp) filled with
Languages: Infernal (understood but not spo- bloodstones (400 gp total).
ken). Traps: The repository is additionally protected with
Breath Weapon (Su): 10-foot cone, once every a devious fireball trap that uses a visual trigger,
2d4 rounds, damage 2d6 fire, Reflex DC 13 half. located right in the room’s center. It is “pro-
Fiery Bite (Su): A hell hound deals an extra 1d6 grammed” to detonate if the visitors don’t resemble
points of fire damage every time it bites an oppo- normal denizens of the crypt and leave the room
nent, as if its bite were a flaming weapon. with some of its contents in their hands or back-
Hirgaard, Fiendish Winter Wolf: CR 6; Large packs. Remember that the spell has a detrimental
magical beast (cold, extraplanar); HD 6d10+18; hp effect on unattended objects!
51; Init +5; Spd 50 ft.; AC 15, touch 10, flat-footed Fireball Trap: CR 4; magic device; visual trigger
14; Base Atk +6; Grp +14; Atk/Full Atk +9 melee (darkvision 60 ft., Spot +20); no reset; spell effect
(1d8+6 plus 1d6 cold, bite); Space/Reach 10 ft./5 (fireball, 5th-level wizard, 5d6 fire, DC 14 Reflex
ft.; SA breath weapon (Reflex DC 16), freezing bite, save half damage); Search DC 28; Disable Device
smite good (+6), trip (+8); SQ damage reduction DC 28.
5/magic, darkvision 60 ft., immunity to cold, low-
light vision, resistance to fire 5, scent, spell resist- Area 1-8 – Dancing Fires (EL 7): Read or paraphrase
ance 11, vulnerability to fire; AL LE; SV Fort +8, Ref the following:
+6, Will +3; Str 18, Dex 13, Con 16, Int 9, Wis 13, This room has only two notable traits: small
Cha 10. openings in the floor and two stout dwarf-like
Skills and Feats: Hide –1 (+6 in areas of ice and beings whose bodies resemble hot metal,
snow), Listen +6, Move Silently +7, Spot +6, armed with metallic rods and none too happy
Survival +1 (+5 tracking by scent); Alertness, with your presence.
Improved Initiative, Track.
Languages: Common, Giant. The wall opposite the entrance hides a secret door
Breath Weapon (Su): 15-foot cone, once every leading to further areas of the dungeon (Search DC
1d4 rounds, damage 4d6 cold, Reflex DC 16 half. 25).
Freezing Bite (Su): Hirgaard deals an extra 1d6
points of cold damage every time it bites an oppo- Traps: This room is effectively a trap constructed by
nent, as if its bite were a frost weapon. an azer engineer to aid the guards. Once it is acti-
Smite Good (Su): Once per day Hirgaard can vated, the mechanism releases jets of particularly
make a normal melee attack to deal +6 extra dam- powerful alchemist’s fire through the openings at

192
fixed intervals. Each round, on initiative count 0, roll Flame Jet Trap: CR 4; mechanical device; touch
2d12 (if you come up with identical numbers, reroll trigger; automatic reset; 2 jets of flame (3d6 fire, DC
one of the dice). Creatures standing on the squares 13 Reflex save half damage); Search DC 26;
with corresponding numbers suffer the effects of the Disable Device DC 26.
trap. (Note that the floor has no actual numbers on
it: these are a part of the map legend, made for your Area 1-9 – Mephit Kitchen (EL 5): Read or paraphrase
convenience). the following:

Creatures: Azers are the archenemies of the The room is hot, humid and full of vapor, which
efreet, so a prince of that race found himself a nat- is rising from a solid cauldron with a ladle stick-
ural ally of Rak’shaz, who defied and vexed genies ing out of it. All manner of kitchen utensils are
as he saw fit. To honor the allegiance, the azer scattered all around the place, a large stone
prince sent a number of his warriors to serve the table in the room’s center has several tureens
Caliph. Rak’shaz singled out Fehim and Gedik, two on it, and two small winged humanoids hover
young azers initiated into monastic discipline, and amid the disarray.
entrusted them with guard duty in his crypt. Utterly The temperature of this room is high enough to be
loyal to their new master, they never leave their post considered intense heat (see Dungeon Features).
despite the sorcerer’s prolonged absence.
Creatures: This is definitely a kitchen, where two
Tactics: The monks, completely devoted to their steam mephits, trusted servants of the Caliph, pre-
duty, don’t take kindly to strangers. If they are pare and deliver food using a special magical ladle
aware of the PCs beforehand, one of the azers akin to a sustaining spoon. Although most of the
pushes a secret button that activates the trap, then dungeon’s inhabitants don’t require food, some (as
both of them drink their potions of resist cold. In the jann in area 1-11) do, and that is why the
combat, Fehim and Gedik work in perfect unison, mephits are in constant motion. The outsiders also
using their superior mobility to flank foes and their serve as quartermasters, and have exclusive
skills in armed combat to stun them. They resort to access to area 1-7.
ranged attacks if the PCs seem to be powerful in
melee. The concept of retreating or surrendering is Tactics: The mephits are greatly annoyed by tres-
completely lost on the monks. passers and tolerate no interruption to their work. In
the first round of combat, they grab the cauldron (a
Fehim and Gedik, Male Azer Mnk2 (2): CR 4; move action), then fly over to the PCs and drop it (a
Medium outsider (extraplanar, fire); HD 4d8+4; hp free action). Everyone in a 10-foot radius takes 2d6
22; Init +3; Spd 30 ft.; AC 20, touch 14, flat-footed points of scalding damage (a DC 11 Reflex save for
17; Base Atk +3; Grp +6; Atk +7 melee (1d6+4 plus half damage). In addition, a randomly determined
1 fire, +1 siangham) or +6 melee (1d6+3 plus 1 fire, PC must make another DC 11 Reflex save or take
unarmed strike) or +7 ranged (1d2+3 plus 1 fire, 1d6 points of damage from the falling cauldron.
masterwork shuriken); Full Atk +5/+5 melee (1d6+4 After this nasty trick, the mephits use blur to con-
plus 1 fire, +1 siangham) or +4/+4 melee (1d6+3 ceal themselves in the vapor and pester the adven-
plus 1 fire, unarmed strike) or +5/+5 ranged (1d2+3 turers with their breath weapons. These mischie-
plus 1 fire, masterwork shuriken); SA heat, flurry of vous creatures are craven, and fly away to area 1-
blows, unarmed strike; SQ darkvision 60 ft., eva- 11 if their lives are seriously threatened. There, the
sion, immunity to fire, spell resistance 15, vulnera- mephits warn Safdar of approaching intruders.
bility to cold; AL LN; SV Fort +8, Ref +9, Will +7; Str
17, Dex 16, Con 14, Int 12, Wis 13, Cha 6. Treasure: The kitchen has little real treasure, but
Skills and Feats: Appraise +6, Balance +5, there are several salvageable silver dishes and
Climb +8, Craft (gemcutting) +6, Craft (weapon- spoons (worth 300 gp, weight 4 pounds), as well as
smithing) +6, Jump +10, Hide +9, Listen +6, Move the magical ladle (treat as a sustaining spoon).
Silently +3, Search +6, Spot +6, Survival +1 (+3 fol- Steam Mephits (2): CR 3; Small outsider (extra-
lowing tracks), Tumble +10; Combat Reflexes, planar, fire); HD 3d8; hp 13; Init +5; Spd 30 ft., fly 50
Dodge, Mobility, Stunning Fist (2/day, DC 14). ft. (average); AC 16, touch 12, flat-footed 15; Base
Languages: Common, Ignan, Infernal. Atk +3; Grp –1; Atk +4 melee (1d3 plus 1d4 fire,
Heat (Ex): An azer’s body is intensely hot, so its claw); Full Atk +4 melee (1d3 plus 1d4 fire, 2 claws);
unarmed attacks deal extra fire damage. Its metal- SA breath weapon, spell-like abilities, summon
lic weapons also conduct this heat. mephit; SQ damage reduction 5/magic, darkvision
Possessions: +1 siangham, 20 masterwork 60 ft., immunity to fire, fast healing 2, vulnerability to
shuriken, potion of protection from arrows, potion of cold; AL N; SV Fort +3, Ref +4, Will +3; Str 10, Dex
resist cold, small fire opal (400 gp).

193
Rak’shaz, a highly creative person, experimented
with all forms of life. One of his short-lived obses-
sions was creating sentient automata. The sorcerer
achieved his goal by binding spirits from the
Elemental Plane of Air to animate his constructs. He
called his most perfect achievement a “genie
engine,” for the Caliph had bound a djinni to grant a
semblance of life to the apparatus.
Because of the room’s cluttered-up state, the entire
area is considered difficult terrain. It takes 2
squares of movement to enter a square in this
room. The DC of Balance and Tumble checks
increases by 5, running and charging are impossi-
ble.
Creatures: The genie engine, a genie-powered,
intelligent construct with many magical powers, has
not received new orders in many years. Still, it is
happy to put its abilities to good use should it
encounter any trespassers. It was built to serve,
and the genie engine shares a bond with the Caliph
even after his disappearance.
Tactics: If the genie engine detects the party’s
approach, it uses persistent image to disguise itself
13, Con 10, Int 6, Wis 11, Cha 15. as a part of the junk, then unexpectedly attacks with
Skills and Feats: Bluff +8, Escape Artist +7, a lightning bolt or burning hands. The construct
Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 relies on its offensive spell-like abilities, and, after
acting), Move Silently +7, Spot +6, Use Rope +1 these are exhausted, turns to melee combat, using
(+3 with bindings); Dodge, Improved Initiative. its powerful pincer to crush opponents. Bound by
Languages: Common, Ignan. orders, the genie engine doesn’t value its existence
Breath Weapon (Su): 10-foot cone of steam, too much and confronts the party until destroyed.
once every 1d4 rounds, damage 1d4 fire, Reflex
DC 12 half. Living creatures that fail their saves are Development: Once the construct is reduced to 0
tormented by burned skin and seared eyes unless hp and falls apart, the animating spirit breaks free.
they have immunity to fire or are otherwise protect- A djinni called Fareedoon springs out of the
ed. This effect imposes a –4 penalty to AC and a –2 engine’s carcass and thanks the party for freeing it.
penalty on attack rolls for 3 rounds. Fareedoon is a normal (not noble) djinni in all
Spell-Like Abilities: Once per hour a steam respects, so he cannot grant wishes. Nevertheless,
mephit can surround itself with a plume of vapor, the genie is willing to use the few resources at its
duplicating the effect of a blur spell (caster level disposal, such as create food if the party is short on
3rd). Once per day it can create a rainstorm of boil- supplies or wind walk to spirit the adventurers away
ing water that affects a 20-foot-square area. Living from the dungeon. Fareedoon is impatient to return
creatures caught in the storm take 2d6 points of fire to its home plane, so the creature won’t stay for
damage (Reflex DC 14 half; caster level 6th). This long to aid the PCs; still, they have gained an ally
ability is the equivalent of a 2nd-level spell. that can serve as a catalyst for future adventures.
Fast Healing (Ex): A steam mephit heals only if Treasure: Buried beneath a pile of junk (Search DC
it is touching boiling water or is in a hot, humid area. 15) are arcane scrolls of minor creation, major cre-
Possessions: a set of keys to area 1-7. ation, and summon monster III.
Area 1-10 – The Sorcerer’s Workshop (EL 6): Read Genie Engine: CR 6; Large construct; HD
or paraphrase the following: 5d10+30; hp 57; Init +4; Spd 60 ft.; AC 19, touch 9,
Cogs, screwdrivers, unfinished automata, and flat-footed 19; Base Atk +3; Grp +12; Atk +8 melee
other mechanical gear of all shapes and sizes (1d8+5, pincer); Full Atk +8 melee (1d8+5, 2 pin-
clutter up this room. In the center stands a cers); Space/Reach 10 ft./5 ft.; SA constrict
weird apparatus that resembles a wheeled bar- (1d8+5), improved grab, spell-like abilities; SQ con-
rel with pincers. struct traits, damage reduction 5/adamantine, dark-

194
vision 60 ft., fast healing 2, immunity to cold, low- less fire takes 1d6 points of damage (no save) and
light vision, resistance to fire 10 and electricity 10; catches on fire (which can be avoided with a DC 15
AL N; SV Fort +1, Ref +1, Will +3; Str 20, Dex 11, Reflex save).
Con —, Int 14, Wis 15, Cha 15.
Skills and Feats: Concentration +8 (+12 casting Creatures: The throne room that once belonged to
defensively), Listen +10, Spellcraft +10, Spot +10; Rak’shaz is now inhabited by Safdar, his fire mephit
Combat Casting, Improved Initiative, Weapon ex-familiar. The creature was initiated in his mas-
Focus (pincer). ter’s plans and waited for the event with great antic-
Constrict (Ex): A genie engine deals automatic ipation, desiring to acquire a modicum of the
pincer damage on a successful grapple check. Caliph’s power. Soon after Rak’shaz’s death, the
Improved Grab (Ex): To use this ability, a genie mephit donned the Ruby of Rak’shaz, and the intel-
engine must hit with a pincer attack. It can then ligent gemstone deemed its owner worthy of further
attempt to start a grapple as a free action without instruction. Guided by Rak’shaz’s psyche, Safdar
provoking an attack of opportunity. If it wins the has developed some sorcerous abilities and is end-
grapple check, it establishes a hold and can con- lessly proud of the fact. It sees the crypt as his per-
strict. sonal domain and playground, constantly rearrang-
Spell-Like Abilities: 3/day — burning hands (DC ing it and exploiting its inhabitants. The Ruby has
13), gust of wind (DC 14), scorching ray (+3 ranged found this sort of behavior acceptable for the time
touch); 1/day—create food and water, create wine being.
(as create water, but wine instead), lightning bolt Safdar is constantly protected by Badar and Baqar,
(DC 15), persistent image (DC 17). Caster level 5th. two jann brothers enslaved by the Caliph. They are
Area 1-11 – The Caliph’s Throne (EL 9): Read or par- magically geased to guard the mephit, and reluc-
aphrase the following: tantly comply.

This grand chamber is literally wreathed in Tactics: Safdar is assumed to be aware of the PCs,
flame. Gigantic spouts of flame rise up to the as they are highly likely to have revealed their pres-
ceilings, with no apparent fuel and giving off no ence by making noise and causing mayhem. Before
smoke, generating an abysmal heat. A majestic combat, the mephit casts shield (all spell effects are
brass throne shaped to resemble a dragon included in the stat block), while his jann body-
maw dominates the chamber, with huge brass guards turn invisible and position themselves in the
vases flanking it. Upon the throne sits a comi- room’s lower corners. Safdar begins the battle with
cally disproportioned creature, a short, winged a wall of fire cast from the staff, placing it to cut off
humanoid with impish features. An enormous the nearest escape route; in the same round, the
ruby pendant hangs from its neck, and its short jann enlarge themselves (the change in their statis-
arms clutch an oversized staff. The creature tics is noted above).
squeals: “I am Safdar, the servant and rightful In the second round, Safdar flies to a square with
heir of Rak’shaz the Magnificent! You will have smokeless fire and targets the party with his breath
to wrestle his ruby from me, you grave robbers! weapon. Meanwhile, Badar and Baqar use change
Your ashes will be blown away by desert size to reduce the size of the most physically pow-
winds!” erful PCs (this ends their invisibility). In the follow-
The temperature of this room is high enough to be ing rounds, the mephit, swearing profusely, vexes
considered extreme heat (see Dungeon Features, the adventurers with scorching rays, and the jann
page 186). attack the closest characters. They maintain this
strategy unless it proves to be unsuccessful; then,
The flame is actually smokeless fire, an interesting the outsiders react accordingly. For example, if the
phenomenon of the corresponding Elemental party is protected from fire, Safdar eschews scorch-
Plane. Magical in nature, this sort of flame doesn’t ing rays in favor of heavier artillery, like fireballs
require fuel and doesn’t give off smoke, burning on from his necklace or the staff. Overall, the mephit
its own for an eternity. Smokeless fire can’t be and his servants are crafty opponents, but not infi-
doused by normal water, although a decanter of nitely so. Safdar would rather die than outlive his
endless water or a water elemental can affect it, as “rule,” and the jann, once freed from their geas, use
well as the quench spell. Likewise, it can’t be dis- plane shift to escape as soon as the mephit is
pelled, although a limited wish or similar magic will defeated.
remove all smokeless fire in a 20-ft. radius. The
flames radiate a strong aura of Evocation magic. Treasure: The brass vases are filled with gems,
predominantly bloodstones, jasper and tiny fire
Any creature passing through a square with smoke- opals. The total worth of the gemstones is 2,000 gp.

195
Development: After the PCs take Safdar out, the
The Ruby of Rak’shaz Revealed Ruby of Rak’shaz is theirs for the taking. See
The Ruby of Rak’shaz is a minor artifact created by the Wrapping Up and the sidebar for possible results.
great sorcerer Rak’shaz in an attempt to preserve his Safdar, Fire Mephit Sor4: CR 6; Small outsider
psyche on the Material Plane. Physically, it appears as a (extraplanar, fire); HD 3d8+4d4+7; hp 30; Init +7;
ruby gemstone the size of a human fist, hanging from a
Spd 30 ft., fly 50 ft. (average); AC 22, touch 14, flat-
chain of magically treated gold; it is worth 10,000 gp as
footed 19; Base Atk +5; Grp +1; Atk +6 melee (1d3
jewelry alone and hard to break (hardness 15, 70 hp,
break DC 35). The gem possesses a malevolent will; the plus 1d4 fire, claw); Full Atk +6 melee (1d3 plus 1d4
psyche that inhabits the Ruby constantly seeks a worthy fire, 2 claws); SA breath weapon, spell-like abilities,
candidate to continue Rak’shaz’s story of tyranny and summon mephit; SQ damage reduction 5/magic,
magical domination. darkvision 60 ft., immunity to fire, fast healing 2, vul-
nerability to cold; AL LE; SV Fort +5, Ref +7, Will
Detect magic reveals only a faint aura of transmutation; +7; Str 10, Dex 16, Con 12, Int 8, Wis 11, Cha 18.
analyze dweomer informs that the magic item grants a +2
Skills and Feats: Bluff +10, Concentration +5,
enhancement bonus to both Intelligence and Charisma.
Escape Artist +9, Hide +13, Listen +6, Diplomacy
The Ruby does confer these bonuses, and tries to manip-
ulate events (resorting to its dedicated power if needed)
+6, Disguise +4 (+6 acting), Move Silently +9, Spot
so that it is chosen by an arcane caster. It chooses candi- +6, Use Rope +3 (+5 with bindings); Dodge,
dates according to level (the higher the better, of course) Improved Initiative, Weapon Focus (ray).
and class (sorcerer, wizard, bard, any other class with Languages: Common, Ignan.
arcane spells – in descending order of importance). Note Breath Weapon (Su): 15-foot cone, once every
that unlike other items, the artifact doesn’t cause negative 1d4 rounds, damage 1d8 fire, Reflex half DC 13.
levels if worn by a character of a diverging alignment. Spell-Like Abilities: 1/hour—scorching ray (DC
16) as the spell cast by a 3rd-level sorcerer;
After being worn for 1d4 days, the Ruby reveals its true
1/day—heat metal (DC 16). Caster level 6th.
nature, conversing with the wearer using its telepathy
power. The item regularly tries to tempt the arcane cast- Fast Healing (Ex): Safdar heals only if it is
er with promises of power and glory, manifesting some of touching a flame at least as large as a torch.
its powerful abilities if the need arises. If the character fol- Spells (6/6/4, DC 14 + spell level): 0 – dancing
lows the Ruby’s lead, he drifts towards lawful evil align- lights, daze (DC 14), flare (DC 14), message, pres-
ment as he becomes haughtier and more ambitious. If he tidigitation, touch of fatigue (+5 melee touch, DC
does not, the item uses its Ego to coerce its wearer. 14); 1st – color spray (DC 15), ray of enfeeblement
(+9 ranged touch), shield*; 2nd – scorching ray (+9
The ultimate objective of the Ruby of Rak’shaz is to
ranged touch). * – precast.
recreate Rak’shaz’s achievements, so it directs the wear-
er towards the Caliph’s main fields of study. Needless to
Possessions: necklace of fireballs type II (1 6d6
say, the item can serve as a driving force for an entire bead, 2 4d6 beads, 2 2d6 beads), staff of fire (10
campaign – if the PCs are ready to sacrifice such matters charges), The Ruby of Rak’shaz (see the
as free will or morality. Appendix).

If the Ruby is broken by mundane means, an incensed Badar and Baqar, Jann (2): CR 4; Medium out-
ghost of the Caliph (male human Sor20) rises from the sider (native); HD 6d8+6; hp 33; Init +6; Spd 20 ft.,
shell and attacks the hapless adventurers. A safer fly 15 ft. (perfect); AC 19, touch 12, flat-footed 17;
method of destroying the artifact is left to the GM’s dis- Base Atk +6; Grp +9; Atk +10 melee (2d4+4/18-20,
cretion. masterwork falchion); Full Atk +10/+5 melee
Abilities of the Ruby of Rak’shaz: (2d4+4/18-20, masterwork falchion); SA change
Ability Scores: Int 19, Wis 10, Cha 19, Ego 22. size, spell-like abilities; SQ darkvision 60 ft., ele-
Alignment: Lawful evil. mental endurance, plane shift, resistance to fire 10,
Senses: Darkvision 120 ft., hearing. telepathy 100 ft.; AL N; SV Fort +6, Ref +7, Will +7;
Communication: Speech, telepathy. Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13.
Languages: Auran, Common, Draconic, Ignan, Infernal. Skills and Feats: Appraise +11, Concentration
Lesser Powers: 10 ranks in Knowledge (arcana) and +10, Craft (blacksmithing) +11, Craft (bowmaking)
Knowledge (the planes), detect magic at will. +11, Diplomacy +3, Escape Artist +6, Listen +11,
Greater Powers: arcane eye 1/day, continuous detect Move Silently +6, Ride +11, Sense Motive +11, Spot
scrying. +11, Use Rope +2 (+4 with bindings); Combat
Special Purpose: rise above all arcane spellcasters. Reflexes, Dodge, Improved Initiative, Mobility.
Dedicated Power: limited wish.
Languages: Common, Ignan, Infernal.
Faint Transmutation (or strong (all schools) if the gem so Change Size (Sp): Twice per day, a janni can
desires); CL 20th; Weight 1 lb. magically change a creature’s size. This works just

196
like an enlarge person or reduce person spell (the
janni chooses when using the ability), except that
the ability can work on the janni. A DC 13 Fortitude
save negates the effect. This is the equivalent of a
2nd-level spell.
Spell-Like Abilities: 3/day—invisibility (self
only), speak with animals. Caster level 12th. Once
per day a janni can create food and water (caster
level 7th) and can use ethereal jaunt (caster level
12th) for 1 hour.
Elemental Endurance (Ex): Jann can survive on
the Elemental Planes of Air, Earth, Fire, or Water for
up to 48 hours. Failure to return to the Material
Plane before that time expires causes a janni to
take 1 point of damage per additional hour spent on
the elemental plane, until it dies or returns to the
Material Plane.
Plane Shift (Sp): A janni can enter any of the
elemental planes, the Astral Plane, or the Material
Plane. This ability transports the janni and up to
eight other creatures, provided they all link hands
with the genie. It is otherwise similar to the spell of
the same name (caster level 13th).
Statistics While Enlarged: Large outsider
(native); AC 17, touch 10, flat-footed 17; Grp +14;
Atk +10 melee (2d6+6/18-20, masterwork falchion);
Full Atk +10/+5 melee (2d6+6/18-20, masterwork
falchion); Space/Reach 10 ft./10 ft.; Ref +7; Str 18,
Dex 13.
Possessions: +1 chainmail, masterwork fal-
chion.

Wrapping Up
The characters succeed in this module by obtaining the
Ruby of Rak’shaz and/or achieving associated goals.
This adventure offers many opportunities for future
quests. PCs may become interested in Rak’shaz’s lega-
cy and explore other places associated with the leg-
endary sorcerer; their travels may lead them to other
desert-themed adventures, such as DCC #15: Lost
Tomb of the Sphinx Queen and DCC #32: Golden
Palace of Zahadran. The genie Fareedoon can become
a long-lasting ally of the PCs, and, most evidently, The
Ruby of Rak’shaz will add a new dimension to their
lives.

197
The Ruby of Rak’shaz

198
Dungeon Crawl Classics
Vale of the Indus
By B. Matthew Conklin III and Greg Oppedisano
AN ADVENTURE FOR CHARACTER LEVELS 4-6

evil of the Temple of Askesis. Defeating each challenge


Introduction on the path leads to greater understanding of what has
The Valley of Indus is designed for 4-6 characters of 3- happened at the temple while providing the characters
5th level. We recommend about 20 total character lev- with blessings critical to their success. Upon their arrival
els between the party members. While the characters the adventures must purge the Temple of Askesis of the
can be of any character class a good mix of characters evil minions of Initiate Baldev. Initiate Baldev believes
is helpful. The module takes place in a hostile jungle he can awaken the Avatar of Askesis, and spread his
environment, so a Druid or Ranger will certainly be of taint throughout the land.
use. The strong warrior type, the sneaky dungeon rogue
and the well-versed mage also have their place.
Encounter Table
To help the GM prepare, we have included a quick ref-
Adventure Summary erence table showing all encounters at a glance. Loc –
The bardic poet Kavi, fearful of reports that the initiate the location number keyed to the map for the encounter.
Baldev and his followers have been corrupted by the Pg – the module page number that the encounter can
taint of evil, has arranged to have the heroes undertake be found on. Type – this indicates if the encounter is a
a mission of critical importance. First they must travel trap (T), puzzle or information (P), or combat (C).
the Path of the Divine to determine if indeed the Valley Encounter – the key monsters, traps, or NPCs that can
of Indus has been corrupted. Each of the four shrines of be found in the encounter. Names in italics are classed
the Path of the Divine has been tainted by the greater NPCs. EL – the encounter level.

199
Loc Pg Type Encounter EL Getting the Players Involved
A 201 P/T Loadstone of Greed 4
The characters can be drawn into this adventure in a
A-1 201 C Jinguga, very young 5 number of ways.
red dragon
• The characters are traveling the Path of the Divine in
A-2 202 C 3 Nabjabstab gnolls 3
the Valley of Indus. They arrive at the first shrine and
A-3 203 C Atnoseep the imp 5 all is not as it should be. As they continue their jour-
B-1 204 C Fiendish adv. leopards (2) 5 ney through the valley they face an increasing evil,
B-2 204 C Imp and nilgiri langur (6) 5 the cause of which is slowly revealed to them by the
time they enter evil’s heart in the Temple of Askesis.
B-3 205 T Bestow curse trap 4
B-4 205 T Poisoned dart trap 4 • The characters are asked to travel the Path of the
Divine by Initiate Kavi in order to locate his lost fol-
B-5 206 T Sepia snake sigil trap 4 lowers and determine if the rumour of evil within the
B-6 206 T Wyvern arrow trap 6 sacred Valley of Indus are true.
B-7 206 C Abhilasha, half-fiend dryad, 6
Sickened human barbarians (6)
Wandering Monsters
C 207 P/T Dread remembrance 4 The Valley of Indus has become a wild jungle teeming
C-1 208 T Webbing trap 3 with savage animals fighting for their survival amidst
fiendish foes. The following is a wandering monsters
C-2 208 C Allip 3 chart for the areas detailed on the valley map.
C-3 209 C Matron Ureiha 4 Alternatively you may decide to just add one of the fol-
C-4 209 C 4 fiendish Med. spiders 4 lowing encounters automatically as the characters
move from one encounter area to the next.
C-5 210 C 6 skeletons, 2 fiendish 4
spider swarms No wandering monsters will be encountered while the
C-6 211 C/T The Shackler 6 characters are in areas A, B, C, D, or E - the detailed
encounter areas. While traveling between the detailed
C-7 212 C Fiendish spider swarm 1 encounter areas the following encounter chart can be
D 213 P/T The Lure of Mad Rage 4 used to spice things up, or move them along. As a gen-
D-1 212 C Bagha warrior, human 6 or 8 eral rule, there is a 20% chance (1-2 on 1d10) of encoun-
bbn1 (6), elephants (2) tering wandering monsters every eight-hour period spent
in the Valley of Indus. This chance may be decreased by
D-2 214 C Otyugh 4
10% if the characters make an effort to conceal their
D-3 215 C Vikramendra, weretiger, 5 or 6 camp or the path they have traveled by rolling a suc-
Tiger (2) cessful Survival Check DC 18. Add the party’s average
E-1 216 C Temple monks (6) 4 or 5 character level to the die roll on the following table to
determine what monsters are encountered.
E-2 216 C Initiate Baldev the Resurrected 7
E-3 217 C Temple monks (2) 2 1d20 Encounter
7-11 Giant bees (20, hostile if provoked)
E-4 218 C Statue of Soleth, shield 8
12-16 Advanced apes (1d6+2, hostile)
guardian
17-19 Advanced Fiendish Leopards (pair, hostile if
Scaling Information provoked)
The following statistics blocks are provided for easy ref-
Stronger Parties (7 or more characters, or higher
erence for the GM.
than 4th level): For stronger parties consider adding: 3
Nabjabstab gnolls to area A-2, a fiendish advanced Advanced Giant Bee: CR 2; Medium vermin; HD 6d8;
leopard to area B-1, an allip to area C-2, 6 skeletons to hp 27; Init +2; Spd 20 ft., fly 80 ft. (good); AC 14, touch
area C-5, an otyugh to area D-2, and doubling all the 12, flat-footed 12; Base Atk +4; Grp +4; Atk sting +4
monks in areas E-1 and E-3. melee (1d4 plus poison); Full Atk sting +4 melee (1d4
plus poison); SA Poison; SQ Darkvision 60 ft., vermin
Weaker Parties (4 or fewer characters, or lower than
traits; AL N; SV Fort +5, Ref +4, Will +3; Str 11, Dex 14,
4th level): The nature of this module does not make it
Con 11, Int –, Wis 12, Cha 9
appropriate to scale down to less than 4th level.
Skills and Feats: Spot +5, Survival +1 (+5 to orient)
SA – Poison (Ex): Injury, Fortitude DC 13, initial and
secondary damage 1d4 Con. A giant bee that success-

200
fully stings another creature pulls away, leaving its Improved Initiative, Weapon Finesse.
stinger in the creature. The bee then dies. SA – Improved Grab (Ex): To use this ability, a
fiendish leopard must hit with its bite attack. It can then
Advanced Ape: CR 3; Large animal; HD 7d8+17; hp attempt to start a grapple as a free action without pro-
48; Init +2; Spd 30 ft., climb 30 ft.; AC 14, touch 11, flat- voking an attack of opportunity. If it wins the grapple
footed 12; Base Atk +5; Grp +14; Atk claws +10 melee check, it establishes a hold and can rake.
(1d6+5); Full Atk 2 claws +10 melee (1d6+5) and bite +4 Pounce (Ex): If a fiendish leopard charges a foe, it
melee (1d6+2); Space/Reach 10 ft./10 ft.; SA –; SQ can make a full attack, including two rake attacks.
Low-light vision, scent; AL N; SV Fort +7, Ref +7, Will Rake (Ex): Attack bonus +8 melee, damage 1d3+1.
+3; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7 Smite Good (Su): Once per day fiendish leopard
Skills and Feats: Climb +13, Listen +6, Spot +7; can make a normal melee attack to deal 6 points of
Alertness, Toughness, Weapon Focus (claws). extra damage equal to a good foe.
Fiendish Advanced Leopard: CR 4; Medium magical
beast (augmented animal, extraplanar); HD 6d8+12; hp Background Story
39; Init +8; Spd 40 ft., climb 20 ft.; AC 15, touch 14, flat-
footed 11; Base Atk +4; Grp +7; Atk bite +8 melee Initiate Baldev of the Temple of Askesis in the Valley of
(1d6+3); Full Atk bite +8 melee (1d6+3) and 2 claws +3 Indus, upon returning through reincarnation from his
melee (1d3+1); SA Improved grab, pounce, rake 1d3+1, great journey to the afterlife, broke with the teachings of
smite good; SQ Damage reduction 5/magic, darkvision Initiate Kavi of the Mirror Mountain Temple. Initiate
60 ft., low-light vision, resistance to cold 5 and fire 5, Baldev interpreted text of the Book of Divya which
scent, spell resistance 11; AL NE; SV Fort +7, Ref +9, describes purification through fire, to mean that the way
Will +3; Str 16, Dex 19, Con 15, Int 3, Wis 12, Cha 6; to follow in Askesis’s path was through purification of
Skills and Feats: Balance +13, Climb +12, Hide +9 the fires of Mount Alburz. Baldev believed that through
(+13 in tall grass or heavy undergrowth), Jump +11, confronting great evil in the pits of hell he could attain a
Listen +6, Move Silently +8, Spot +6; Alertness, higher state of enlightenment. Baldev walked the dan-
gerous Final Path deep into the pits of hellfire, knowing
he would be safe with the Torque of Askesis about his
DCC World neck. The Askesi, or followers of the Askesis, believe in
finding harmony through practice, training and exercise.
Lost among the steaming jungles of Sahaptia, the
They frequently worship Soleth, “the silent death” and
Vale of the Indus is known – if only as a legend – to
god of solitude, and withdraw from society into the life
nearly every order of warrior-monks. The valley and
of the Divine in order to achieve the peaceful death.
its fabled tests of discipline and virtue comprise a
theme that is oft repeated in temples throughout the Initiate Baldev believed Soleth would surely protect his
North. But for those seeking the lost valley, there is lit- greatest follower from harm – even death – by bringing
tle that old codices and sleepy tomes can offer when him back through the miracle of reincarnation. But Angra
confronted with the deadly challenges of the Vale. Mainyu, known as Ahriman, god of destruction and dark-
ness, sent Indra Daeva to tempt Baldev with lies and
promises, and lead him from the Path of The Divine to
apostasy. When Baldev and his four aspect monks were
slain within the burning hell of Mount Alburz, they were
immediately reincarnated by the Torques of Askesis
(which were consumed by the act) about their necks.
It was then that the unexpected occurred. Because the
monks died with evil in their hearts (from the confronta-
tion with the Indra Daeva), they were returned to life as
evil reincarnations of various races; Jinguga (a very
young red dragon), Abhilasha (a half-fiend dryad),
Vikramendra (the weretiger), and The Shackler (a half-
fiend ettercap). Baldev and his now-evil followers have
taken and corrupted the entire Path of The Divine and
the Temple of Askesis and are looking to spread their
taint even further once they awaken the avatar of
Askesis. Fearful of reports that Initiate Baldev has cast
down the pillars of the faith and his followers have been
corrupted by the taint of evil, Initiate Kavi has began
searching for those who could cleanse the valley.

201
Area A – Shrine of Charity Corrupting Aura: Lodestone of
Once this pinnacled shrine was a bastion of hope for Greed (CR 4)
those who saw it from afar. The Giver (as the shrine
keeper was known) and his family were exceptionally While within a mile of the shrine, characters with
generous people who kept a good storehouse of food expensive (anything worth more than 250 gp, coins
and goods on hand to give to those in need. But now he or gems stones kept within a single container (i.e.
and his family are gone; devoured by the young fiery a small sack or backpack) are counted as one item
red dragon Jinguga the Fire-Maker. for determining their worth) or magical items will
notice that those items glow with a wavering green
Areas of the Map light like fire (those that already glowed glow a bit
more by comparison). During the day the aura of
Area A-1 – Scorched Earth Tactics (EL 5): Read or light is hard to notice, but at night it is as bright as
paraphrase the following: any standard torch.
Before you stands a majestic tile and white- Furthermore, if a creature enters the temple with
washed stone shrine, built to resemble an elon- such an item and then tries to leave, its weight
gated pyramid supported by three large blocks, increases. Every ten feet beyond the stairs of the
sitting on a slightly elevated stone platform. The temple that such an item is taken, out to a radius of
land around the temple is a ruin of mud patch- 60 feet, its weight increases by 100%, For exam-
es, crude furrows, and tortured, flame-black- ple, a character wearing expensive full plate (50
ened earth. lbs.) walks into the temple and then attempts to
Since the temple fell to the corrupting influence of walk away. At ten feet from the temple his armor
Initiate Baldev, it has attracted the attention of the suddenly weighs 100 lbs. At 20-feet the armor
greedy young dragon Jinguaga. While scouting the weighs 150 lbs and so on until he gets away from
area, Jinguaga noticed a pair of would-be looters the effect (60-feet away from the shrine). Were the
struggling with an unusually heavy glowing sack of effected to items returned to the shrine their weight
coins they had taken from the shrine’s poor box. is likewise restored in the same manner. Items
The dragon quickly roasted the pair and gobbled inside or within 10 feet of the shrine do not weigh
them down. Jinguaga then proceeded into the anymore than they usually do. Once a character
shrine proper to see what other treasures he might brings an item valued at 250 gp or more the item
find, killing and devouring the Giver and his kin in reacts this way until such time as corrupting aura is
the process. After claiming all the wealth of the lifted.
place, however, he found he could not easily trans- To lift the curse of the corrupting aura one must
port it because of the curse on the place. Unwilling make an offering to the shrine. A character or group
to let the horde go, he piled it in the center of the of characters must donate an item or items worth a
shrine, allowing the treasure’s glow to be seen total of 250 gp or more to the statue set in the cen-
though the gaps in the walls. He even added his ter of the shrine. The items can be placed in the
own stash to the mix as well, hoping it would attract statue’s hands or placed at its feet with the intent to
more fortune hunters while he observed from a give the item(s) to the patron spirit of the temple.
nearby rocky hillside (about 2 miles away). When The item(s) in question must rightfully belong to the
Jinguga notices creatures (or light sources) moving characters (the dragon’s horde does not count until
in close proximity of the shrine he swoops in to after the dragon is defeated or driven away). The
investigate, hoping to catch creatures bearing donated items disappear in a flash of light and are
treasure overburdened as they are leaving. The bait lost forever; however the corrupting aura is
has worked so well that the dragon has added a undone. If the characters run off the imp (or have
paunch to his normally sleek, cat-like build. already done so) they receive an additional boon.
Development: It only takes Jinguga about 18 The necklace around the statue’s neck disappears,
rounds to reach the shrine from his perch if he flies and becomes a real necklace of gold, set with a
flat-out the whole way (a run action, on the 18th large, rough-cut, purple quartz that gives off a faint
round though he would have to make a DC 10 glow. The necklace appears in place of the charac-
Constitution check or cease taking run actions and ter’s offering.
be unable to do so again for a full minute). His keen
senses allow him to discern characters at that dis-
tance without a check unless the characters are try-
ing to hide, and approaching from the west using

202
the shrine’s tall steeple as cover (to do that they
would probably have to know where the dragon is,
in which case a DC 20 Hide check successfully
eludes the dragon’s casual notice). The sound of
battle travels up to the dragon’s ears quite clearly
and brings him to investigate.
The greedy dragon is so stuffed, he is willing to let
eloquent, or clever meals go, provided they leave
their treasure (anything that glows) behind.
Creatures who know the dragon’s name (bardic lore
or Knowledge (arcana) DC 18) and can flatteringly
recount his horrible exploits (Perform (oration, or
song) DC 18), move him enough to allow the char-
acters to pass this one time so long as they do not
take anything from the temple that bears his or the
gnolls’ scent (all the treasure in the shrine). This
treasure he considers his, and treats creatures that
take it as thieves. He attacks such thieves immedi-
ately, harrying them for miles if necessary to
retrieve what he feels is his.
Tactics: Jinguga fights to the death to protect his
treasure. If sorely pressed by characters that seem
disinterested in his belongings, he flees to rest up
and plan his revenge. If the shrine is purified, the
dragon may attempt to cut and run, carrying what
treasure it can back into the mountains.
Jinguga the Fire-Keeper, male very young red large pendant. Her six arms are extended out-
dragon: CR 5; Large dragon (fire); HD 10d12+30; ward with their palms up. The room shows
hp 95; Init +4; Spd 40 ft., fly 150 ft. (poor); AC 18, signs of recent battle, including three humanoid
touch 9, flat-footed 18; Base Atk +10; Grp +19; Atk corpses, bloodstains, broken bits of armor, and
bite +14 melee (2d6+5); Full Atk bite +14 melee broken floor and wall tiles.
(2d6+5), and 2 claws +12 melee (1d8+2) and 2
A raiding party of gnolls from the Nabjabstab clan
wings +12 melee (1d6+2) and tail +12 melee
came upon the shrine recently and succumbed to
(1d8+7); Space/Reach 10 ft./5 ft. (10 ft. with bite);
its corrupting aura. The corpses are those of three
SA Breath weapon; SQ Blindsense 60 ft., darkvision
gnolls who died during a heated debate over own-
120 ft., immunity to fire, sleep, and paralysis, vul-
ership of the treasure. Three of their fellows lurk
nerability to cold; AL CE; SV Fort +10, Ref +7, Will
nearby. These three are also maddened with greed
+8; Str 21, Dex 10, Con 17, Int 12, Wis 13, Cha 12.
and plan on killing one another at the most conven-
Skills and Feats: Appraise +10, Bluff +11,
ient opportunity, but are more than willing to work
Concentration +12, Diplomacy +14, Disguise +1
with one another to slay intruders (who more than
(+3 acting), Intimidate +12, Jump +18, Listen +12,
likely have expensive treasures themselves).
Search +10, Sense Motive +10, Spot +12, Survival
+1 (+3 following tracks); Alertness, Flyby Attack, Treasure: Piled on the floor near the foot of the
Improved Initiative, Multiattack. central statue are the following items (most of the
SA – Breath Weapon (Su): 40-foot cone, once coins are kept in crude hemp sacks): 20,134 cp,
every 1d4 rounds, damage 4d10 fire, Reflex DC 18 1,439 sp, 432 gp, 3 bloodstones worth 50 gp each,
half. a pair of opal earrings (300 gp each), an ivory lion
statuette (30 gp), a large rough cut garnet (200 gp),
Area A-2 – Aspect of Charity (EL 3): Read or para-
a gold arm band (150 gp), and a silver harp (45 gp).
phrase the following:
Nabjabstab Clan raiders, male and female
Under the high-pinnacled roof sits a small
gnolls (3): CR 1; Medium humanoid (gnoll); HD
horde of treasures, wreathed in green fire-light,
2d8+2; hp 11, 9, 9; Init +0; AC 16* touch 10, flat-
haphazardly piled at the foot of a centrally
footed 16*; Base Atk +1; Grp +3; Atk/Full Atk bat-
placed stone statue that depicts a content-look-
tleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged
ing woman dressed in a toga and wearing a

203
(1d6/x3); SA –; SQ Darkvision 60 ft.; AL CE; SV Fort 2-1/2 ft./0 ft.; SA Poison, spell-like abilities; SQ
+4, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Alternate form (bat or boar), damage reduction
Wis 11, Cha 8. 5/good or silver, darkvision 60 ft., fast healing 2,
Skills and Feats: Listen +2, Spot +3; Power immunity poison, resistance to fire 5; AL LE; SV
Attack. Fort +6, Ref +10, Will +5; Str 12, Dex 20, Con 13,
Possessions: Studded leather armor, heavy Int 10, Wis 10, Cha 20.
steel shield, battleaxe, shortbow, 10 arrows, a small Skills and Feats: Diplomacy +13, Gather
pouch or two containing a total of 2d12 x 10 gp in Information +7, Hide +21, Knowledge (local) +8,
loose gemstones. Listen +8, Move Silently +13, Search +8, Spellcraft
* The toughest gnoll has a +1 heavy steel +8, Spot +8, Survival +8 (+10 following tracks);
shield, giving it an AC of 17/10/17. Ability Focus (poison), Flyby Attack, Weapon
Finesse.
Area A-3 – Pantry House for the Poor (EL 5): Read or SA – Poison (Ex): Injury, Fortitude DC 18, initial
paraphrase the following: damage 1d4 Dex, secondary damage 2d4 Dex.
The horrible smell of rotten fruit, bread and veg- Spell-Like Abilities: At will – detect good, detect
etables emanates from just beyond a slightly magic, invisibility (self only); 1/day – suggestion
ajar door. The scent is made even more over- (DC 18). Caster level 6th. Once per week Atnoseep
powering by the sight of the spoiled produce lin- can use commune to ask six questions. The ability
ing (and in some cases dripping off) the wood- otherwise works as the spell (caster level 12th).
en shelves that take up most of the room SQ – Alternate Form (Su): Atnoseep can
beyond. assume the form of a bat or boar as a standard
action. This ability functions as a polymorph spell
At one time this room was used to store extra food (caster level 12th), except that Atnoseep does not
and grain for the poor and needy, but in the weeks regain hit points for changing form.
since Initiate Baldev became an apostate and the
land became cursed, the food has been left to rot. Area A-4 – Giver’s Hovel: Read or paraphrase the fol-
Hidden among the filth is Atnoseep, Scion of Greed. lowing:

Tactics: Atnoseep is more interested in treasure The door to this room sits battered and is hang-
than combat, but will play cat and mouse with the ing by one hinge as if a bear or other large ani-
party using hit and run tactics. He will use his alter- mal had forced its way in. The room beyond is
nate form and spell-like abilities to full advantage. in even worse condition; having been swept by
When first encountered, he is in one of his two alter- what must have been a terrible fire. The
nate forms. charred remains of wooden furniture, utensils, a
child’s doll and other personal effects lie scat-
Atnoseep, advanced, elite imp: CR 5; Tiny out- tered about the chamber’s floor.
sider (evil, extraplanar, lawful); HD 6d8+6; hp 33;
Init +5; Spd 20 ft., fly 50 ft. (perfect); AC 22, touch The Giver and his family fled here to their home at
17, flat-footed 17; Base Atk +6; Grp –1; Atk/Full Atk the approach of the dragon, but the wooden door
sting +13 melee (1d4+1 plus poison); Space/Reach was not enough to stand against Jinguga’s power.

New Magic Item: The Devadasis


Also known as “Servants of God,” this is a magical carving that will grant the “blessing of the Devadasis” once
per month to those who enter the shrine when placed on a pedestal of heartwood within a banyan tree. The
“blesssing of Devadasis” does not take immediate effect – it may be triggered by the blessed (at will) at any time
in the next 30 days. The blessing lasts one hour and acts for all intents and purposes as a greater heroism spell:
the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and +10
temporary hit points.
The Shards of the Devadasis (CR 4) are the 4 sundered pieces of “the Devadasis.” Carried separately (taking
the necklace spot) the shards act as an amulet of health, granting the wearer an enhancement bonus of +2 to
Constitution.
To remake the original sculpture, simply press the broken shards together. Remaking the shards into the
Devadasis and restoring the shrine will earn the adventurers an EL 4 experience award.
Moderate transmutation; CL 8th; Craft Wondrous Item, bear’s endurance; Price 4,000 gp (+2).

204
Disappointed with pickings around the rest of the massively thick – a full 60 feet across and its top
temple, the dragon stormed the chamber in search branches stretch a hundred feet into the air. The
of more treasure, which was not to be found. surrounding banyan trees are 20 feet across and
their upper canopies entwine with the branches of
Area A-5 – Store House for the Poor: This storage the central tree.
area contains a number of mundane nonfood items
(each valued at 5gp or less value) such as torches, There is a lot of lush wildlife in the branches of the
clothing, tents, tools, containers, soap etc… The trees, and none more dangerous than Abhilasha’s
selfish dragon counts these items as part of his pair of fiendishly corrupted leopards.
horde and protects them every bit as fiercely as he
does the treasure in area A-2. Tactics: The leopards wait patiently, hiding in the
canopy of the central tree (+4 circumstance bonus
Treasure: Jinguga, Atnoseep, bandits and gnolls to hide) until the characters approach the entrance.
have all rifled through the area, leaving it a disor- Then they pounce down on their targets hoping to
ganized mess. Hidden in a pile of cast off rope and achieve surprise.
canvas is a belt pouch containing five small vials of
antitoxin (Search DC 25). Fiendish Advanced Leopard (2): CR 4; Medium
magical beast (augmented animal, extraplanar); HD
6d8+12; hp 39 each; Init +8; Spd 40 ft., climb 20 ft.;
Area B – The Shrine of Lust AC 15, touch 14, flat-footed 11; Base Atk +4; Grp
The Shrine of Lust is home to Abhilasha, a half-fiend +7; Atk bite +8 melee (1d6+3); Full Atk bite +8
Dryad perversion of nature, who has adopted the melee (1d6+3) and 2 claws +3 melee (1d3+1); SA
banyan tree as her bound tree. Abhilasha’s wild empa- Improved grab, pounce, rake 1d3+1, smite good;
thy has called the animals of the jungle to serve her and SQ Damage reduction 5/magic, darkvision 60 ft.,
they have become as corrupted as the shrine. low-light vision, resistance to cold 5 and fire 5,
Abhilasha’s lustful nature has drawn some of the bar- scent, spell resistance 11; AL NE; SV Fort +7, Ref
barians of the jungle to her revels and they long for her +9, Will +3; Str 16, Dex 19, Con 15, Int 3, Wis 12,
approval and attentions. Cha 6;
Skills and Feats: Balance +13, Climb +12, Hide
The shrine of Lust was once the shrine of Love. A place +9 (+13 in tall grass or heavy undergrowth), Jump
where people worshiped devotion to others through +11, Listen +6, Move Silently +8, Spot +6;
dance, the shrine housed the magical carving known as Alertness, Improved Initiative, Weapon Finesse.
“The Devadasis.” Abhilasha sundered the statue into SA – Improved Grab (Ex): To use this ability, a
four and placed each piece in one of the four fonts in the fiendish leopard must hit with its bite attack. It can
surrounding tree shrines (B-3 through B-6). The sun- then attempt to start a grapple as a free action with-
dering of the statue has led to the perversion of the out provoking an attack of opportunity. If it wins the
shrine from love to lust and begun the process of poi- grapple check, it establishes a hold and can rake.
soning the entire shrine. Remaking the statue and Pounce (Ex): If a fiendish leopard charges a
clensing the shrine is explained in area B-7. foe, it can make a full attack, including two rake
attacks.
Areas of the Map Rake (Ex): Attack bonus +8 melee, damage
1d3+1.
Area B-1 – A Growl in the Trees (EL 5): Read or par- Smite Good (Su): Once per day fiendish leop-
aphrase the following: ard can make a normal melee attack to deal 6
The path of enlightenment winds through dense points of extra damage equal to a good foe.
jungle before opening to reveal a towering Area B-2 – Some Monkeys are just Monkeys and
shrine carved from the twisty trunk of a truly Some Monkeys are Imps (EL 5): Read or para-
stately banyan tree. Arial roots and hanging phrase the following:
branches form a dark canopy, from which come
the sweet smell of flowers and the gentle buzz The raised platform beneath the canopy of the
of hungry bees. Stairs have been made from trees is shrouded in the oppressive darkness of
the densely packed earth leading up to the del- the dense jungle. A quick look reveals that the
icately carved entrance at the base of the tree. platform leads to five doors, one door enters
into the massive central tree and the other four
Closer examination will reveal that there are actual- doors are in the trunks of the smaller ajoining
ly five trees present here – a very large and old cen- trees. The chattering of tree monkeys is getting
tral banyan and four smaller trees planted equidis- louder.
tance from the center. The central banyan tree is

205
The canopy of the trees above the raised platform otherwise works as the spell (caster level 12th).
is home to a pack of nilgiri langur monkeys led by SQ – Alternate Form (Su): An imp can assume
imps in alternate forms (Nilgiri Langur monkey form other forms at will as a standard action. This ability
to be exact). The Imp and his monkey pack will functions as a polymorph spell cast on itself (caster
begin harassing the adventures as soon as they level 12th), except that an imp does not regain hit
begin exploring the raised platform. points for changing form, and an individual imp can
assume only one or two forms no larger than
Tactics: Nilgiri langur prefer to attack in groups – Medium. Common forms include monstrous spider,
working together to achieve the +2 bonus for flank- raven, rat, and boar.
ing whenever possible. If wounded, the langur will Possessions: Ring of protection +2
always flee to the upper canopy of the trees above
and not return. The imp will remain in monkey form Area B-3 – Shrine of Familial Love (EL 4): Read or
– this will not affect his attacks or special abilities in paraphrase the following:
any way. The imp is intelligent and will begin the
combat invisible and attempt to catch a lightly The interior trunk of this tree is intricately
armored character flat footed with his first poison- carved with imagery of families. There are
ous tail sting, then will use his suggestion to rec- dozens of common familiar scenes of families
ommend that a fighter type run back up the path engaging in everyday acts of caring and love. In
and get help (remember a suggestion can last up to one corner a man and woman cradle a baby, in
one hour). another a father shows his child how to carve
wood, in a nook there are grand parents receiv-
Nilgiri Langur (6): Medium animal; HD 1d8+1; hp ing gifts from grand children. In the center of the
5 each; Init +2; Spd 40 ft., climb 30 ft.; AC 13, touch shrine is a column with a font carved from the
12, flat-footed 11, Base Atk +0; Grp +2; Atk/Full Atk heartwood of the tree. The grain of the wood,
bite +2 melee (1d6+3); SA –; SQ Low-light vision, spreading from the font, has been transformed
scent; AL N; SV Fort +3, Ref +4, Will +1; Str 15, Dex by an ugly red stain that is spreading up the
14, Con 12, Int 2, Wis 12, Cha 4 heartwood and into the rest of the tree.
Skills and Feats: Climb +10, Listen +5, Spot +5;
Alertness The font in the heartwood of the shrine of love has
Nilgiri langur are powerful and aggressive pri- been corrupted by a piece of “The Devadasis” (see
mates that prefer to live in trees. They will travel sidebar) that has been placed in the red stained
through open spaces but always return to foliage to water of the heartwood font. The shard of
find safe places to rest, eat and sleep. A typical nil- Devadasis appears as a small statue of a woman
giri langur is the size of a medium dog. dancing that is obviously broken from a larger
Skills: Nilgiri langur have a +8 racial bonus on piece. The heartwood font and the stained water
Climb checks and can always choose to take 10 on are trapped.
Climb checks, even if rushed or threatened. Bestow curse trap: CR 4; magic device; touch trig-
Imp: Tiny outsider (evil, extraplanar, lawful); HD ger (detect chaos); automatic reset; spell effect
3d8; hp 13; Init +3; Spd 20 ft., fly 50 ft. (perfect); AC (bestow curse, 5th-level cleric, DC 14 Will save
22, touch 17, flat-footed 19; Base Atk +3; Grp –5; negates); Search DC 28; Disable Device DC 28.
Atk/Full Atk sting +8 melee (1d4 plus poison); Cost: 8,000 gp, 640 XP.
Space/Reach 2-1/2 ft./0 ft.; SA Poison, spell-like Area B-4 – Shrine of Loyalty (EL 4): Read or para-
abilities; SQ Alternate form, damage reduction phrase the following:
5/good or silver, darkvision 60 ft., fast healing 2,
immunity to poison, resistance to fire 5; AL LE; SV The interior trunk of this tree is intricately
Fort +3, Ref +6, Will +4; Str 10, Dex 17, Con 10, Int carved with imagery of friendship. In the center
10, Wis 12, Cha 14; of the shrine is a column with a font carved from
Skills and Feats: Diplomacy +8, Hide +17, the heartwood of the tree. The grain of the
Knowledge (arcana) +6, Listen +7, Move Silently wood, spreading from the font, has been trans-
+9, Search +6, Spellcraft +8, Spot +7, Survival +1 formed by an ugly blue stain that is spreading
(+3 following tracks); Dodge, Weapon Finesse. up the heartwood and into the rest of the tree.
SA – Poison (Ex): Injury, Fortitude DC 13, initial The font in the heartwood of the shrine of loyalty
damage 1d4 Dex, secondary damage 2d4 Dex. has been corrupted by a piece of “The Devadasis”
Spell-Like Abilities: At will—detect good, detect (see sidebar) that has been placed in the blue
magic, invisibility (self only); 1/day—suggestion stained water of the heartwood font. The shard of
(DC 15). Caster level 6th. Once per week an imp Devadasis appears as a small statue of a woman
can use commune to ask six questions. The ability

206
dancing that is obviously broken from a larger been corrupted by a piece of “The Devadasis” (see
piece. The heartwood font and the stained water sidebar) that has been placed in the black stained
are trapped. water of the heartwood font. The shard of
Devadasis appears as a small statue of a woman
Poisoned dart trap: CR 4; mechanical; location dancing that is obviously broken from a larger
trigger; manual reset; Atk +15 ranged (1d4+4 plus piece. The heartwood font and the stained water
poison, dart); multiple targets (1 dart per target in a are trapped.
10-ft.-by-10-ft. area); poison (Small monstrous cen-
tipede poison, DC 10 Fortitude save resists, 1d2 Wyvern arrow trap: CR 6; mechanical; proximity
Dex/1d2 Dex); Search DC 21; Disable Device DC trigger; manual reset; Atk +14 ranged (1d8 plus poi-
22. Market Price: 12,090 gp. son, arrow); poison (wyvern poison, DC 17
Fortitude save resists, 2d6 Con/2d6 Con); Search
Area B-5 – Shrine of Devotion (EL 4): Read or para- DC 20; Disable Device DC 16. Market Price: 17,400
phrase the following: gp.
The interior trunk of this tree is intricately Area B-7 – Abhilasha’s Lair (EL 6): Read or para-
carved with imagery of worship. There are phrase the following:
dozens of common familiar scenes of families
engaging in everyday acts of worship. In one The interior of the massive banyan tree is a
corner a man is prostrate before an idol, in very disturbing scene of debauchery and
another a woman brings food to sacrifice at the exhausted revelry. Bodies lay entwined about
site of her parents’ burial, another shows a child the floor, in various stages of consciousness;
serving beside an alter. In the center of the the strong smell of alcohol is in the air and pud-
shrine is a column with a font carved from the dles of spilt spirits soak into the floor. Slouched
heartwood of the tree. The grain of the wood, in a pedestal carved from the heartwood of the
spreading from the font, has been transformed mighty banyan is a gorgeous woman with the
by an ugly yellow stain that is spreading up the delicate features of an elf, oddly her skin has
heartwood and into the rest of the tree. the texture of fine bark and leafy green leaves
form a tangled canopy of hair atop her head.
The font in the heartwood of the shrine of love has
been corrupted by a piece of “The Devadasis” (see The woman on the throne is Abhilasha, a half-fiend
sidebar) that has been placed in the yellow stained dryad. Drunken revelers, many of whom are not
water of the heartwood font. The shard of able to rise and defend her, surround her. Abhilasha
Devadasis appears as a small statue of a woman treats all who enter her home as a threat to herself
dancing that is obviously broken from a larger and her adopted banyan tree and immediately
piece. The heartwood font and the stained water attacks.
are trapped.
The pedestal is the original home of the Devadasis.
Sepia snake sigil trap: CR 4; spell; spell trigger; Simply simply pressing the four parts together can
no reset; spell effect (sepia snake sigil, 5th-level remake the statue. The shrine can be cleansed and
wizard, DC 14 Reflex save negates); Search DC returned to its original state by defeating all of the
28; Disable Device DC 28. Cost: 650 gp to hire minions at the shrine and remaking the statue and
NPC spellcaster. returning it to the pedestal.
Area B-6 – Shrine of Romantic Love (EL 6): Read or Ad Hoc Experience Bonus: Remaking the shards
paraphrase the following: into the Devadasis and restoring the shrine will earn
the adventurers an EL 4 experience award.
The interior trunk of this tree is intricately
carved with imagery of romance. There are Tactics: Abhilasha uses charm person or sugges-
dozens of common familiar scenes of people tion, attempting to gain control of the attacker who
engaging in everyday acts of romantic love. In could help the most against the rest, likely fighter
one nook a man woos his lover, in another an types first. Treat Abhilasha’s drunken and tired bar-
elderly woman weeps alone. In the center of barian allies as Sickened (they take a -2 penalty on
the shrine is a column with a font carved from all attack rolls, weapon damage rolls, saving
the heartwood of the tree. The grain of the throws, skill checks, and ability checks)
wood, spreading from the font, has been trans-
formed by an ugly black stain that is spreading Sickened Human Bbn1 (6): CR 1; Medium
up the heartwood and into the rest of the tree. humanoid (human); HD 1d12+1; hp 13 each; Init
+2; Spd 40 ft.; AC 12, touch 12, flatfooted 10; Base
The font in the heartwood of the shrine of love has Atk +1, Grp +3; Atk/Full Atk masterwork greatclub

207
+3 melee (1d10+1); SA Rage 1/day; SQ Fast move- Knowledge (nature) +11, Knowledge (the planes)
ment, illiteracy; AL N; SV Fort +1, Ref +0, Will -1; Str +7, Listen +9, Move Silently +13, Ride +15, Spot
15, Dex 14, Con 13, Int 10, Wis 12, Cha 8. +9, Survival +9 (+11 in aboveground natural envi-
Skills and Feats: Climb +4, Intimidate +1, Jump ronments), Use Rope +7 (+9 with bindings); Great
+8, Listen +3, Survival +3; Dodge, Weapon Focus Fortitude, Weapon Finesse.
(greatclub). SA – Smite Good (Su): Once per day Abhilasha
SA – Rage (Ex): Once per day, these barbar- can make a normal melee attack to deal 4 points of
ians can enter a state of fierce rage that last for 6 extra damage to a good foe.
rounds. The following changes are in effect as long Spell-Like Abilities: At will – darkness, entangle
as they rage: AC 10, touch 10, flat-footed 8; hp 15; (DC 13), speak with plants, tree shape; 3/day—
Atk masterwork greatclub +5 melee (1d10+4); SV charm person (DC 13), deep slumber (DC 15), tree
Fort +3, Will +1; Str 19, Con 17; Climb +6, Jump +8. stride; 1/day—desecrate, suggestion (DC 15).
At the end of their rage, these barbarians are Caster level 6th.
fatigued for the duration of the encounter. SQ – Tree Dependent (Su): Abhilasha is mysti-
Possessions: Masterwork greatclub. cally bound to a single, enormous oak tree and
must never stray more than 300 yards from it. If she
Abhilasha, half-fiend dryad: CR 4; Medium out- does, she become ill and dies within 4d6 hours.
sider (augmented fey, native); HD 4d6+4; hp 18; Init Abhilasha’s oak does not radiate magic.
+6; Spd 30 ft., fly 30 ft. (average); AC 20; touch 16, Wild Empathy (Ex): This power works like the
flat-footed 14; Base Atk +2; Grp +4; Atk claw +8 druid’s wild empathy class feature, except that
melee (1d4+2) or dagger +8 melee (1d4+2/19–20) Abhilasha has a +8 racial bonus on the check.
or masterwork longbow +9 ranged (1d8/x3); Full Atk Possessions: Dagger, masterwork longbow, 20
2 claws +8 melee (1d4+2) and bite +3 melee arrows.
(1d6+1) or dagger +8 melee (1d4+2/19–20) and
bite +3 melee (1d6+1) or masterwork longbow +7 Treasure: Ceremonial electrum dagger with a star
ranged (1d8/x3); SA Smite good, spell-like abilities; ruby in the pommel (700 gp); silver ewer (70 gp);
SQ Damage reduction 5/cold iron or magic, darkvi- silver comb with moonstones (500 gp); Scroll: hide
sion 60 ft., immunity to poison, resistance to acid from animals, bull`s strength (x3), status (x3), tree
10, cold 10, electricity 10, and fire 10, spell resist- shape (x3), inflict light wounds (x1); 2,000 sp.
ance 14, tree dependent, wild empathy +8; AL CE;
SV Fort +4, Ref +10, Will +6; Str 14, Dex 23, Con
13, Int 18, Wis 15, Cha 20
Skills and Feats: Bluff +8, Diplomacy +6,
Escape Artist +13, Handle Animal +12, Hide +13,

Corrupting Aura: Dread Remembrance (CR 4)


Non-fiendish creatures within the confines of the shrine cannot let go of their past. The Shrine is treated as if it
is under the effects of a desecrate spell (caster level 10). To the PCs, each room or chamber seems to hold a
fragment of a painful memory. Each time the characters enter a new map area have them make a DC 15 Will
save. Those that fail notice something in the area that reminds them of some sad episode in the past. Characters
who fail the roll by five or more become stunned for one round at an inopportune time while in the chamber.
These visions or hallucinations can take several forms. Perhaps the shadows fall across Matron Ureiha’s face
in such a way that she reminds the viewer of their dead mother, perhaps the gray pilgrim looks a bit like that
innocent bystander that the PC couldn’t save, or an item found in the secret chamber stirs up memories of a
more innocent time. The stimuli likewise can come in many forms and the DM is encouraged to use as many
senses as possible in their descriptions; scent in particular can be very evocative.
While the corrupting aura is in effect, undead in the area receive a +4 profane bonus to resist turn attempts and
gain the rejuvenation ability like a ghost, reforming in 2d4 days if they are destroyed. The corruption is linked to
the Shackler who himself lives in the past, and knows when a character is experiencing a remembrance. Once
the Shackler is driven off or otherwise eliminated, the curse is lifted. Merely slaying him is not enough to lift the
curse. To be fully rid of the curse, the slain Shackler would need to given proper funeral rights with all of the sur-
viving characters involved in his death in attendance and playing a role in the proceedings. Characters can come
to this conclusion on a successful DC 15 Knowledge (religion) check. If the characters rescue Matron Ureiha,
she comes up with the same answer once her Wisdom score returns to 10 or better. Once the curse is lifted the
restless undead return to their slumber.

208
bing down on the character in front of the door, and
Area C – Shrine of the causes a gong to sound, which draws the attention
Divine Wheel of the allip in area D-2. The allip begins to babble
aloud on the following round. The sound of its cries
The shrine of the Divine Wheel is both an ancient tomb can be heard outside. On the their next action they
and a shrine to the principle that nothing lasts forever float through the door and attack. The net is fixed to
and that as time moves forward everything must pass in the cliff side keeping the netted character stuck in
order so that it might be reborn again in some new form proximity to the door until they can escape.
at some later date. To hold on to something, even Webbing Trap: CR 3; mechanical; touch trigger;
something that is deeply treasured, too firmly is to invite Atk +4 melee touch (entangle, web netting affixed to
stagnation, corruption and eventually ruination. One overhang) and warning bell; manual reset; Search
must always be willing to change as the world does 20; Disable Device 18. Web Net: hp 5; Escape Artist
around them even though it might be painful. 20; Burst DC 25.
In its corrupted state, the shrine is inhabited by the spir- Area C-2 – Cave of Welcome (EL 3): Read or para-
its of those dead souls who desperately cling to their phrase the following:
current incarnation. By doing so they do not realize the
evil they are perpetrating on their loved ones. Also in The smooth walls of this cave attest to its long
attendance is the Shackler. The Shackler is the product use. Hundreds of candles line alcoves set in the
of a union between one of the forest’s many ettercaps uneven walls only a few of which are lit.
and a chain devil. The lawful nature of this creature
means it cannot nor will not accept change of any sort This room served as an entrance to the shrine. A
and hordes a great number of belongings and souvenirs hidden bolt hole lies to the north of the cave
in the thick webs that hang from him like chains. The (Search DC 20), while the passage that winds
angry undead do not attack the Shackler because the deeper into the complex rises as it nears area C-4.
creature has promised to help find a way to restore Here in the dim light an allip resembling a gray-
them. cloaked pilgrim mutters sadly to itself in the far cor-
The floors of the cave shrine are considered rough- ner. When approached, the faceless apparition
hewn, having only been smoothed down by the screams and babbles as if in pain. It slaps at the
uncounted footsteps of visitors over the last eight cen- PCs with its smoky, insubstantial hands as it tries to
turies. A DC 10 balance check is required to run or drive off the living; brutal reminders of the life it left
charge across the uneven floor. Failure means the char- behind.
acter can still act but can’t run or charge in this round. Muttering Pilgrim, allip: CR 3; Medium undead
(incorporeal); HD 4d12; hp 26; Init +5; Spd fly 30 ft.
Areas of the Map (perfect); AC 15, touch 15, flat-footed 14; Base Atk
Area C-1 – Entrance to the Catacombs (EL 3): Read +2; Grp –; Atk/Full Atk incorporeal touch +3 melee
or paraphrase the following: (1d4 Wisdom drain); SA Babble, madness, Wisdom
drain; SQ Darkvision 60 ft., incorporeal traits, +2
The path ends abruptly ta the base of an over- turn resistance, undead traits; AL NE; SV Fort +1,
hanging cliff, just past a statue depicting a Ref +4, Will +4; Str –, Dex 12, Con –, Wis 11, Cha
beautiful, smiling woman holding a snake bent 18.
in the form of circl that is, eating its own tail. Skills and Feats: Hide +8, Intimidate +7, Listen
+7, Search +4, Spot +7, Survival +0 (+2 following
The Shrine of the Divine Wheel was originally con- tracks); Improved Initiative, Lightning Reflexes.
structed during a time of great turmoil and so it was SA – Babble (Su): An allip constantly mutters
built as a hidden temple for the faithful. In recent and whines to itself, creating a hypnotic effect. All
times, the secret passage that guarded its entrance sane creatures within 60 feet of the allip must suc-
has remained open, but with the coming of Initiate ceed on a DC 16 Will save or be affected as though
Baldev, the Shackler (area D-6) has come to roost by a hypnotism spell for 2d4 rounds. This is a sonic
here. The Shackler has locked the door and mind-affecting compulsion effect. Creatures that
trapped it with his own chain-like webbing. successfully save cannot be affected by the same
Secret Door: 4 in. thick; Hardness 8; hp 60; Break allip’s babble for 24 hours.
28; Search 20. Madness (Su): Anyone targeting an allip with a
thought detection, mind control, or telepathic ability
Characters tampering with the secret door have a makes direct contact with its tortured mind and
chance of triggering this trap. It drops a net of web- takes 1d4 points of Wisdom damage.

209
Wisdom Drain (Su): An allip causes 1d4 points ingstar +6 melee (1d8+1) or light crossbow +2
of Wisdom drain each time it hits with its of Wisdom ranged (1d8/19-20); SA Turn undead 4/day (+3,
drain each time it hits with its incorporeal touch 2d6+6); SQ Spontaneous casting (cure spells); AL
attack. On each such successful attack, it gains 5 NG (currently acts CN); SV Fort +6, Ref +2, Will +0;
temporary hit points. Str 13, Dex 8, Con 14, Int 10, Wis 2 (down from 16),
Cha 12.
Area C-3 – The Secret Chamber (EL 4): The secret Skills and Feat: Concentration +10, Knowledge
chamber is used to store provisions for the shrine. (religion) +8, Listen +4; Brew Potion, Lightning
When the Shackler arrived, Matron Ureiha, the Reflexes, Weapon Focus (morningstar).
priestess of the shrine, came here to don her most- Spells Prepared (0; Domains: Healing,
ly ceremonial armor to confront the evil. But before Protection): Cannot currently cast spells.
she could leave, the restless dead within the shrine Possessions: Masterwork full plate, +1 heavy
awoke. One of the creatures, the allip of the gray steel shield, masterwork morningstar, light cross-
pilgrim, assaulted her and left her maddened. Now bow, 20 bolts, 2 scrolls of cure light wounds (CL 1),
in a state of shock and tormented nightly by the wooden holy symbol.
allip, Matron Ureiha attacks the first thing through
the secret door imagining it to be some monstrous Area C-4 – The Ghost Walk (EL 4): Read or para-
horror. phrase the following:
Secret Door: 4 in. thick; Hardness 8; hp 60; Break The path ahead rises as it nears what looks to
28; Search 20. be a sharp turn.
Matron Ureiha has been trapped here for days by The path here slopes upward until it reaches the
the allip in the entrance chamber. She is half apex of the hairpin turn, and then starts to descend
deranged and attacks any creature save the gray again. The area is thick with devil spiders, vicious
pilgrim on sight. spirit creatures that resemble common (Fine) red
spiders. For the most part they are harmless to any-
Tactics: If she hears someone tampering with the thing as large as the characters, although some
lock, Ureiha positions herself near the entranceway specimens are much larger and more aggressive.
and readies an action to swing her morningstar at
the first person or creature she sees. She is terrified Lurking in the shadowy nooks of the uneven ceiling
by the allip and cowers if it is still active (or she just past the turn is a quartet of fiendish spiders;
thinks it is still active). Otherwise she attempts to their backs patterned to look like the faces of angry
flee the shrine, attacking anyone in her way like a red devils.
cornered animal. Ureiha does not take the time to
listen to any diplomatic overtures made by the PCs Tactics: The spiders attempt to remain hidden until
unless she is somehow forced to listen. If somehow the characters pass. They will follow them, attack-
calmed down and healed of her Wisdom drain, her ing from behind at an opportune time. If spotted,
attitude shifts immediately from hostile to neutral, they attack from the ceiling or high on the walls
and she can tell the characters about the happen- gaining a +1 bonus to hit for higher ground.
ings in the shrine. Generally on the first round, two of spiders throw
their webs while the others attempt to poison netted
Treasure: The storage area is filled with barrels of targets.
rainwater, grain, bread, and fruit - some of which
Matron Ureiha has been subsisting on. Among the Devil Spiders, fiendish medium monstrous spi-
food stocks one can find some expensive spices ders (4): CR 1; Medium magical beast (augmented
stored in three sealed urns (150 gp), a dozen bot- vermin, extraplanar); HD 2d8+2; hp 11 each; Init +3;
tles of fine local wine (10 gp), 2 vials of antitoxin, 5 Spd 30 ft., climb 20 ft.; AC 14, touch 13, flat-footed
empty waterskins, a spool of wicks, a common 11; Base Atk +1; Grp +1; Atk/Full Atk bite +4 melee
lamp, and 2 vials of lantern oil. (1d6 plus poison); SA Poison, smite good, web
8/day; SQ Darkvision 60 ft., resistance to cold 5 and
Ad Hoc Experience: Because the Matron does not fire 5, spell resistance 7, tremorsense 60 ft, vermin
have access to her spells she is treated as one CR traits; AL NE; SV Fort +4, Ref +3, Will +0; Str 11,
lower than her level would suggest. Dex 17, Con 12, Int 3, Wis 10, Cha 2.
Skills and Feats: Climb +11, Hide +7 (+11 in
Matron Ureiha, female human Clr5: CR 4; webs), Move Silently +8 (+12 in webs), Spot +4;
Medium humanoid (human); HD 5d8+10; hp 36; Init Weapon Finesse.
–1; Spd 30 ft.; AC 20, touch 9, flat-footed 20; Base SA – Poison (Ex): Injury, Fortitude DC 12, initial
Atk +3; Grp +4; Atk/Full Atk masterwork morn- and secondary damage 1d4 Strength.

210
Smite Good (Su): Once per day a fiendish mon-
strous spider can make a normal melee attack to
deal an extra 2 points of damage against a good foe.
Web (Ex): This is similar to an attack with a net
but has a maximum range of 10 feet, and is effec-
tive against targets up to one size category larger
than the spider. An entangled creature can escape
with a successful DC 12 Escape Artist check or
burst it with a DC 16 Strength check.
Area C-5 – The Cramped Catacombs (EL 4): Read or
paraphrase the following:
Before you is a narrow corridor draped in cob-
webs that billow outward in the chill draft.
The corridor is carved in rough-hewn stone like the
rest of the shrine, but the walls here are not as
smooth as they are in other places. The walls of the
corridor are only set 2-1/2-feet apart, so the ways is
cramped. Set into the walls at irregular intervals and
at differing heights are dozens of recessed alcoves
containing the bones of important clergy and laity.
The small chamber to the north of the catacombs is
lined with shelves containing spare candles and
cinnamon scented incense.
The spirits of six of the hundreds of dead stored
here have not passed into the next life, but lingered
in their bones, hoping to win back the life that was footed 14; Base Atk +1; Grp –; Atk/Full Atk swarm
lost to them. That urge is now all-consuming and (1d6 plus poison); Space/Reach 10 ft./0 ft.; SA
has stripped them of whatever personality or Distraction, poison, smite good; SQ Darkvision 60
humanity they possessed. With the coming of the ft., immune to weapon damage, resistance to cold 5
Initiate Baldev’s corrupting influence and the and fire 5, spell resistance 7, swarm traits, tremors-
Shackler (see area 24), these spirits have gained ense 30 ft., vermin traits; AL NE; SV Fort +3, Ref
enough power to raise and walk as animated +3, Will +0; Str 1, Dex 17, Con 10, Int 3, Wis 10,
undead. For now they conserve their energy waiting Cha 2.
for their chance to rise completely. Nesting among Skills and Feats: Climb +11, Listen +4, Spot +4;
them is a swarm of diminutive (hand-sized), mon- Weapon Finesse.
strous red spiders like the ones encountered in area SA – Distraction (Ex): Any living creature that
D-4. Instead of a trio they number in the hundreds begins its turn with a spider swarm in its space must
and attack as a swarm. succeed on a DC 11 Fortitude save or be nauseat-
ed for 1 round.
Tactics: The skeletons look just like any other pile Poison (Ex): Injury, Fortitude DC 11, initial and
of bones in the niches cut into the stone walls. They secondary damage 1d3 Strength.
wait until the party is moving past them before Smite Good (Su): Once per day a fiendish spi-
reaching out and grabbing an arm or a leg or slash- der swarm can make a normal melee attack to deal
ing with both claws. The skeletons attempt to slow an extra 2 points of damage against a good foe.
up or grapple as many characters as they can, in
the process stirring up the spider swarm lurking in Web-shrouded skeletons (6): CR 1/3; Medium
the alcoves. The agitated fiendish spiders attack undead; HD 1d12; hp 7 each; Init +5; Spd 30 ft.; AC
any living thing they can get to, swarming through 15, touch 11, flat-footed 14; Base Atk +0; Grp +1;
the skeletons to do so. Atk claw +1 melee (1d4+1); Full Atk 2 claws +1
melee (1d4+1); SQ Damage reduction 5/bludgeon-
Devil Spider Swarm, fiendish spider swarm (2): ing, darkvision 60 ft. immunity to cold, undead traits;
CR 1; Diminutive magical beast (augmented ver- AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13,
min, extraplanar, swarm); HD 2d8; hp 9 each; Init Con –, Int –, Wis 10, Cha 1.
+3; Spd 20 ft., climb 20 ft.; AC 17, touch 17, flat- Skills and Feats: Improved Initiative.

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Area C-6 – The Shrine (EL 6+): Read or paraphrase Listen +10, Move Silently +9, Perform (dance) +4,
the following: Spot +14, Tumble +9; Improved Initiative,
Multiattack.
The cave room beyond is rung with unlit SA – Poison (Ex): Injury, Fortitude DC 16, initial
sconces. The smell of dry, desiccated death damage 1d6 Dex, secondary damage 2d6 Dex.
hangs in the air. A statue resembling the one in Smite Good (Su): Once per day the Shackler
front of the shrine entrance stands in the north- can make a normal melee attack to deal an extra 5
east. points of damage against a good foe.
The Shackler resembles a horrible cross of spider Spell-Like Abilities: 3/day – darkness; 1/day –
and man, with ugly, bloated bruise-colored skin, desecrate, black tentacles, unholy blight (DC 14).
sinewy arms, and wasp-like wings that drone when The Shackler’s black tentacles appear as shadowy
he is aloft. He wears a long veil made of web sheets undead spirits that look as though they are attempt-
and has thick knots of the stuff tied around his arms, ing to drag their captured prey down into the earth.
waist and gut, the strands of which hang down to Caster level 5th.
form a macabre kilt. Sewn into this ghastly attire are Web (Ex): The Shackler can throw a web eight
the souvenirs of his long life and the husks of past times per day. This is similar to an attack with a net
meals, including his own ettercap mother. The but has a maximum range of 50 feet, with a range
entire assemblage should hamper movement, but increment of 10 feet, and is effective against targets
the Shackler seems hardly encumbered at all. of up to Medium size. The web anchors the target
in place, allowing no movement.
Tactics: The Shackler is quite obviously insane. He An entangled creature can escape with a DC
talks to the mummified husks in his webbing as if 14 Escape Artist check or burst the web with a DC
they where still alive and hates change more than 18 Strength check. The web has 6 hit points, hard-
anything; a trait that has endeared him to the rest- ness 0, and takes double damage from fire.
less dead within the shrine. The Shackler can also create sheets of sticky
If a fight breaks out, the Shackler uses his black webbing from 5 to 60 feet square. He usually posi-
tentacles and darkness to try and hamper most of tions these to snare flying creatures, but can also
the party while he concentrates on one or two foes. try to trap prey on the ground. Approaching crea-
In addition, the floor is coated in thin webbing and tures must succeed on a DC 20 Spot check to
sheets of the stuff hang from the ceiling (DC 20 notice a web, or they stumble into it and become
Spot check to avoid walking into it and becoming trapped as though by a successful web attack.
entangled). He whistles for his pet spider swarms in Attempts to escape or burst the webbing receive a
area C-5 (if they have not been already been dealt
with), to further slow the party. During the
encounter, the Shackler, in his hissing nasally Veil of Preservation
voice, tries to convince the characters that what he
is doing is for the best and that change only brings The Veil of Preservation is a large sheet of knotted
suffering. If nearing defeat or driven to 10 hit points magical spider silk that can be worn as a veil or
or less, the half-fiend begs for mercy, failing that he woven into a dress, sash or wrap. It can be used
attempts to flee, perhaps using his hostage in area carry items that would otherwise be too heavy or
C-7 as a bargaining chip. unwieldy with relative easy. As a standard action, a
wearer can mentally command non-living items
The Shackler, unique half-fiend ettercap: CR 6; placed on to the veil to adhere or release from it.
Medium outsider (augmented aberration, native); Items stuck to the web are held as tightly as items
HD 5d8+10; hp 33; Init +9; Spd 30 ft., climb 30 ft., clasped in a belt pouch but are visible for all to see.
fly 30 ft. (average); AC 20, touch 15, flat-footed 15; Items stuck to the veil are considered weightless for
Base Atk +3; Grp +7; Atk +7 bite melee (1d8+4 plus purposes of encumbrance, while the veil itself weighs
poison); Full Atk bite +7 melee (1d8+4 plus poison) a constant 35 lb. It can hold up to 1000 lbs. of weight
and 2 claws +5 melee (1d4+2); SA Poison, spell- and up to fifty cubic feet of volume before items start
like abilities, web; SQ Damage reduction 5/magic, falling off.
darkvision 60 ft., immunity to poison, low-light
vision, resistance to acid 10, cold 10, electricity 10, The veil uses up the character’s cloak slot and pro-
and fire 10, spell resistance 15; AL LE; SV Fort +3, vides a +3 armor bonus to AC.
Ref +6, Will +6; Str 18, Dex 21, Con 15, Int 10, Wis Moderate transmutation; CL 9; Craft Magical Arms
15, Cha 10. and Armor, mage armor, secret chest. Market Price
Skills and Feats: Appraise +0 (+2 traps), Climb 7,500 gp.
+20, Craft (trapmaking) +12, Hide +17, Jump +8,

212
+5 bonus if the trapped creature has something to Smite Good (Su): Once per day a fiendish spi-
walk on or grab while pulling free. Each 5-foot- der swarm can make a normal melee attack to deal
square section has 6 hit points, hardness 0, and an extra 2 points of damage against a good foe.
takes double damage from fire.
The Shackler can move across his own sheet Elsmay, female human commoner 1: CR 1/2;
web at his climb speed and can determine the exact Medium humanoid (human); HD 1d4; hp 2; Init +0;
location of any creature touching the web. Spd 30 ft. (currently chained to the bunk bed with
Possessions: Veil of preservation, 2 sets of masterwork manacles); AC 10, touch 10, flat-footed
manacles with average locks, keys to the shrine’s 10; Base Atk +0; Grp +0; Atk/Full Atk unarmed strike
secret doors and his manacles. +0 melee (1d3); SA –; SQ –; AL NG, SV Fort +0, Ref
+0, Will +0; Str 10, Dex 11, Con 10, Int 11, Wis 11,
Area C-7 – The Oubliette (EL 1): Read or paraphrase Cha 10.
the following: Skills and Feats: Craft (vellum) +4, Decipher
Script +1, Handle Animal +4, Knowledge (religion)
The wall of this dry cave is lined with pigeon +1, Listen +2, Spot +2; Alertness, Run.
holes filled with rolled bits of vellum. A pair of Possessions: None.
small desks, and a sturdy iron bunk bed com-
plete the furnishings. Manacles: Hardness 10; hp 10; Break 26; Escape
Artist DC 30; Open Locks 20.
This is Matron Ureiha and her young assistant
Elsmay’s chamber. The Shackler has manacled Treasure: Characters searching the pigeonholes,
Elsmay to the bunk bed and plans on fattening the (DC 22) come up with 2 scrolls of lesser restoration,
scrawny girl up before making a meal of her. and a divine scroll of bull’s strength.
Creatures: Initiate Elsmay sits on the floor shack-
led to the frame of the bunk bed, while a swarm of
Area D – The Shrine
diminutive devil spiders rests near the door. The
spiders act as the Shackler’s guard dogs, as they
of Mad Rage
keep watch on the girl. They nest just above the The Shrine of Shrine of Mad Rage is home to
door in a ghastly crawling pile. Vikramendra, a hate filled Weretiger tasked with ensur-
Development: If Elsmay hears the characters or ing that all who come to the shrine give in to its lure of
the sounds of battle in the next room she cries out rage. As people and animals of the jungle frequently
for help. Likewise if the spiders hear either her or a visit the shrine, they are slain by Vikramendra and his
battle they ready to attack the first creature through Bagha barbarians and their carcasses litter the ground.
the door other than the Shackler. Once time and the otyugh at D-2 have stripped the car-
casses of flesh, the bones are then added to the skele-
Secret Door: 4 in. thick; Hardness 8; hp 60; Break tal ziggurat at D-3.
28; Search 20.
The shrine of Mad Rage was once the shrine of
Devil Spider Swarm, fiendish spider swarm: CR Nature’s Tranquility, a place where people worshiped
1; Diminutive magical beast (augmented vermin, the quiet interaction between man and nature. The cor-
extraplanar, swarm); HD 2d8; hp 9; Init +3; Spd 20 ruption of the shrine can be broken in two ways, as
ft., climb 20 ft.; AC 17, touch 17, flat-footed 14; explained in area D-3.
Base Atk +1; Grp –; Atk/Full Atk swarm (1d6 plus
poison); Space/Reach 10 ft./0 ft.; SA Distraction, Areas of the Map
poison, smite good; SQ Darkvision 60 ft., immune
to weapon damage, resistance to cold 5 and fire 5, Area D-1 – War Elephants (EL 6 or 8): Read or para-
spell resistance 7, swarm traits, tremorsense 30 ft., phrase the following:
vermin traits; AL NE; SV Fort +3, Ref +3, Will +0; Str The dense and oppressive jungle foliage parts
1, Dex 17, Con 10, Int 3, Wis 10, Cha 2. to reveal a large clearing. The stench of rot and
Skills and Feats: Climb +11, Listen +4, Spot +4; decay greets your nostrils as you survey a field
Weapon Finesse. of bones and carcasses partially striped of their
SA – Distraction (Ex): Any living creature that flesh. Towards the center of the clearing is a
begins its turn with a spider swarm in its space must small ziggurat made of ivory colored materials.
succeed on a DC 11 Fortitude save or be nauseat- Nearby, there are two lumbering elephants with
ed for 1 round. riding platforms strapped to their backs. In each
Poison (Ex): Injury, Fortitude DC 11, initial and riding platform there are three men, naked but
secondary damage 1d3 Strength. for loincloths, their bodies painted orange with

213
black stripes. One of the men is directing the
The Lure of Mad Rage elephant to do its work while the other two are
armed and appear to be on guard.
Upon entering the clearing, each adventurer feels
a strong and building fury in their hearts. A black Barbarians of the Bagha or “tiger” tribe are riding
and angry bile rises in their throats and they feel on the elephants. The Bagha are serving Vikramendra
the edge of flying into an uncontrollable rage. Once in the hopes that he will bite them to make them
a character enters combat (and any round after) powerful were-tigers. They are presently moving
they can give in to their anger and as a free action carcasses around and rooting out bones to add to
fly into a Mad Rage that is similar to the barbarian’s the skeletal ziggurat and are under strict instruc-
rage. Alternatively the character must make a DC tions to attack all strangers.
12 Will save each round they are engaged in com- Special Note: This encounter is much more difficult
bat or be forced to enter into Mad Rage. on paper than in reality (or fantasy if you will…). The
elephants have been trained for Heavy Labor and
Once in a Mad Rage, the character temporarily
only know the tricks Come and Work (Come DC 15:
gains a +4 bonus to Strength, a +4 bonus to
The animal comes to you, even if it normally would
Constitution, and a +2 morale bonus on Will saves,
not do so. Work DC 15: The animal pulls or pushes
but he takes a -2 penalty to Armor Class. The
a medium or heavy load.). In order to use the ele-
increase in Constitution increases the character’s
phant for combat, the rider must successfully “Push
hit points by 2 points per level, but these hit points
DC 25” an animal. To push an animal means to get
go away at the end of the rage when his
it to perform a task or trick that it doesn’t know but
Constitution score drops back to normal. These
is physically capable of performing – such as charg-
extra hit points are not lost first the way temporary
ing and attacking. If the animal is wounded or has
hit points are. While in a Mad Rage, the character
taken any nonlethal damage or ability score dam-
cannot use any Charisma-, Dexterity-, or
age, the DC increases by 2. If your check succeeds,
Intelligence-based skills (except for Balance,
the animal performs the task or trick on its next
Escape Artist, Intimidate, and Ride), the
action. The elephants are not interested in combat
Concentration skill, or any abilities that require
and if their riders are disposed of they will move
patience or concentration, nor can he cast spells or
away quickly and only fight if cornered. Do not
activate magic items that require a command word,
reward experience for an EL 8 encounter unless the
a spell trigger (such as a wand), or spell comple-
adventurers defeat the elephants.
tion (such as a scroll) to function. He can use any
feat he has except Combat Expertise, item creation Tactics: The Bagha driver will attempt to push his
feats, and metamagic feats. elephant mount into combat (Handle Animal DC 25)
while the warriors attack the party with bows and
A Mad Rage lasts for a number of rounds equal to arrows. If characters charge the elephants, the war-
3 + the character’s (newly improved) Constitution riors will switch to longspears and use reach to
modifier. A character may not prematurely end his attack the characters on the ground. The warriors
rage, but neither does he suffer the fatigued penal- and driver are ten feet off the ground and so can
ty. Once all of the characters enemies are defeat- only be attacked by weapons with a reach of 10 ft.
ed, he must make a DC 10 Will save to resist the or more from characters adjacent to the elephants.
urge to start fighting with his allies – each round of Remember that the elephants will only attack one
fighting amongst party member raises the DC of round after a successful Push DC 25 from the rider.
the Will save by 1. This ability can only be triggered
once per day while in the clearing of the Shrine of Bagha Warrior, male human Bbn1 (2): CR 1;
Mad Rage. The Mad Rage may not stack with a Medium humanoid (human); HD 1d12+1; hp 13
barbarian’s Rage ability. each; Init +2; Spd 30 ft.; AC 16, touch 12, flatfooted
14; Base Atk +1, Grp +3; Atk/Full Atk masterwork
The corruption of the shrine can be broken in two longspear +5 melee (1d8+3/x3) or composite long-
ways. The first is to resist the Lure of Rage. The bow +3 ranged (1d8/x3); Space/Reach 5 ft./5 ft. (10
party must defeat all of the encounters within the ft. with longspear); SA Rage 1/day; SQ Fast move-
clearing without using the Lure of Rage special ment, illiteracy; AL N; SV Fort +3, Ref +2, Will +1;
ability. This effect is instantaneous and the feelings Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8.
of uncontrollable rage will dissipate instantly. The Skills and Feats: Climb +2, Intimidate +3, Jump
second way is to clear the shrine of the bone zig- +2, Listen +5, Survival +5; Dodge, Weapon Focus
gurat and spend one hour in seeking forgiveness in (longspear).
meditation or cast consecrate on the shrine. SA – Rage (Ex): Once per day, these barbar-
ians can enter a state of fierce rage that last for 6

214
rounds. The following changes are in effect as long
as they rage: AC 14, touch 10, flat-footed 12; hp 15;
Atk masterwork longspear +7 melee (1d8+3/x3);
SV Fort +5, Will +3; Str 19, Con 17; Climb +4, Jump
+4. At the end of their rage, these barbarians are
fatigued for the duration of the encounter.
Possessions: Masterwork longspear, compos-
ite longbow, 20 arrows, scale mail, potion of cure
light wounds (CL 1).
Bagha Driver, male human Bbn1 (4): CR 1;
Medium humanoid (human); HD 1d12; hp 12 each;
Init +2; Spd 30 ft.; AC 16, touch 12, flatfooted 14;
Base Atk +1, Grp +3; Atk/Full Atk masterwork longs-
pear +4 melee (1d8+3/x3) or composite longbow +3
ranged (1d8/x3); Space/Reach 5 ft./5 ft. (10 ft. with
longspear); SA Rage 1/day; SQ Fast movement,
illiteracy; AL N; SV Fort +2, Ref +2, Will +1; Str 15,
Dex 14, Con 11, Int 10, Wis 12, Cha 12.
Skills and Feats: Climb +1, Handle Animal +7,
Jump +1, Listen +4, Ride +8, Survival +4; Animal
Affinity, Dodge.
SA – Rage (Ex): Once per day, these barbar-
ians can enter a state of fierce rage that last for 6
rounds. The following changes are in effect as long
as they rage: AC 14, touch 10, flat-footed 12; hp 14;
Atk masterwork longspear +6 melee (1d8+3/x3);
SV Fort +4, Will +3; Str 19, Con 15; Climb +3, Jump
+3. At the end of their rage, these barbarians are use the Lure of Rage special ability yet today. It will do
fatigued for the duration of the encounter. so and attack any who search his corner of the glade.
Possessions: Masterwork longspear, compos-
Tactics: Otyughs slash and squeeze opponents
ite longbow, 20 arrows, scale mail, potion of cure
with their tentacles, which they also use to drag
light wounds (CL 1).
prey into their mouths.
Elephant: CR 7; Huge animal; HD 11d8+55; hp
Otyugh: CR 4; Large aberration; HD 6d8+9; hp 44;
104; Init +0; Spd 40 ft.; AC 15, touch 8, flat-footed
Init +0; Spd 20 ft; AC 17, touch 9, flat-footed 17;
15; Base Atk +8; Grp +25; Atk gore +15 melee
Base Atk +4; Grp +8; Atk tentacle +4 melee (1d6);
(2d8+13); Full Atk slam +15 melee (2d6+9) and 2
Full Atk 2 tentacles +4 melee (1d6) and bite –2
stamps +10 melee (2d6+4); or gore +15 melee
melee (1d4); Space/Reach 10 ft./10 ft. (15 ft. with
(2d8+13); Space/Reach 15 ft./10 ft.; SA Trample
tentacle); SA Constrict 1d6, disease, improved
2d8+13; SQ Low-light vision, scent; SV Fort +12,
grab; SQ Darkvision 60 ft., scent; AL N; SV Fort +3,
Ref +7, Will +7; Str 28, Dex 10, Con 21, Int 2, Wis
Ref +2, Will +6; Str 11, Dex 10, Con 13, Int 5, Wis
15, Cha 7
12, Cha 6
Skills and Feats: Listen +14, Spot +11;
Skills and Feats: Hide –1 (+7 in lair), Listen +6,
Alertness, Endurance, Iron Will, Skill Focus
Spot +6; Alertness, Toughness, Weapon Focus
(Listen).
(tentacle)
SA – Trample (Ex): Reflex half DC 24.
SA – Constrict (Ex): An otyugh deals automatic
Area D-2 – The Rot (EL 4): Read or paraphrase the fol- tentacle damage with a successful grapple check.
lowing: Disease (Ex): Filth fever—bite, Fortitude DC
14, incubation period 1d3 days; damage 1d3 Dex
The stench of decay is particularly foul in this and 1d3 Con.
nook of the clearing, as most of the animal and Improved Grab (Ex): To use this ability, an
humanoid carcasses here are bloated and just otyugh must hit with a tentacle attack. It can then
beginning to decay. attempt to start a grapple as a free action without
In this corner of the clearing, the bagha have been provoking an attack of opportunity. If it wins the
pushing carcasses to be stipped to the bone by a grapple check, it establishes a hold and can con-
otyugh. The otyugh is in a foul mood and has yet to strict.

215
Area D-3 – The Bone Ziggurat over the Buried Vikramendra, male human weretiger (human
Shrine (EL 5 or 6): Read or paraphrase the follow- form): CR 5; Medium humanoid (human,
ing: shapechanger); HD 1d8+1 plus 6d8+18; hp 50; Init
+4; Spd 30 ft.; AC 12; touch 10, flat-footed 12; Base
Towards the center of the glade, thousands of Atk +5; Grp +6; Atk/Full Atk short sword +6 melee
stripped white bones have been interwoven into (1d6+1/19-20) or composite longbow [+1 Str] +5
a pile resembling a slightly misshapen ziggurat. ranged (1d8+1/x3); SA –; SQ Alternate form, tiger
Two lazy tigers reclin sleepily on the lowest empathy, low-light vision, scent; AL NE; SV Fort +8,
level of the ziggurat. Atop the ziggurat, twisting Ref +5, Will +4; Str 13, Dex 11, Con 12, Int 10, Wis
and placing bones into the structure, is a 11, Cha 8.
disheveled man with wild tangled hair and filthy Skills and Feats: Balance +4, Climb +5, Handle
hands and fingernails. Animal +3, Hide +4, Listen +6, Move Silently +4,
The disheveled ziggurat builder is Vikramendra, an Spot +6; Alertness, Combat Reflexes, Improved
insane weretiger who has been slowly turning the Initiative, Improved Natural Attack (bite), Improved
Shrine of Tranquility into an altar of carnage. Natural Attack (claw), Iron Will.
Vikramendra ignores the adventurers until they Vikramendra, male human weretiger (tiger
speak directly to him or attack him, then he imme- form): CR 5; Large humanoid (human,
diately transforms into his hybrid form and attacks. shapechanger); HD 1d8+1 plus 6d8+18; hp 50; Init
The tigers lounging on the ziggurat have already +6; Spd 40 ft.; AC 16; touch 11, flat-footed 14; Base
used the Lure of Rage today and are digesting the Atk +5; Grp +16; Atk claw +11 melee (1d8+7); Full
meal from the fight – they are not interested in fight- Atk 2 claws +11 melee (1d8+7) and bite +6 melee
ing and will move off slowly in the event of a battle (2d6+3); Space/Reach 10 ft./10 ft.; SA Pounce,
unless directly confronted. improved grab, rake, curse of lycanthropy; SQ
Ad Hoc Experience Bonus: Cleansing the Shrine Alternate form, damage reduction 10/silver, low-
of Mad Rage will result in the adventures receiving light vision, scent, tiger empathy; AL NE; SV Fort
a EL 4 experience bonus. +10, Ref +7, Will +4; Str 25, Dex 15, Con 16, Int 10,
Wis 11, Cha 8.
Tactics: Vikramendra prefers to pounce on his foes Skills and Feats: Balance +6, Climb +12,
from the ziggurat and will direct all of his attacks on Handle Animal +3, Hide +2 (+6 in tall grass or heavy
a single target until that target is disabled. Then he undergrowth), Listen +6, Move Silently +11, Spot
will quickly circle around and climb the ziggurat, +6; Alertness, Combat Reflexes, Improved
using it for cover while picking a new target to Initiative, Improved Natural Attack (bite), Improved
pounce on. Natural Attack (claw), Iron Will.
Tiger (2): CR 4; Large animal; HD 6d8+18; hp 45 Vikramendra, male human weretiger (hybrid
(38), 45 (32); Init +2; Spd 40 ft.; AC 14, touch 11, form): CR 5; Large humanoid (human,
flat-footed 12; Base Atk +4; Grp +14; Atk claw +9 shapechanger); HD 1d8+1 plus 6d8+18; hp 50; Init
melee (1d8+6); Full Atk 2 claws +9 melee (1d8+6) +6; Spd 30 ft.; AC 16; touch 11, flat-footed 14; Base
and bite +4 melee (2d6+3); Space/Reach 10 ft./5 ft.; Atk +5; Grp +16; Atk claw +11 melee (1d8+7); Full
SA Improved grab, pounce, rake 1d8+3; SQ Low- Atk 2 claws +11 melee (1d8+7) and bite +6 melee
light vision, scent; Fort +8, Ref +7, Will +3; AL N; Str (2d6+3); Space/Reach 10 ft./10 ft.; SA Curse of
23, Dex 15, Con 17, Int 2, Wis 12, Cha 6; lycanthropy; SQ Alternate form, damage reduction
Skills and Feats: Balance +6, Hide +3 (+7 in tall 10/silver, low-light vision, scent, tiger empathy; AL
grass or heavy undergrowth), Listen +3, Move NE; SV Fort +10, Ref +7, Will +4; Str 25, Dex 15,
Silently +9, Spot +3, Swim +11; Alertness, Improved Con 16, Int 10, Wis 11, Cha 8.
Natural Attack (bite), and Improved Natural Attack Skills and Feats: Balance +6, Climb +12,
(claw). Handle Animal +3, Hide +2, Listen +6, Move
SA – Improved Grab (Ex): To use this ability, a Silently +11, Spot +6; Alertness, Combat Reflexes,
tiger must hit with a claw or bite attack. It can then Improved Initiative, Improved Natural Attack (bite),
attempt to start a grapple as a free action without Improved Natural Attack (claw), Iron Will.
provoking an attack of opportunity. If it wins the SA – Curse of Lycanthropy (Su): Any humanoid
grapple check, it establishes a hold and can rake. or giant hit by a Vikramendra’s bite attack in animal
Pounce (Ex): If a tiger charges a foe, it can or hybrid form must succeed on a DC 15 Fortitude
make a full attack, including two rake attacks. save or contract lycanthropy.
Rake (Ex): Attack bonus +9 melee, damage Improved Grab (Ex): To use this ability,
1d8+3. Vikramendra must be in tiger form and must hit with

216
a claw or bite attack. He can then attempt to start a Intruders are challenged and dealt with violently.
grapple as a free action without provoking an attack Combat in the gardens will bring monks from
of opportunity. If he wins the grapple check, he throughout the complex (Listen Check DC 10) pour-
establishes a hold and can rake. ing into the main gardens to rebuke attackers.
Pounce (Ex): If Vikramendra is in tiger form and There are a total of 18 temple monks living and
charges an opponent, he can make a full attack, working on the grounds. The Initiate Baldev will not
including two rake attacks. disturb his concentration however, and will remain
Rake (Ex): Attack bonus +9 melee, damage in his quarters until directly confronted.
1d8+3.
SQ – Alternate Form (Su): A weretiger can Temple Monks, male human monk1 (6): CR 1;
assume a bipedal hybrid form or the form of a tiger. Medium humanoid (humanoid); HD 1d8+1; hp 9
Tiger Empathy (Ex): Vikramendra can commu- each; Init +2; Spd 30 ft.; AC 13, touch 13, flatfooted
nicate with tigers and dire tigers, and gains +4 racial 11; Base Atk +0; Grp +2; Atk unarmed strike +3
bonus on Charisma-based checks against tigers melee (1d6+2); Full Atk unarmed strike +1/+1
and dire tigers. melee (1d6+2); SA Flurry of blows, stunning fist
Possessions: Short sword, composite longbow 1/day (DC 11); SQ –; AL LE; SV Fort +3, Ref +4,
[+1 Str], 20 arrows, leather armor. Will +3; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha
10.
Treasure: A DC 12 Search check will reveal Skills and Feats: Balance +4, Climb +4, Escape
Vikramendra’s treasure. +1 heavy steel shield; Artist +4, Hide +4, Jump +4, Knowledge (religion)
scroll: see invisibility (x3), detect secret doors; +2, Listen +3, Move Silently +4, Spot +3, Tumble
wand of enlarge person with 27 charges; scroll: +4; Dodge, Improved Unarmed Strike, Stunning
magic weapon, summon nature’s ally III (x2); silver Fist, Weapon Focus (unarmed strike).
comb with moonstones (300 gp); silver hairclip with Possessions: None.
moonstones (200 gp); silver brush with moonstones
(500 gp); 15 pp, 175 gp, 242 sp. Area E-2 – The Vestibule (EL 6): Read or paraphrase
the following:
Area E – The Temple of A large statue of a multi-armed woman is the
main feature in this open vestibule. Mosaic
Askesis lines the floor and walls depicting scenes of
monks in various noble pursuits – reading,
Areas of the Map training, exercising, and meditating. There are
three doors and a wide banister stair spirals
Area E-1 – The Temple Grounds (EL 4 or 5): Read or down into the dark depths beneath the temple.
paraphrase the following:
The stairwell connects the ground floor of the shrine
The final shrine is located three-quarters of the to the area far below. Since his return from the
way up a steep hill overlooking the valley. The underworld, Initiate Baldev has replaced the vari-
area surrounding the Temple of Askesis is rife ous wall hangings in this area with wall mounts to
with ivy-covered statuary, standing stones and hang various intricately crafted display weapons,
smaller open-air shrines dedicated to the vari- including a pair of spears, a morningstar, a loaded
ous aspects of the Divine. A small waterfall heavy crossbow, a pair of quarterstaffs, a great axe,
trickles from the overhang that the temple is a pair of kamas, a pair of sai, and a small steel
built into, providing water for the once lush gar- spiked shield. The weapons can be drawn as per
dens. the normal rules of drawing a weapon by anyone
With the reincarnation of Baldev into his apostate standing nearby. If Baldev hears the characters
form, the water has grown foul and the gardens are approach from below he meets them in this area.
slowly dying to the spiritual poison that infests the Tactics: If he has time before the characters arrive,
land. The decorative support pillars that once Baldev casts disguise self (to look human again),
resembled celebrants, scholars and holy men have protection from good and eagle’s splendor. He
twisted into fiendish drunken revelers. The relief casts desecrate if the Multiplicity of Sins curse has
murals covering every wall that once depicted many been negated by the characters’ previous actions.
aspects of mortal and divine life have morphed into He then tries to talk the characters into giving in to
a devilish debauch. his dogma of self-indulgence. If a battle breaks out
At all hours of the day and night there are eight here, Baldev uses his mobility and acrobatic
monks holding vigil in the gardens of the temple. prowess to move along the spiraling steps (and
even banister) and grant him an edge, while at the

217
same time using the various decorative weapons as neous casting (inflict spells), stunning fist 3/day (DC
needed, and the stair for cover. He will also discard 18); SQ Command undead 4/day (+3, 2d6+5), dark-
(or throw) weapons at need to grab ones more suit- vision 60 ft., evasion, undead traits, +2 turn resist-
ed for the next round of battle. At the start of the bat- ance; AL LE; SV Fort +7, Ref +8, Will +15; Str 16,
tle, Baldev calls out to the dark spirits of the void for Dex 18, Con –, Int 14, Wis 20, Cha 12.
aid and they grant it to him by raising any of the Skills and Feats: Balance +11, Climb +8,
monks slain in area E-1 or E-3 as standard zombies Concentration +6, Diplomacy +8, Hide +9, Jump
who then come to aid the undead initiate. If the bat- +14, Knowledge (religion) +8, Listen +7, Move
tle goes ill for him (after he loses 20 hp) he will drink Silently +9, Spellcraft +6, Spot +10, Tumble +12;
his potion of invisibility and flee silently down the Combat Reflexes, Improved Initiative, Improved
steps to try and rouse the guardian statue in Unarmed Strike, Multiattack, Skill Focus
Soleth’s Shrine (Area E-4). (Diplomacy), Stunning Fist.
SA – Ghoul Fever (Su): Disease—bite,
Initiate Baldev the Resurrected, ghoul cleric Fortitude DC 15, incubation period 1 day, damage
4/monk 2: CR 7; Medium undead; HD 8d12; hp 55; 1d3 Con and 1d3 Dex.
Init +8; Spd 40 ft.; AC 23, touch 19, flat-footed 19; Paralysis (Ex): Those hit by Baldev’s bite or
Base Atk +5; Grp +8; Atk bite +8 melee (1d6+3 plus claw attack must succeed on a DC 15 Fortitude
disease and paralysis) or unarmed strike +8 melee save or be paralyzed for 1d4+1 rounds. Elves have
(1d6+3); Full Atk bite +8 melee (1d6+3 plus disease immunity to this paralysis.
and paralysis) and 2 claws +6 melee (1d3+1 plus Spells Prepared (5/5+1/3+1; DC 15 + spell
paralysis) or unarmed strike +6/+6 melee (1d6+3); level; Domains: Evil, Trickery): 0 – create water,
SA Flurry of blows, ghoul fever, paralysis, sponta- guidance, mending, read magic, resistance; 1st –
bane, cause fear, command, death watch, disguise
self*, protection from good (CL 5); 2nd – death knell
Manifold Sins (CL 5), desecrate* (CL 5), eagle’s splendor, silence.
*Domain spell.
The temple itself does not have its own curse,
Possessions: Bracers of armor +2, toga of
instead the Manifold Sins functions as a conse-
Charisma +2 (as cloak), wooden sandals of striding
quence of the actions the characters have taken as
and springing (as boots), potion of invisibility (CL 3).
they progressed through the valley. If the characters’
actions were positive, righteous and pure then the Area E-3 – The Monk’s Chambers (EL 2): Read or
encounter at the final temple will be eased. If, how- paraphrase the following:
ever, the party pursued a path of greed, lust, undo
attachment, and anger the final encounter will be This sparse chamber is practically empty. The
more difficult. When the Initiate Baldev summons the only furnishings present are a half a dozen
avatar of the temple, control of the creature will be uncomfortable looking woven sleeping mats
determined each round by rolling a 1d6. A roll of a 1 are on the floor.
indicates the avatar fights for Initiate Baldev under Unless they have left to join the battle against
the control of the GM. A roll of a 6 indicates that the intruders there are two temple monks resting in this
avatar fights for that round under the control of the room.
party members. For each temple cleansed, and each
curse broken, their chance of controlling the avatar Temple Monks, male human monk1 (2): CR 1;
increases by 18% or 1 in 6. If the party lifted the curse Medium humanoid (humanoid); HD 1d8+1; hp 9
of the Lodestone of Greed, remade the shards into each; Init +2; Spd 30 ft.; AC 13, touch 13, flatfooted
the Devadasis, lifted the Dread Remembrance, and 11; Base Atk +0; Grp +2; Atk unarmed strike +3
resisted the Lure of Frenzy then they could conceiv- melee (1d6+2); Full Atk unarmed strike +1/+1
ably control the avatar on a 4-6 on 1d6. Likewise melee (1d6+2); SA Flurry of blows, stunning fist
every failure to cleanse a shrine gives Initiate Baldev 1/day (DC 11); SQ –; AL LE; SV Fort +3, Ref +4,
an increase of 18% or 1 in 6 increase chance to con- Will +3; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha
trol the avatar. 10.
Skills and Feats: Balance +4, Climb +4, Escape
In addition, the Temple of Askesis is under the effects Artist +4, Hide +4, Jump +4, Knowledge (religion)
of an area wide desecrate spell as long as any of the +2, Listen +3, Move Silently +4, Spot +3, Tumble
other shrines is tainted by corruption. If the charac- +4; Dodge, Improved Unarmed Strike, Stunning
ters have succeeded in clearing all the other shrines Fist, Weapon Focus (unarmed strike).
in the valley of their curses, this effect fades by the Possessions: None.
time they arrive here.

218
Area E-4 – Shrine of Soleth (EL Varies): Read or par- Shield Other (Sp): The temple master can acti-
aphrase the following: vate this defensive ability if within 100 feet of the
statue of Soleth. Just as the spell of the same
This chamber is deep within the stone beneath name, this ability transfers to the statue of Soleth
the temple. The rough-hewn western wall half the damage that would be dealt to the temple
sports a larger than life relief figure of a dancing master (this ability does not provide the spell’s AC
multi-armed woman. Throughout the room or save bonuses).
there are lean pillars carved to look like dancers Spell Storing (Sp): The statue of Soleth can
that support the oppressive stone ceiling. The store one spell of 4th level or lower that is cast into
outside walls are carved to resemble the lids of it by another creature. It “casts” this spell when
sarcophagi, each lid features two eyes carved commanded to do so or when a predefined situation
to give the illusion that you are being watched arises. Once this spell is used, the statue of Soleth
from all angles. The air hangs thick with can store another spell (or the same spell again).
incense and sonorous chanting.
Treasure: A large chest is overflowing with treas-
This is the inner sanctum of the temple once devot- ure: +2 short sword; wand of charm animal I (23
ed to the worship of Soleth and the simple life of the charges); scroll: false life (x3), burning hands,
aesthetic monk. It has been perverted by the evil of alarm, disguise self, owl`s wisdom, boots of
Initiate Baldev. The relief figure of a dancing woman elvenkind; solid gold idol (10 lb.) 600 gp; cloth of
is in fact a shield guardian tasked with observing gold vestments 90 gp; golden circlet with four aqua-
the commands of he who controls the shrines and marines 2,000 gp; embroidered and bejeweled
the temple (instead of the bearer of the shield robes 1,000 gp, 435gp, 1234 sp. (8,310 gp).
guardian amulet). If attacked in his sanctum, Baldev
will call forth the guardian - assuming that he is still
in control of all of the shrines – see the Sidebar:
Manifold Sins for a complete explanation of how the
Shield Guardian control passes between the Initiate
Baldev and the party. Initiate Baldev believes that
the statue is an avatar of his god Soleth, he is mis-
taken… Once Baldev or the party is defeated, the
statue control reverts 100% to whoever is still con-
scious.
Note: Award experience for this encounter based
on the percentage of control that Initiate Baldev had
over the shield guardian. For example if Baldev
controlled the guardian 50% of the time (or 1-3 on
1d6) then give the party a reward for defeating a CR
8 creature multiplied by 50%.
Statue of Soleth, unique shield guardian: CR 8;
Large construct; HD 15d10+30; hp 112; Init +0; Spd
30 ft.; AC 24, touch 9, flat-footed 24; Base Atk +11;
Grp +21; Atk slam +16 melee (1d8+6); Full Atk 2
slams +16 melee (1d8+6); Space/Reach 10 ft./10
ft.; SA –; SQ Construct traits, darkvision 60 ft., fast
healing 5, find master, guard, low-light vision, shield
other, spell storing; AL N; SV Fort +5, Ref +5, Will
+5; Str 22, Dex 10, Con –, Int –, Wis 10, Cha 1.
Skills and Feats: None.
SQ – Bound to Temple (Su): As long as there
are shrines in the Valley of Indus, the statue of
Soleth must remain in the Temple of Askesis.
Guard (Ex): If ordered to do so, the statue of
Soleth moves swiftly to defend the temple master,
blocking blows and disrupting foes. All attacks
against the temple master take a –2 penalty when
the statue is adjacent to its master.

219
220
Appendix 1: New Monsters
CLOCKWORK RAT tures, sharp wolfish teeth, long and sharp fingernails,
and eyes agleam with madness and malignancy.
Small Construct
Hit Dice: 1d10 (5hp) Sample Debased Creature
Initiative: +3
Speed: 40 ft., climb 20 ft. This example uses a 4th-level human fighter as the
Armor Class: 16 (+1 size, +3 Dex., +2 natural base creature.
armor), touch 13, flat-footed 13
BAB/Grapple: +0/+4
Debased Male Human Ftr4
Attack: Bite +4 melee (1d4) Medium Humanoid (Augmented Human)
Full Attack: Bite +4 melee (1d4) Hit Dice: 4d10+15 (37 hp)
Space/Reach: 5 ft./0 ft. Initiative: +6
Special Attacks: Razor bite Speed: 20 ft.
Special Qualities: Construct traits, damage reduction Armor Class: 17 (+2 Dex, +2 natural, +3 hide
1/-, darkvision 60 ft., low-light armor), touch 12, flat-footed 15
vision, scent BAB/Grapple: +4/+13
Saves: Fort +0, Ref +3, Will -4 Attack: Claw +9 melee (1d4+5)
Abilities: Str 10, Dex 16, Con –, Int –, Wis 3, Full Attack: 2 claws +9 melee (1d4+5) and bite
Cha 1 +4 melee (1d6+2)
Skills: Balance +6, Climb +8 Space/Reach: 5 ft./5 ft.
Feats: Weapon Finesse Special Attacks: Improved grab, rend 2d4+7
Environment: Any Special Qualities: Fast healing 5, low-light vision
Organization: Pair or Swarm (3-6) Saves: Fort +7, Ref +3, Will +1
Challenge Rating: 1 Abilities: Str 20, Dex 14, Con 17, Int 10, Wis
Treasure: None 10, Cha 4
Alignment: Always neutral Skills: Climb +6, Jump +6, Listen +3, Spot
Advancement: – +3, Swim +4
Level Adjustment: – Feats: Alertness, Cleave, Combat
A clockwork rat is an odd creation of gears and cogs, in Reflexes, Improved Initiative,
the rough semblance of a large, rigid rat roughly two Power Attack, ToughnessB,
feet in length. Clockwork rats are small, but resilient and Weapon Focus (greatsword)
fast for their size. Environment: Any
Organization: Solitary
Combat Challenge Rating: 6
Treasure: Standard
Razor Bite (Ex): If a clockwork rat scores a critical hit
Alignment: Always chaotic evil
in combat, the target must make a DC 15 Fortitude save
Advancement: By character class
or suffer 1 point of temporary Constitution damage for
Level Adjustment: +3
1d3 rounds from blood loss. A DC 15 Heal check or any
healing effect that heals hit point damage stops the A hunched humanoid figure in ragged hides regards
blood loss. you with a crazed gleam in his eyes. He smiles, reveal-
ing long, sharp teeth, and springs toward you with a
DEBASED bloodcurdling howl.
In some societies there exists accursed beings that This debased human fighter has devolved into little
have completely surrendered to their most carnal and more than a bloodthirsty monster.
basic instincts. These individuals have become twisted
and feral, delighting in inflicting pain, feasting on the Combat
flesh of their foes, and the instant gratification of their
every impulse. To those that know of them and their vile This sample debased human fighter has eschewed any
practices, these wretched creatures are called manufactured weaponry in favor of his sharp claws and
“Debased”. teeth, so that he may feel the blood of his enemies on
his hands and tongue as he literally eats his foes alive.
Debased creatures appear much as their normal coun-
terparts. However, closer inspection reveals cruel fea- Improved Grab (Ex): If a debased human fighter hits

221
an opponent of Medium size or smaller with a claw Bite Claw
attack, he deals normal damage and attempts to start a Size Damage Damage
grapple as a free action without provoking an attack of Fine 1 –
opportunity. If he gets a hold, he deals automatic rend Diminutive 1d2 1
damage. Debased creatures get a +4 circumstance Tiny 1d3 1d2
bonus on all Grapple checks. Small 1d4 1d3
Medium 1d6 1d4
Rend (Ex): If a debased human fighter hits with both Large 1d8 1d6
claw attacks, he latches onto the opponent’s body and Huge 2d6 1d8
tears the flesh. The attack automatically deals an addi- Gargantuan 3d6 2d6
tional 2d4+7 points of damage. Colossal 4d6 3d6
Creating a Debased Creature Special Attacks: A debased creature retains all the
“Debased” is an acquired template that can be added to special attacks of the base creature and gains the fol-
any corporeal aberration, fey, giant, humanoid or mon- lowing special attacks.
strous humanoid (referred to hereafter as the base Improved Grab (Ex): If a debased creature hits an oppo-
creature). nent that is its size or smaller with a claw attack, it deals
A debased creature uses all the base creature’s statis- normal damage and can attempt to start a grapple as a
tics and special abilities except as noted here. free action without provoking an attack of opportunity. If
it gets a hold, it deals automatic rend damage. Debased
Size and Type: The creature’s type is unchanged, creatures have a +4 circumstance bonus on all Grapple
though it gains the augmented subtype. Size is checks.
unchanged.
Rend (Ex): If a debased creature hits with both claw
Hit Dice: Increase the base creature’s racial HD by one attacks, it latches onto the opponent’s body and tears
die size, to a maximum of d12. Do not increase class the flesh. The attack automatically deals damage for
HD. both claws plus 1 ? times the debased creatures
Strength modifier (applied only once, not to both claws).
Speed: Same as the base creature.
Special Qualities: A debased creature has all the spe-
Armor Class: Natural armor improves by +2 (this cial qualities of the base creature, plus the following
stacks with any natural armor the base creature has). special qualities.
Attack: A debased creature has two claw attacks and a • Fast healing 5.
bite attack, and the claws are the primary natural
weapon. If the base creature can use weapons, the • Low-light vision.
debased creature retains this ability. A debased crea-
ture fighting without weapons uses a claw when making Feats: A debased creature gains Toughness as a bonus
an attack action. When it has a weapon, it usually uses feat.
the weapon instead. Abilities: Increase from the base creature as follows:
Full Attack: A debased creature fighting without Str +4, Con +4, Int -2, Cha -4.
weapons uses both claws and its bite when making a Environment: Any
full attack. If armed with a weapon, it usually uses the
weapon as its primary attack and its bite as a natural Challenge Rating: Same as the base creature +2.
secondary attack. If it has a hand free, it uses a claw as Alignment: Always chaotic evil.
an additional natural secondary attack.
Level Adjustment: Same as the base creature +3.
Damage: Debased creatures have bite and claw
attacks. If the base creature does not have these attack
forms, use the damage values in the table below.
Otherwise, use the values below or the base creature’s
damage values, whichever is greater.

222
GIANT HORNED WASP
Worker Soldier Queen
Large vermin Large vermin Large Vermin
Hit Dice: 3d8+3 (15 hp) 5d8+10 (32 hp) 8d8+24 (60 hp)
Initiative: +1 +1 +1
Speed: 20 ft., fly 60 ft. (good) 20 ft., fly 60 ft. (good) 20 ft., fly 60 ft. (good)
AC: 14 (-1 size, +1 Dex, +4 15 (-1 size, +1 Dex, +5 16 (-1 size, +1 Dex, +6
natural), touch 10, flat- natural), touch 10, flat- natural), touch 10, flat-
footed 13 footed 14 footed 15
BAB/Grapple: +2/+8 +3/+11 +6/+15
Attack: Sting +2 melee (1d3+3 Sting +6 melee (1d3+6 Sting +10 melee (1d3+7
plus poison) plus poison) plus poison)
Full Atk: Sting +2 melee (1d3+3 Sting +6 melee (1d3+6 Sting +10 melee (1d3+7
plus poison plus poison) plus poison)
Space/Reach: 10 ft./5 ft. 10 ft./5 ft. 10 ft./5 ft.
Special Attacks: Poison Poison Poison
SA: Darkvision 60 ft., Darkvision 60 ft., Darkvision 60 ft.,
pheromones, suicidal sting, suicidal sting,
suicidal sting, vermin vermin traits vermin traits
traits
Saves: Fort +4, Ref +2, Will +2 Fort +6, Ref +2, Will +2 Fort +9, Ref +3, Will +4
Abilities: Str 15, Dex 12, Con 12, Str 18, Dex 12, Con 14, Str 21, Dex 12, Con 16,
Int –, Wis 12, Cha 9 Int –, Wis 13, Cha 11 Int –, Wis 14, Cha 13
Skills: Spot +9, Survival +1 Spot +9, Survival +1 Spot +10, Survival +2
Environment: Temperate forests Temperate forests Temperate forests
Organization: Gang (2-12) or crew Solitary or gang (2-6) Nest (1 plus 5-50
(6-12 plus 1 soldier) workers and 5-25
soldiers)
CR: 1 2 3
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 4-5 HD (Large), 6-8 HD (Large) 9-12 HD (Large)
6-9 HD (Huge) 9-15 HD (Huge) 13-20 HD (Huge)
These insects are black with yellow markings on the carapace and they have rusty colored wings. A pair of dis-
tinctive, horn-like organs fringe the head. Soldiers are indistinguishable from workers and queens except for an
ominous yellow pattern clearly visible on their abdomens.
Giant horned wasps are aggressive insects with a unique caste system. The colony is ruled by a single queen.
Male soldiers hunt and see to the defense of the colony, while female workers build and maintain the nest. The
workers chew up wood and other plant matter to create a resilient, paperlike pulp, used in nest construction.

Combat
Workers are nonaggressive and always use their pheromone ability to call soldiers to their defense. They will sting
only if provoked. Soldiers, on the other hand, attack enemies with extreme prejudice. Being social insects, giant
horned wasps do not value their own lives and never flee from battle, even when overwhelmingly outnumbered.
Poison: All giant horned wasps have a poisonous stinger. The amount of initial and secondary damage dealt by
a sting attack and the save DC varies by caste, as shown on the table below. The save DCs are Constitution-
based.
Initial Secondary
Caste Damage Damage Fort DC
Worker 1d3 Dex 1d3 Dex 12
Soldier 1d6 Dex 1d6 Dex 14
Queen 1d8 Dex 1d8 Dex 17

223
Suicidal Sting: Giant horned wasps have barbs on Combat
their stingers that become embedded when a sting is
delivered. Many will lose their stingers during a suc- Constrict (Ex): A giant lobster deals automatic claw
cessful attack and become eviscerated in the process. damage on a successful grapple check.
Each time an enemy fails a saving throw versus its poi- Improved Grab (Ex): To use this ability, the giant lob-
son, a giant horned wasp must succeed on a Fortitude ster must hit with its claw attack. It can then attempt to
save (DC 15) or die immediately. start a grapple as a free action without provoking on
Pheromones: Once per day, worker wasps can emit a attack of opportunity. If it wins the grapple check, it
pheromone as a standard action that calls 1d3 soldier establishes a hold and can constrict.
wasps to the area. Soldiers called in this manner must
be within 100 feet to sense the pheromone and arrive in GOLEM, SOAP
1d4 rounds. Medium Construct
Skills: Giant horned wasps have a +8 racial bonus on Hit Dice: 7d10+20 (58 hp)
Spot checks. *They also have a +4 racial bonus on Initiative: +1
Survival checks to orient themselves. Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 14 (+1 Dex, +3 natural), touch 11,
GIANT LOBSTER flat-footed 13
BAB/Grapple: +5/+9
Large Vermin (Aquatic) Attack: Slam +9 melee (1d8+4)
Hit Dice: 8d8+32 (72 hp) Full Attack: 2 slams +9 melee (1d8+4)
Initiative: -1 Space/Reach: 5 ft. /5 ft.
Speed: 30 ft. Special Attacks: Blinding strike, grease
Armor Class: 17 (-1 Dex, -1 size, +9 natural), Special Qualities: Construct traits, damage reduction
touch 8, flat-footed 17 5/slashing, darkvision 60 ft., immu-
BAB/Grapple: +6/+15 nity to magic, low-light vision, suds
Attack: Claw +10 melee (1d6+5) cloud
Full Attack: 2 claws +10 melee (1d6+5) Saves: Fort +2, Ref +3, Will +2
Space/Reach: 10 ft./5 ft. Abilities: Str 18, Dex 12, Con –, Int –, Wis
Special Attacks: Constrict 1d6+5, improved grab 11, Cha 1
Special Qualities: Darkvision 60 ft., vermin traits Skills: Escape Artist +11, Swim +12
Saves: Fort +10, Ref +1, Will +2 Feats: –
Abilities: Str 20, Dex 8, Con 18, Int –, Wis Environment: Any
10, Cha 1 Organization: Solitary
Skills: – Challenge Rating: 7
Feats: – Treasure: None
Environment: Temperate aquatic Alignment: Always neutral
Organization: Solitary or pair Advancement: 8-10 HD (Medium); 11-21 HD
Challenge Rating: 4 (Large)
Treasure: None
Alignment: Always neutral The cloud of soap bubbles parts to reveal a strangely
Advancement: 9-15 HD (Large); 16-24 HD (Huge) unformed humanoid creature with creamy white skin
Level Adjustment: – and tiny black holes for eyes that look at you emotion-
lessly. A beautiful floral scent invades your nostrils,
The giant lobster is an aggressive saltwater creature even as the creature reaches towards you with arms
that many underwater races have adapted to guard dripping with water.
duty. They can be found singly (commonly) or as a pair
(rarely in the wild but more commonly as guards). Soap golems are constructs created by eccentric wiz-
Against foes of their size or smaller, they aggressively ards to protect their bathrooms. One of the rarest sorts
rush their opponents but against creatures larger than of golems, soap golems usually take the form of a large
themselves, they tend to back away into corners, caves, cloud of suds and hover near their creator while the wiz-
or against walls. ard is taking a bath or engaged in some other pursuit.

Giant lobsters are normally 8 to 9 feet long and weigh A typical soap golem has creamy or milky white skin,
900 pounds. and no facial features of any kind except for eyes. A typ-
ical soap golem is 5 feet tall and weighs about 80
pounds.

224
Combat MAKTAR
A soap golem is usually in its suds cloud form when first Maktar War1, Small Humanoid
encountered, but assumes its normal form when it Hit Dice: 1d8+1 (5 hp)
detects intruders. It pounds creatures into the ground Initiative: +1
with its surprisingly hard fists, while relying on its grease Speed: 30 ft. (6 squares), climb 20 ft.
ability to unbalance opponents. If severely damaged, a Armor Class: 13 (+1 size, +1 Dex, +1 small
soap golem assumes its suds cloud form to regain lost wooden shield), touch 12, flat-foot-
hit points. ed 12
Blinding Strike (Ex): If a soap golem scores a critical BAB/Grapple: +1/-3
hit against an opponent, the creature gets soap in its Attack: Short sword +2 melee (1d4-1/19-
eyes and is automatically blinded for 1d4 rounds. This 20) or composite shortbow +3
ability does not work against constructs, plants, oozes, ranged (1d6/x3)
undead, or creatures without eyes. Full Attack: Short sword +2 melee (1d4-1/19-
20) or composite shortbow +3
Grease (Ex): The soap golem constantly extrudes a ranged (1d6/x3)
slippery residue, which gives it a +10 bonus on Escape Space/Reach: 5 ft./5 ft.
Artist checks and coats a 5-foot-radius of the floor Special Attacks: –
around the creature. Any creature in an adjacent square Special Qualities: Blink, low-light vision.
to a soap golem must make a DC 13 Reflex save or fall Saves: Fort +3, Ref +1, Will -1
prone, just as if affected by a grease spell. The saving Abilities: Str 10, Dex 13, Con 13, Int 10, Wis
throw for this ability is Constitution-based. 9, Cha 6
Skills: Climb +8, Hide +7*, Listen +2,
Immunity to Magic (Ex): A soap golem is immune to Move Silently +3*, Spot +2
any spell or spell-like ability that allows spell resistance. Feats: Alertness
In addition, certain spells and effects function different- Environment: Temperate forests
ly against the golem, as noted below. Organization: Troupe (4-9), war party (10-24 plus
Acid attacks such as acid storm deal full damage to a 1-4 Medium monstrous spiders),
soap golem, and a disintegrate spell does 5d6 points of tribe (10-100 plus 100% noncom-
damage regardless of the save. A grease spell cast on batants plus 1 3rd-level elite per 20
a soap golem heals it for 10 hit points, while a jar of uni- adults, 1 leader of 5th-7th level, 2-
versal solvent hurled at the creature deals 10d6 points 12 Medium monstrous spiders, and
of damage if it hits. 1-4 Large monstrous spiders)
Challenge Rating: 1
Suds Cloud (Su): Once per day as a standard action a Treasure: Standard
soap golem can transform itself into a cloud of soap- Alignment: Usually lawful evil
suds or bubbles. This ability functions exactly like the Advancement: By character class
gaseous form spell, and the soap golem gains fast heal- Level Adjustment: +0
ing 2 while in this form. The soap golem can resume its
normal form as a free action. This small, humanoid resembles a small, primitive elf
with large cat-like eyes and long, tangled black hair. It
Skills: The soap golem gains a +8 racial bonus on wears coarse animal skins and lives in the treetops of
Swim checks, and can take 10 on Swim checks even if isolated forests.
rushed or threatened. The soap golem can use the run
action while swimming, as long as it moves in a straight Maktar are distant, primitive cousins of rift elves and
line. wood elves. They are fast, mischievous tree dwellers
that prefer to spend their time among the branches.
Malicious and cruel, the maktar enjoy tormenting those
who are weaker than they are, and delight in bullying
any strangers or travelers they encounter in their forest
domains.
A maktar stands just over 3 feet tall, and weighs
between 25 to 35 pounds. They walk in startlingly long
leaps and bounds, covering vast amounts of distance in
quick steps. Their skins are silvery and almost translu-
cent, making them seem almost frail and sickly at first
glance. In contrast to their pale skin, they have long,

225
gnarled black hair and catlike eyes that are always dark Maktar as Characters
blue or dark purple in color.
Maktar leaders tend to be rogues or fighter/rogues.
Maktar speak their own language as well as Elven. Maktar clerics worship the deity Molgrem, and may
Their maktar language uses a fairly simple system of choose to follow two of the following domains:
hand signs and gestures, and apparently shares some Destruction, Evil, Law, or War.
roots with the language of the drow. Creatures who
understand the drow language can understand the rudi- Maktar characters possess the following racial traits.
mentary basics of the maktar language, and communi- • -2 Strength, +2 Dexterity, –2 Charisma.
cate with them in simple terms.
• Small size: +1 bonus to Armor Class, +1 bonus on
Combat attack rolls, +4 bonus on Hide checks, -4 penalty on
Masters of ambush, the maktar normally attack unwary grapple checks, lifting and carrying limits 3/4 those
prey by dropping from their lairs or outposts in the tree- of Medium characters.
tops. They attack in waves, engaging in melee with their • Maktar base land speed is 30 feet.
short swords, then using their blink ability to move away
to safety, while other maktar press the attack from a dis- • Maktar have a climb speed of 20 feet.
tance with bows. Their attacks tend to be well-coordi- • Maktar have a +2 racial bonus on Hide and Move
nated and well-planned; if surprised in combat, the Silently checks, and a +8 racial bonus on Climb,
maktar have no problems retreating in order to fight checks. Maktar can always choose to take 10 on
another day. Climb checks, even if rushed or threatened. In
Blink (Sp): Three times per day, a maktar can use blink thickly forested areas the Hide and Move Silently
as the spell (caster level 8th), and can evoke or end the bonus improves to +4.
effect as a free action. • Maktar uses their Dexterity modifier instead of their
Skills: Maktar have a +2 racial bonus on Hide and Strength modifier for Climb checks.
Move Silently checks, and a +8 racial bonus on Climb, • Low-light vision.
checks. Maktar can always choose to take 10 on Climb
checks, even if rushed or threatened. *In thickly forest- • Automatic Languages: Maktar and Elven. Bonus
ed areas the Hide and Move Silently bonus improves to Languages: Common, Draconic, Drow Sign
+4. Language, Sylvan.
Maktar uses their Dexterity modifier instead of their • Favored Class: Rogue
Strength modifier for Climb checks.
MESMERDRAKE
The Maktar warrior presented here had the following
ability scores before racial adjustments: Str 12, Dex 11, Large Magical Beast
Con 13, Int 10, Wis 9, Cha 8. Hit Dice: 6d10+18 (51 hp)
Initiative: +6
Maktar Society Speed: 30 ft. (6 squares), climb 20 ft.
The Maktar live in highly disciplined tribes, which nor- Armor Class: 17 (–1 size, +2 Dex, +6 natural),
mally consist of several families. Their tribes live in a touch 11, flat-footed 15
series of large trees interconnected by ropes, vines, BAB/Grapple: +6/+12
and rickety wooden platforms. Ever restless, the maktar Attack: Bite +7 melee (1d6+2)
tend to live in a particular area for only a year or two Full Attack: Bite +7 melee (1d6+2) and tail lash
before moving on and establishing a new settlement +2 melee (1d4+1)
elsewhere in the treetops. Space/Reach: 10 ft./5 ft.
Special Attacks: Draining aura, mesmerizing glare
Maktar have an obsessive fondness for spiders, which Special Qualities: Camouflage, darkvision 60 ft., low-
leads many sages to further wonder about any long-ago light vision
connection between the maktar and the drow. Some Saves: Fort +8, Ref +7, Will +5
maktar have a knack for training spiders as beasts of Abilities: Str 14, Dex 14, Con 16, Int 5, Wis
burden and steeds of war. Skilled maktar warriors are 13, Cha 16
known to ride Medium or Large-sized monstrous spi- Skills: Climb +10, Hide +3*, Listen +4,
ders into battle, charging headlong into combat atop Move Silently +8, Spot +7
eight-legged monsters with a horrific battle cry. Feats: Improved Initiative, Iron Will,
Stealthy

226
Environment: Temperate and tropical forests prey. There is no saving throw against the aura, and the
Organization: Solitary or mesmer (2–4) mesmerdrake can quell or resume it as a free action.
Challenge Rating: 6
Treasure: None Mesmerizing Glare (Su): All creatures within 30 feet of
Alignment: Usually neutral the mesmerdrake must make a DC 16 Will save or be
Advancement: 7–12 HD (Large); 13–18 HD transfixed for 1d6+2 rounds. Any creature transfixed by
(Huge) the glare is treated as being dazed. Any creature that
makes its saving throw against the mesmerizing gaze
The mass of soft green foliage in front of you suddenly or has already been dazed once cannot be affected
shifts into the shape of a creature with a vaguely lizard- again by the same mesmerdrake for 24 hours. This is a
like head and a long serpentine body. The creature’s mind-affecting gaze attack. The saving throw for the
skin is every shade of forest green, and its glinting ability is Charisma-based.
blood-red eyes are as large as saucers.
Skills: A mesmerdrake gains a +8 racial bonus on
The mesmerdrake, despite its name, is a type of magi- Climb checks and can take 10 on a Climb check even
cal lizard rather than a dragon, but is just as feared as while rushed or threatened. A mesmerdrake also gains
any dragon by many jungle-dwelling societies. A devi- a +4 racial bonus on Hide and Move Silently checks.
ous predator, a mesmerdrake ambushes its prey with its
mesmerizing glare, then drains the life energy out of its MINOTAUR-BLOODED
prey with its terrible aura until nothing more than skin
and bones remain. While not usually evil, the mesmer- Medium Monstrous Humanoid
drake is an opportunistic feeder, and will attack even a Hit Dice: 2d8+7 (16 hp)
large, well-armed party if it thinks that it can get away Initiative: +3 (Dex)
with it. Speed: 30 ft.
Armor Class: 15 (+3 Dex, +2 hide armor), touch
The standard mesmerdrake is just over 10 feet long and 13, flat-footed 12
very thin, with greenish scales resembling leaves, ves- BAB/Grapple: +2/+6
tigial claws, and a long prehensile tail which aids it in Attack: Battleaxe +6 melee (1d8+4/x3)
climbing. The most arresting feature of a mesmerdrake Full Attack: Battleaxe +6 melee (1d8+4/x3)
is its blood red eyes, which glow when it uses its mes- Space/Reach: 5 ft./5 ft.
merizing power. Special Attacks: –
Special Qualities: Darkvision 60 ft., inbred cunning
A mesmerdrake cannot speak, and seldom makes any Saves: Fort +2, Ref +5, Will +2
sounds except for a series of low whistles (only used Abilities: Str 18, Dex 16, Con 14, Int 8, Wis
when attracting mates). 10, Cha 6
Combat Skills: Climb +6, Jump +6, Listen +4
Search +4, Spot +4
A mesmerdrake always attempts to attack with surprise Feats: Toughness
and might withdraw into the heights of a nearby tree if Environment: Any
spotted before it can launch an attack. It usually tries to Organization: Usually solitary
transfix creatures with its glare before moving close Challenge Rating: 2
enough to let its draining aura take over. If forced into Treasure: Standard
battle, a mesmerdrake bites with its toothy maw and Alignment: Usually evil
lashes out with its tail, relying on its draining aura to Advancement: By character level
help shorten the combat.
The shaggy humanoid before you has a beastly appear-
Camouflage (Ex): A mesmerdrake can blend in with its ance: pronounced brow, deeply tanned skin and a flat-
surroundings as long as there is a sufficient amount of tened nose. Two small, knobby horns poke out through
vegetation present. This ability does not work in envi- its mat of unkempt hair. Its hairy arms, legs and chest
ronments without vegetation (such as a typical dungeon bulge with muscle.
or desert). The camouflage ability grants the mesmer-
drake a +10 circumstance bonus on Hide checks. The minotaur-blooded is a creature born of tragedy, the
child of a human and a minotaur, certainly rejected by
Draining Aura (Su): The mesmerdrake radiates an both sides of his lineage. His physical strength and cagy
aura that drains the life force from all living creatures a intellect make him a natural leader for bands of
10-foot-radius. Creatures in this area take 1d6 hit humanoids. Rare in the extreme, the few minotaur-
points of damage for each round they remain within the blooded that survive to adulthood must find their way
aura. The mesmerdrake does not gain any hit points outside of society.
from its aura, but this is the principal way it feeds on

227
Minotaur-blooded range from 6 1/2 to 7 feet tall and are RIFT ELVES
very broad. Their faces are slightly bovine, typically with
wide noses, a pronounced brow, wooly hair and a pair Tall as humans, these gaunt, arrogant elves are much
of short, knobby horns. Their bodies are typically stronger than other elves. Their hair color is always jet-
extremely hirsute and muscular. black, and they prefer their rough-hewn clothing in
murky shades of green and black.
Combat
Also known as Amn’crith elves, rift elves are typically
A minotaur-blooded is a canny opponent, surviving as it
only found in the deepest regions of the Amn’crith
must on the fringes of a hostile society. If enraged or
Forest, and as such, they are little known throughout
confident of victory, it may face foes head on, but their
most of the Known Realms. Most scholars believe them
specialty is subterfuge and clever tactics. If they have
to either be an offshoot of the wood elves, or perhaps
the opportunity, they will take full advantage of their
even an ancient race of elf that predates even the old-
inbred cunning ability to lead opponents into some kind
est of the high elves or gray elves. Whatever their ori-
of difficult labyrinth or other terrain they can take advan-
gins, this much is known for sure: rift elves hate most
tage of, perhaps trying to isolate members of groups to
races of intelligent creatures, particularly other types of
dispatch one at a time. They are born and bred sur-
elves, and wish to remain undisturbed in the darkest,
vivors and will do whatever it takes to walk away from
most desolate regions of the Amn’crith. To that end,
an encounter, including lying, begging for mercy or sim-
most other creatures in the Known Realms are all too
ply running away.
happy to accommodate those desires.
Inbred Cunning (Ex): The minotaur-blooded possess-
es a touch of the innate logic of its monstrous forebear. Little is known of the activities of the rift elves in the
It receives a +4 racial bonus on saving throws against Amn’crith, save for their high interest in the various
maze spells, and receives a +4 racial bonus on planes of existence and magical travel between those
Intelligence checks dealing with direction or negotiating planes. It is believed that a handful of powerful rift elf
a labyrinth of any kind. sorcerers possess enchanted metal glyphs that allow
them to open up doorways or rifts to other dimensions
Minotaur-blooded as Characters (which is how the reclusive creatures received their
Minotaur-blooded characters possess the following common name). They have also been known in recent
racial traits: years to reluctantly ally themselves with tribes of mak-
tar and, curiously enough, bugbears. The reasons
• +4 Strength, +2 Constitution, -4 Intelligence, -2 behind these strange alliances – like the rift elves them-
Charisma. selves – are shrouded in mystery …
• Medium size.
Rift Elf Traits (Ex): These traits are in addition to the
• Space/Reach: 5 feet/5 feet. high elf traits, except where noted.
• A minotaur-blooded’s base land speed is 30 feet.
• +2 Strength, +2 Dexterity, -2 Wisdom, -2 Charisma.
• Darkvision out to 60 feet.
• +2 on all Handle Animal checks, and any Charisma-
• Racial hit dice: A minotaur-blooded begins with 2 based checks directly involving animals (such as
levels of monstrous humanoid, which provide 2d8 wild empathy checks).
Hit Dice, a base attack bonus of +2, and base sav-
ing throw bonuses of Fort +0, Ref +2, and Will +2 • +4 racial bonus to Disguise checks.
• Racial Skills: A minotaur-blooded’s monstrous • Favored Class: Ranger. This trait replaces the high
humanoid levels give it skill points equal to 5 x (2 + elf’s favored class. Additionally, rift elves may select
Int modifier, minimum 1). Its class skills are elves as a favored enemy – this applies to all other
Intimidate, Jump, Listen, Search and Spot. races of elves (besides rift elves, of course).
Minotaur-blooded have a +2 racial bonus on
Search, Spot and Listen checks.
• Racial Feats: A minotaur-blooded’s monstrous
humanoid levels give it one feat.
• Special Qualities (see above): Inbred cunning.
• Automatic Languages: Common and Giant. Bonus
Languages: Goblin, Orcish.
• Favored Class: Barbarian.
• Level Adjustment: +1.

228
SHADOW SYLPH
Medium Fey
Hit Dice: 5d6+5 (22 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 14 (+2 Dex, +2 leather), touch 12,
flat-footed 12
BAB/Grapple: +2/+2
Attack: Longbow +5 ranged (1d8/x3)
Full Attack: Longbow +5 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron,
darkvision 60 ft., shadow walk
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 10, Dex 14, Con 12, Int 12, Wis
13, Cha 13
Skills: Bluff +9, Hide +10, Listen +9, Move
Silently +10, Ride +10, Spot +9,
Survival +9
Feats: Stealthy, Weapon Focus
(Longbow)
Environment: Any forest
Organization: Gang (2-4), band (6-11), or tribe
(20-80)
Challenge Rating: 3 Spell-like abilities (Sp): 1/day – blur, 1/day – minor
Treasure: Standard image (DC 13), 3/day – lesser confusion (DC 12);
Alignment: Usually neutral evil Caster level 4th. The save DCs are Charisma based.
Advancement: By character class
Level Adjustment: +3 Shadow walk (Su): As a move action, a shadow sylph
may transport itself up to 30 ft. as if by means of a
This creature is humanoid in shape, but slim and slight, dimension door spell. This movement must begin and
with pale grey skin and completely black eyes. An end in shadowy areas, and does not provoke attacks of
unnatural pall of shadow hangs around it, making it hard opportunity.
to pinpoint as it seems to vanish into the darkness.
The shadow sylphs are a race of evil fey with shadow
and illusion abilities. They resemble elves in their phys-
ical build and tend to wear their black hair long and flow-
ing. Always cloaked in shifting shadows, these fey can
move through the darkness, disappearing and appear-
ing in unexpected places. Although they prefer to act at
night, shadow sylphs are not harmed by daylight.
Shadow sylphs live in dark wild places: tangled woods,
shadowy overhanging rocks, and deep mountain
gorges. Territorial and capricious, they do not care for
intruders.

Combat
Shadow sylphs avoid physical combat when possible
and rely on their illusions to confuse and lead away trav-
elers who have trespassed in their territory. When com-
bat is necessary, they make good use of their shadow
walk ability to keep out of melee range and snipe from
the shadows with their longbows.

229
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