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DARK SIDE OF THE SUN


Chronicle Adventure Module 1
A d20 adventure by David Sharrock & Wyn F Dawkins
for 4 to 8 characters of levels 3 to 6 Challenge Rating 5/6

By David Sharrock and Wyn F Dawkins


Illustrated by Maciej Zagorski, Pawel Dobosz and Wyn F Dawkins
Maps and icons by Wyn F Dawkins, Cover art by David Sharrock
Opus Cartography by David Sharrock
Paravelly and related writing by Steve Dean
The Opus setting is based on an original idea by Suzanna Hope

This document is protected by UK and international copyright laws


All rights reserved Forever People Digital Press 2007
PDF format Opus Operandi ~ Dark Side of the Sun, First Edition

Distributable in pdf format only. No alterations, No redistribution.


No unauthorised use of images and/or text. Copyright infringements may lead to prosecution.

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Introduction Contents
Opus Operandi is a fantasy campaign setting for the
d20 s yst
em,bui lta nd e xplorede nt
ire lyt hroug h Introduction 3
adventure modules. The setting has been designed in Author's Foreword 3
this piece-meal fashion in order to avoid the usual Chronicle Series 3
overload of information placed upon GMs and players Thaumatourgos 4
Player Introduction 5
when introducing a game group to a new fantasy
GM Overview 6
world. An explanation of the world in brief is provided The Notes 8
at the end of each adventure, for the GM to print and Outcomes 8
keep handy behind his/her GM screen. This single Player Printout 9
page reference sheet is all the GM needs in order to The Greymist Mountain Region 10
run an Opus Operandi game. Everything else the GM The Jejune Flatlands 13
ne edsc a n be found i nt hed20 s ystem r ef
erence Inglenook Woods 13
document. Bleaktonne 14
Orktusk Hills 14
Talus 14
There are no limits or set order in which to play the
The Greymist Mountains 14
Opus Operandi adventure modules, however some The Alpine Forests 14
adventures will be more suited to certain experience Rumours Abound 15
levels than others. Where applicable, challenge ratings Player Rumours & Map 16
are supplied. Stantionbridge Map & Key Details 17
The Barbarian Horde Scenario 19
The Mohan Trail Scenario 21

Author's Foreword Mohan Trail Map & Key Details


The Wizard of Talus Scenario
An Interview With Ulnar
The Thaumatourgos Tomb Scenario
The Caves Map & Key Details
23
25
26
30
31
Dark Side of the Sun introduces an interesting new The Orb of Evocation 54
twist to the Opus setting which is sure to inject your Continuing From Here 56
campaign with some uniqueness. This is a very non- NPCs/Enemies 57
linear format, so be prepared for that make-it-up-as- Dark Side of the Sun - Printable Version 64
you-go-along element. Where possible we've tried to Map of Opus 101
Printable Map of Opus 102
cover most eventualities. The Realm of Opus 103
David Sharrock/Wyn F Dawkins. OGL License 104

Chronicle Series
Each Opus adventure highlights and introduces a
different aspect of the Opus world. Dark Side of the
Sun explores an historical aspect of Opus and is the
first in the Chronicle series. Other sets include the
Pantheon series (introducing one of the Opus religions)
and the Locus series (focusing on an Opus location).

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One day, a prominent member of the Order of Mohan
was approached by a woodsman local to the swamp in
which the brothers lived. He seemed agitated and
spoke of bright lights and strange sounds in the depths
of the swamp, specifically in the region where the
wizard bothers' hut was known to be situated. He knew
of the Order, and of the twins being members. He
numbered among those rare individuals who
considered themselves friends to the brothers, and thus
had they told him where to go should a violent or
unexpected fate befall them.

Sensing trouble, the wizard called other members of the


Order to his side and together they stalked into the
depths of the swamp, there to discover the laboratory of
the twins apparently empty of all furnishings. The
CHRONICLE INFORMATION walls, ceiling and floor were smeared in a strange red
mass which oozed and trickled with the consistency of

Thaumatourgos congealed blood. The brothers were conspicuous by


their absence. Indeed, upon testing the substance, the
wizards were horrified to discover that this mass
constituted the remains of the pair, each mixed with
wood, metal, glass and fabric reduced to mere particles,
Thaumaturgy is a word embedded in legend. Magic so that the result seemed like a paste spread thickly
users of Opus refer to their art as thaumaturgy. Items upon every visible surface.
resonating with magical energies, spell scrolls or items
imbued with magic are known as thaumaturgic A search of the house ensued and revealed, among
artefacts. Thauma is even the name given to the other things, the nature of the twins' most recent
goddess of magic, sorcery and illusion. experiments and a variety of newly constructed spells.
The wizards were tentative in testing each spell, afraid
Earheart and Graya Thaumatourgos were surprisingly they would suffer the same fate as Earheart and Graya.
unassuming wizards, given the magnitude to which Eventually, however, and through cautious trial and
their name has grown in the centuries since their death. error, they identified the spell responsible for the
Identical twins and both members of the wizarding wizard brothers' annihilation and endeavoured to test it
Order of Mohan, the pair were young sorcerers, each themselves. The wizards of Mohan wished to
eager to learn, but unwilling to share their discoveries understand the nature of the magics the
with other wizards. Their peers recognised them as Thaumatourgos twins had been dabbling in and sought
magic users of considerable skill, and men of many to recover as much of the brothers' work as they could,
qualities, but unlikely to achieve greatness, particularly testing it with safer methods and in so doing compiling
in the fields of magic they endeavoured to study. The a steady picture of the spell responsible for their deaths.
brothers lacked any compunction to confer with the From this spell came numerous other spells and the
gathered minds of their own order, and in so doing lost crafting of a single magical artefact, the Orb of
out on a great well of arcane knowledge which might Evocation. The Orb was activated and the magic of
otherwise have provided them with the vital methods Thaumatourgos tested. A secret was revealed.
and spell-crafting techniques their flawed experiments
sorely needed. So great was this revelation that the name
Thaumatourgos would soon become synonymous with
Where most of the order occupied impressive stone magical discovery and excellence. In crafting their
towers or enigmatic citadels constructed on high peaks spell, though the casting had killed them, Earheart and
in the Greymist Mountains, the Thaumatourgos twins Graya had unveiled the foundations of one of the most
lived in a small wooden hut in the middle of astounding secrets ever to be uncovered through
Marshdown swamp, an impish familiar and the sorcerous dabbling.
occasional passing local their only company. There
they developed spells based on their favoured subject, Nobody knows what became of the wizards of Mohan,
gravity and the energy force they named 'gravitas'. In though it is likely they eventually suffered the same fate
their efforts the twins were largely successful, and as the twins. The true nature of the secret was never
many of the levitation or anti-gravity based spells used fully revealed, or passed on, though a select few were
by modern-day magic users have a firm basis in the probably privy to limited versions of the truth. Through
early works of Earheart and Graya, though very few these few, rumours somehow filtered down to the
magic users are actually aware of the fact.

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general populace of Opus, and rumours became a kind but this worthy and his cohorts somehow managed to
of truth, embedded in the collective memory of a convince them to let him in. Oberon wonders if the
world, languishing as uncertain yet fantastic tales in shifty stranger isn't some kind of wizard and he gained
folklore and myth, emerging in the words of bardsong, access across the moat by using magic on the guards.
or appearing in the occasional line of mythical poetry.
The front door of the inn bursts open at this moment
Thaumaturgy is the craft of magic and evocation is the and the stranger enters. A group of thugs accompanies
tapping of potent and mystical energies. Both terms him, each man brandishing a weapon of some sort.
derived from the time of the twins and the unveiling of They glare at the player characters with unconcealed
a great but long forgotten secret. menace.

Read aloud to the players:

His voice barely louder than a whisper, the stranger


sneers, "so, here are Agrovar's pets at last, scurvy

Player Introduction
dogs upon my heel. Taller than I expected, which, I
suppose, is why you have done well to cover such a
distance in so short a time." you are struck by the
dark colour of his face and the sharpness of his
The party are travelling in the shadow of the Greymist features. There is something of the hawk about this
Mountains when they happen across a small settlement man, with his hooked chin, beaky nose and beady
named Stantionbridge, a village of diminutive thatched eyes. His hair too, thick and lustrous, flows away
cottages huddled together within a wooden palisade from his head like the downy feathers of a bird and
upon a circular island, surrounded on one side by a
natural moat in the shape of a horseshoe, and sheltered his cape billows around him like nothing less than
on the other by the jagged wall of the Greymist a pair of long black wings, albeit wings more akin
Mountains. A large raft, which must be called from the to that of a bat than a bird.
inner bank by ringing a large bronze bell situated on
the outer bank, ferries visitors across the moat, which Even as the party profess their innocence and try to
itself joins a river running south into the mountains. explain that the stranger has them mistaken for
somebody else, locals will scramble out of the way and
The village is a welcoming spot and the local tavern the thugs will draw weapons. A fight is unavoidable as
(The Turning Mere) serves decent food, making a nice the PCs' protests fall on deaf ears.
change from the trail rations to which the party have
probably grown accustomed. The barman is a bear of a Oberon Fordkeeper will vault the bar and join the fight
man named Oberon Fordkeeper who runs the tavern on the side of the player characters. He will attack the
with his two wide-shouldered sons Frith and Penfirth stranger, who will subsequently deal him a mortal
and his wife Meredrith. He welcomes the group into blow, killing him outright. The stranger will then turn
his premises and serves them free ales as a symbol of and flee, his cohorts closing ranks behind him to
friendship. In return he asks them for news of the prevent the PCs giving chase.
outside world and any locations they may have passed
through on their way to Stantionbridge. Once the battle is won and players have rushed out of
the tavern to find the stranger, they will learn that an
The group may be surprised to learn that they are not agitated man dressed in a black cape was seen racing
the only strangers to visit the village this day when out of the tavern just moments before. He promptly
Oberon points out a cloaked figure seated on the far transfigured into a great bird of prey and rose into the
side of the bar. Local patrons are giving him a wide air, flying south toward the mountains.
berth and he sits alone, sipping carefully from a flagon
of ale. At this point the players will have a motive to give
chase, but no lead to go by (unless one of the thugs has
The figure spies the party and suddenly leaps to his been spared for interrogation- see below). Even the best
feet, hurrying from the tavern by a back door. Oberon tracker among the player characters could not follow a
explains that the stranger came to Stantionbridge bird. However, Frith and Penfirth are enraged by the
earlier that day, accompanied by a group of ruffian murder of their father and soon deem to set off along
types who, at this time he believes, are resting and the Mohan trail into the mountains to find the evil
watering their horses behind the tavern. Normally, the 'shape-shifter' and bring it to justice. It is likely the
guards who operate the ferry would never allow such a players will opt to take up with them on their journey,
group of obvious cut-throats passage across the moat, however if they do not, they will shortly be approached

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by Meredrith, beside herself with grief for her dead
husband and terrified for the fate of her sons. She will
beg the PCs to follow Frith and Penfirth into the Note: this is a non-linear adventure, so it
mountains, to watch over them and make sure they is not essential that the players hook up
come to no harm. If players are feeling in a particularly
mercenary mood, she will offer them a handful of
with Frith and Penfirth, nor that they
emeralds as payment for their trouble, and promise follow the shapeshifting bird into the
more if they bring her sons safely back to the village. mountains. It is, however, necessary to
furnish the party with the initial plot hook
If the players decide to stay in the village for a while battle in the Turning Mere. If the group
longer, or explore the surrounding countryside instead
of chasing the bird, they may hook up with Agrovar the
decide not to visit the tavern, they will
dwarf - see below. cross paths with the stranger and his thugs
while exploring the village and the battle
will take place then. In this instance, the
barman and his two sons Frith and
Penfirth, will emerge from the tavern at
the sound of fighting. Oberon will ask a
local what has happened, and the local

GM Overview will tell him that the stranger and his


thuggish cohorts attacked the player
characters without justification. Oberon
will promptly draw a weapon and wade
This adventure introduces the players to a historical in to help the PCs, at which point he will
aspect of the Opus setting by sending them on a
dungeon crawl in search of a lost artefact, the Orb of be killed by the stranger. His sons will also
Evocation, whose potent magical powers will present help in the fight, but should escape
them with a startling revelation and inject an exciting unhurt.
twist into their game.

The artefact itself was buried many centuries ago by the


wizards of Mohan, an alliance of magic users succeeded. But recently, a parchment of notes, penned
responsible for developing the magical spells of the by treasure hunter on the trail of the Orb, came to light
Thaumatourgos brothers as described in the Chronicle in the northern district of Carthidge. Here it passed
on page 4. The wizards soon discovered that the magic through the hands of two treasure hunters, Canker
of the Orb harboured an astonishing secret and feared Dern, an evil wizard whose life has been spent
the secret would be used by the power mongers of attempting to locate the Orb, and Agrovar the dwarf, a
Mohan for evil purposes. The Orb was subsequently paladin who knows little of the Orb's history or power
buried in a deep tomb on the outskirts of the Greymist but who recognises the sound of an expensive magical
Mountains, along with the remains of the item when he hears it.
Thaumatourgos brothers themselves.
By coincidence, Canker and Agrovar are age-old
The caves around the burial chamber were fitted with enemies, sworn to battle one another whenever they
various devious traps designed to prevent would be meet. Now the pair have set off in search of the lost
thieves finding and taking the Orb. Chambers tomb and will stop at nothing to locate and claim the
surrounding these caves were then populated with an Orb of Evocation for themselves. Having learned that
assortment of magical creatures who would guard the Canker is also on the trail of the Orb, Agrovar is now
traps and prevent easy access into the tomb. The more determined than ever to find the item and keep it
entrance to the caves was covered and all trace of its from the evil wizard's clutches.
location removed from the records of the Order. The
wizards never spoke of it again, though rumours The entrance to the tomb, once buried and forgotten,
surrounding the Thaumatourgos brothers, the order of has since been eroded away by the presence of water
Mohan and the mystical Orb of Evocation endured, flowing down through a natural culvert formed several
long after the wizards themselves had taken the secret centuries ago by the movement of a particularly vast
resting place of the artefact to their graves. glacier in the Greymist Mountains. The entrance is
now open, but hidden underwater, specifically in the
In the time since, many treasure hunters have sought moat of Stantionbridge village where the waters
the caves leading to the tomb of the orb. None have culminate in a small circular mere and drain into a

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subterranean cave. This cave marks the entrance hall touting a variety of old scrolls to patrons at a back-alley
into the tomb. bar in the city of Carthidge. When Canker read these
particular notes his enthusiasm to purchase them from
To access the tomb, any would be treasure hunter the mercenaries (who had quite obviously stolen them
would need to throw caution to the wind and dive into from some unknown source, and who clearly had no
the mere, there to be swallowed by the whirlpool clue as to their significance) made it painfully obvious
draining water into the entrance hall of the caves. to the mercenaries that they should charge a high price.
Though this may seem suicidal, it is in fact quite They also refused to hand over the scrolls immediately,
possible to manage without drowning. Once the water arranging instead to meet Canker the following day
has passed out of the mere and through the drainage where they could be sure the city militia would not be
hole in the bottom of the moat, it pours into a lake, the watching the transaction. In fact, during the interim,
surface of which is level with the floor of the cavern. the mercenaries copied out the writing on the scrolls,
Anyone falling into the well will be pushed under by realising that here was something worth selling more
the force of the tumultuous waters cascading down on than once. Thus, the content of the scrolls was to fall
them from above, but will then be free to swim away into the hands of Agrovar the dwarf, just a day later.
from the epicentre of the falls and surface at the edge of
the well. If the player characters fall in with Agrovar the dwarf,
he will happily show them his version of the
Both Agrovar and notes, keen to have as much help in recovering
Canker Dern know the lost Orb as he can get. He's already found
Stantionbridge is an out enough to know that the Orb is a
important location,
but neither knows the
precise location of the
tomb entrance. When
the pair arrive, their
initial (erroneous)
guess will be that the priceless
emerald mine at the rear treasure, so he
of the village is actually has no qualms
part of the tomb. When about splitting any
Canker encounters the player wealth with whomsoever
characters he will already be chooses to help him in his task.
anticipating the arrival of Canker Dern, on the other hand,
Agrovar and will assume they are will guard his own copy of
linked somehow with the dwarf. the notes with his life and
His mercenaries will be at the rear has no intention of
of the tavern, preparing to sneak up sharing them, or
to the emerald mine for a closer the prize of
look. He will subsequently call the Orb, with
them to arms and attack the PCs. anybody. If the notes, or the
When he flees at the end of the Orb, are mentioned to any of
battle he will transfigure into a the Stantionbridge locals, they
black hawk and fly into the will have no information to give.
mountains, there to nurse his They know nothing of the lost caves,
wounds and plan his next move. It or the Thaumatourgos brothers and, so far
is Ca nkers eventual hope that as they are concerned, the emerald mines
Agrovar (and those working for the harbour no caverns or chambers beyond those
dwarf, among whom the PCs are already excavated.
now presumed to number) will follow
him, Canker, into the Mohan Trail, at
which point Canker can take flight back
to Stantionbridge and take the opportunity
to find the caves before Agrovar and make a
head start in his exploration. He has lost his
mercenary bodyguard, but Canker is quite
confident he can survive the tomb alone.
Canker Dern's notes on the Orb of
Evocation were purchased from mercenaries

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learned of the artefact's location and set off to recover it

The Notes
at precisely the same time as Canker. The thug believes
Canker mistook the player characters for Agrovar's
men, or at least assumed them to be some kind of
advance party hired by the dwarf to stop Canker before
he could reach the caves. Other than this, the thug has
(The next page should be printed and given to players) very little additional information to impart. Once his
interrogation is over, he will probably be locked up by
Written in scrawl: the villagers and tried for the murder of Oberon
Fordkeeper, then sent north by caravan to face justice
The Orb of Evocation- prized artefact, priceless in Carthidge. Taking the thug to Carthidge could be an
Magical object of abjuration adventure in itself, and the villagers may attempt to
charge the PCs with the task (since they were involved
Twin brothers of Thaumatourgos in the fight and therefore partly to blame for the
'Gravity of the situation?' barman's death). In this case, we recommend the GM
Ask Ulnar the wizard - Wizard Order of Mohan introduce the Opus adventure, Escape From Carthidge
Thaumatourgos- lived in Bleaktonne swamp? and Chains In The Dark, which can be played along
Last resting place of the Orb, hidden, secret caves, the way through the region of Paravelly.
buried to keep from power mongers of Mohan The PCs take up with Frith and Penfirth
Stantionbridge important, secret resting place Fordkeeper, or agree to help Meredrith Fordkeeper by
Somewhere in the Greymist Mountains (is following them, and head off into the mountains. The
Stantionbridge in the Greymist Mountains??) GM should refer to The Mohan Trail Scenario.
Follow the river to the last resting place (what is
The PCs stay in Stantionbridge a while longer. The
last resting place??!)
GM should refer to The Barbarian Horde Scenario.
What does the Orb do?
The Mohan Trail- are the caves hidden on the The PCs stay in Stantionbridge for several days. The
Mohan Trail? GM should refer to The Barbarian Horde Scenario
Getting to the trail - go to Stantionbridge (!) Ring before pursuing the following encounter: Agrovar's
the bell for the ferry and cross the moat. The door dwarven adventurers, accompanied by Agrovar
himself, arrive in Stantionbridge three days after the
unto the Mohan Trail stands at the rear of the barman's murder. Agrovar will be most distressed to
village. hear of Canker's evil act, and will endeavour to
compensate the village by vowing to hunt down the
evil wizard and exact revenge on behalf of the barman
and his family. When Agrovar learns of the brothers
Frith and Penfirth, he will set forth along the Mohan
Trail immediately, intent on finding both them and
Canker before he continues on his quest for the caves.

Outcomes (See Agrovar's Dwarfs in the NPC section). The PCs


may opt to accompany Agrovar's group at this stage. If
the barman and the Fordkeeper brothers are not part of
the adventure, Agrovar will be most interested to hear
The following is a list of possible plot hooks for of the PCs' encounter with Canker Dern, but will not
snagging the players into the adventure. Any one or a venture into the mountains in search of him. Instead he
combination of a few should have the desired effect. and his fellow dwarfs will set about negotiating with
the head of the village for a chance to inspect the
One of Canker's thugs is spared and interrogated. He emerald mine. Since the villagers value their mine
claims to be a mercenary from the northern region of above all else, the dwarfs' request may be turned down.
Carthidge, hired by the stranger, a wizard by the name Little does he know, the mine is not the site of the lost
of Canker Dern, to accompany him down from the caves anyway.
north to the Greymist Mountains, there to help him
explore an ancient cave system and recover a lost The players learn of Ulnar the wizard from
artefact. The thug has no knowledge of the particulars Agrovar's notes. Of all the villagers, Mortise the
of the plan, and doesn't know the location of the caves, fisherman is most familiar with Ulnar, being the only
but he does know the artefact is highly prized. A one who routinely trades with the wizard (although he
second group, led by a dwarven paladin named only appears to trade, in fact he has other motives for
Agrovar, is also travelling down from the north, having his deliveries to the Talus Citadel - see Stantionbridge

Page 8
Agrov
ar/
Can
kerDe
rn
sNot
es- to be printed for players

Page 9
details, location 9), and if the PCs ask locals about the underwater.
wizard, they will likely be deferred to Mortise who may
offer to act as guide in return for payment. The GM The raft is too large and too ungainly to steer or
should refer to The Wizard of Talus Scenario. manoeuvre using conventional methods. Two small
jetty used for offloading and boarding the raft stand on
The players discover the site of the lost caves and respective sides of the moat. A bronze bell mounted on
explore, with or without Agrovar the dwarf, though the a wooden post stands on the outermost jetty and
chances of them finding the cave entrance without him visitors or villagers must ring this in order to call over
are extremely slim. The GM should refer to The Tomb the raft. At night, the raft will only come if a password
of Thaumatourgos Scenario. is yelled out. By day, the guards are usually able to see
who stands upon the jetty well enough to decide
The players show no interest in pursuing the matter whether crossing the river is worth the risk. The area
of Canker or the murder of Oberon Fordkeeper, or, directly in front of the moat and the village is a vast
the PCs have completed their adventure and returned open tract of land, with no places for attackers to hide
to Stantionbridge. The GM should refer to General from the approaching ferry, so anyone who wants to
Rumours for a collection of alternative adventure cross must stand exposed and visible. The guards will
seeds. usually be out of sight on the inner bank, where they
spend much of their time in a small hut next to the
arrival jetty. This hut, unlike the buildings inside the
village, is made of stone, the roof flat and surrounded
by crenulations. A ladder inside the building leads to
the roof where the guards can go in the event of an
attack and where they can fire down on intruders with
an assortment of bolts and arrows stored there for just
CAMPAIGN INFORMATION such an eventuality.

The Greymist Stantionbridge village stands on the top of a man-made


escarpment, the houses and buildings grouped together
within a high palisade constructed from sharpened
wooden stakes. Two watch towers stand at the front of

Mountain Region the palisade and between them stands the main gate, a
hefty wooden door which can be thrown shut and
locked at a moments notice. Both the palisade and gate
display evidence of past attacks, the wood scarred and
scorched in places where flaming arrows and hand-held
Stantionbridge weapons have bitten deep.

Stantionbridge is a friendly, but isolated mining The buildings within the village are made from a
settlement, often the target of wild creatures and mixture of clay and mud, most of the roofs thatched
lawless barbarians who roam freely in the wide with dried grass harvested from the Jejune Flatlands,
sweeping plains of the Jejune Flatlands to the north. and a handful sporting clay-tiles. Most of the thatch
The village is well protected by the mountains at its looks clean and new, the houses underneath well
back and the moat and river. A contingent of two maintained. In fact, almost all of the buildings in
guards man the ferry raft, which is large enough for Stantionbridge have recently been re-thatched and
two wagons, plus horses. The raft is conveyed across rebuilt after a massive attack by barbarian hordes where
the moat using a winch which itself is attached to a flaming rocks and torches were fired over the fence by
sturdy rope spanning the moat from one bank to the wooden trebuchet brought to bear on the outermost
other. If the rope were cut while the raft was in motion, bank of the moat. Quite where the barbarians managed
the raft would be set adrift and unable to cross. The to procure the trebuchet is unknown, but of
current flows fairly quickly from south to north, so the considerable worry to the inhabitants of Stantionbridge
raft would drift anti-clockwise around the moat until it who, previously, have had nothing worse to contend
either grounded on the outer bank or coasted full circle with than arrows and slingshot. Various meetings have
and stopped on the western side of the village. Here the been held in the village over how to deal with the
water pools in a small mere which itself empties into a increasing intensity of the barbarian attacks, and most
subterranean reservoir (the entrance to the lost cave of villagers are in agreement that the thatch should be
the Orb of Evocation- see above). A whirlpool spins replaced with baked clay tiles. Efforts to do this are
permanently in the centre of the mere, which could already evident in the newly constructed rooftops
cause problems for anyone trapped on the drifting raft adorning a couple of buildings.
but which is not powerful enough to suck the raft

Page 10
The party may also observe the ongoing construction of snaking route into the craggy mountains and rises
some kind of convecting mechanism being built on the steadily across the flanks of Greymist. This trail,
western side of the village. When finished and treacherous and crumbled in many places, eventually
operational, this mechanism will convey buckets filled descends into the Kingdom of Mohan where it crosses
with water up the bank of the escarpment and through the downs of Shiredawn until arriving at the northern
a hatch in the wooden fence to the waiting hands of gate of Mardor, capital city of Mohan.
villagers, who will then be able to pass the buckets
along a human chain to the source of any fire. Before Few travellers come from this direction, for the
now, the gathering of water has taken too long and mountains are perilous, and filled with many enemies.
fires have simply raged unchecked until their source of A hefty wooden gate stands where the trail meets the
fuel is spent. In most cases, this has meant the rear of the village, a fortified doorway guarded at all
destruction of thatched roofs, and some of the building times by at least one villager standing on the adjacent
beneath, though the clay and mud of outer walls is watchtower. This door rarely comes under attack,
fairly impervious to fire, so the basic structures of most serving to keep out wandering creatures and wild
affected buildings have remained undamaged. animals more than anything else. Orcs and goblins
sometimes launch sporadic and half-hearted attacks on
Behind Stantionbridge can be found the doorway into the door. In these instances villagers will range along
the Mohan Trail, a winding path which chews a the two ledges overlooking the trail where it cuts a deep

Page 11
channel into the mountains and rain stones and arrows except where visitors seek to trade their gear, in which
down upon the would-be invaders. This method is case the village treasury - the destination of all
extraordinarily effective and has even been used to see emeralds sourced in the mine - may be raided in order
off ogres and trolls. to procure much needed items. The village trades
routinely with farmers in the distant north and
The village of Stantionbridge is home to just fifteen sometimes with the swamp-dwellers of Bleaktonne, the
human families and is therefore a frail patch of former trading grain for emeralds, the latter trading
civilisation in the middle of so much wild wasteland. food for clothes and weapons. Player characters who
For this reason the fortifications and defences are of present the villagers with something particularly
paramount importance to the inhabitants who spend interesting or useful, may find themselves trading it for
much of their time maintaining, fixing and improving an entire emerald stone worth a small fortune in gold.
on the measures in place. The rest of their time is spent In this respect, the villagers have very little concept of
weaving, preparing food and toiling in the emerald monetary worth.
mine. There is a single metalsmith in the village, with a
crude yet operational forge which provides the Halain Dervish is the leader of Stantionbridge, being
community with minor metalwork, including hinges, the eldest of the original founding family. He lives in
swords, arrow heads, belt buckles, picks, shovels and so the largest building, and the village treasury is situated
forth. Most trade within the village is based on food, in a large metal safe in the undercroft beneath this
clothes and services. Currency is rare in Stantionbridge, house. The treasury, filled with gems from the emerald

Page 12
mine at the rear of the village, is the reason for the the other five tribes once and for all. But the Jejune
barbarian raids. barbarians lack such simple guile and see the mine as
nothing more than a prize, to be taken before it can fall
The Stantionbridge community is polytheic, worship into the hands of an enemy clan.
encompassing Jetava, Lorka, Drom, Thauma,
Almighty Sen, and Gaya with respectful recognition of The plains are vast, and anyone crossing them without
Gorum (god of the dwarves) and Ethrayall (goddess of sticking to the road from Bleaktonne is unlikely to meet
elves). Villagers attend the temple situated at the rear of the barbarians unless they are very unlucky (4% chance
the village at least once a day to offer prayers and on d100 covering the entire journey). At night scouts
oblation to whichever deity is in particular favour. roam the plains and may spot camp fires. In this
During the winter months the villagers focus on Jetava, instance an attack before daybreak on the PC camp is
praying for mild weather and for the moat to remain extremely likely (1-18 on 1d20). Anyone travelling the
unfrozen. The worst barbarian attacks have occurred Ingleford road (the main road joining Stantionbridge
when the waters have turned to ice and the village's and Bleaktonne), by day or night, risks coming under
main defence is no longer a barrier against the invading attack from barbarian raiding parties (1-16 on 1d20,
hordes. Most of the village's food supply also comes one roll covering the entire journey). This will usually
from the moat, in the form of fish and crustaceans. involve 1d20+10 barbarians mounted on horseback.
However, the loss of the moat does not necessarily The barbarians sometimes spare the lives of those they
spell doom for the villagers, who also source grain from rob if their victims hand over goods, gold and any other
the farmlands of Paravelly, far in the north, and meats, items of value without fighting back. The barbarians
vegetables and fruit from the swamp-dwellers of know that most travellers on the road are merchants or
Bleaktonne. When they are really desperate they will traders and killing them would simply cut off all
hunt wild hart in the alpine woods below The Talus possibility of robbing them again at a later time. If the
Citadel, though this is rare because few villagers PCs are quite obviously adventurers or show
possess decent hunting or tracking skills. belligerence in handing over what the barbarians
merely consider to be a form of 'fealty' for crossing their
In the summer the villagers focus most of their territory, the barbarians are less likely to show mercy.
attention on Almighty Sen, whom they believe has a
general divine influence over the other gods. The
names of individual gods may be evoked by villagers at Inglenook Woods
appropriate moments. 'By Almighty Sen' is a popular
phrase used to convey enthusiasm or surprise. 'By A small area of dense woodland to the north east of
Jetava's Grace' is a term used when hoping for divine Stantionbridge, Inglenook is a cursed region, the site of
favour, and 'by Lorka's will' is a traditional precursor to an ancient magical battle between wizard enemies, it is
any hopeful wish, such as "by Lorka's will we shall now home to various magical creatures who thrive
harvest many emeralds this season' or 'by Lorka's will upon the dark energies still prevalent within the woods.
shall the barbarian hordes leave us in peace this week."
The trees here are huge, with bark as black as night,
trunks twisted into strange shapes, branches spreading
The Jejune Flatlands like monstrous tentacles and thorny leaves of a deep,
muddy colour merging overhead to create a
The sweeping plains of the Flatlands are home to the
barbarian hordes of Jejune, lawless creatures devoid of
morality who live in nomadic caravans, moving
ceaselessly across the plains, attacking anything and
anyone unlucky enough to cross their path. There are
actually six barbarian tribes, the Soza, Efgar, Uhrtuk,
Jegga, Mengol and Mansard. All six are engaged in a
constant war with one another, fighting over
everything from hunting grounds to physical prowess.
All six are also eager to get their hands on the emerald
mine at Stantionbridge, which has become something
of a trophy irrespective of its monetary
worth. In truth, the barbarian tribe who
succeeded in taking the mine could
spend their newfound wealth on
superior weaponry and
reinforcements, using
both to destroy

Page 13
thick canopy through which no light can penetrate. The sick or injured villagers will be taken to the wizard's
floor of the woods are covered in various types of moss home for healing and recuperation. He is a goodly
and fungus, many of which are poisonous to touch and magic user, welcoming to travellers who approach him
fatal to eat. in a friendly manner but ruthless with those who show
him aggression or seek to cause harm to him or his
Almost all the wild animals living in Inglenook are of home. Though most believe Ulnar lives alone, this is
the dire variety, including badgers, bats, weasels, boars, not the case. Beneath his mansion is a large network of
rats and wolves. An enormous Dire Wolverine pack caverns within which live a colony of lepers. This
also live here, though they tend to keep to the heart of unfortunate tribe of social outcasts are cared for by
the woods where they hold dominion over the lesser Ulnar whose magical studies are almost entirely
animals, and rarely venture beyond the perimeter of focused on finding a cure for their disease. The lepers
Inglenook's tree-line. are rarely seen, though they move freely in the forest
beneath the citadel, and sometimes visit the mansion
itself. Whenever villagers from Stantionbridge or
Bleaktonne passing travellers attend the citadel, the lepers hide
from view in the caves. (See also NPCs/Enemies).
Some twenty five miles south of the Paravelly
Farmlands, and almost one hundred miles north of
Stantionbridge, is the town of Bleaktonne, a collection The Greymist Mountains
of rough-hewn houses and buildings raised on stilts
above the swampy waters of Marshdown. The people The largest mountain range on the continent, stretching
of Bleaktonne are a strange breed and largely keep from Derroton to Lakmarr in South Opus, the
themselves to themselves. They are hostile to outsiders, mountains act as borderlands between the North Opus
but used to seeing travellers on the Idlingford road. Grasslands, the Kingdom of Mohan and the wilderness
of Imera. All three were once mighty empires, but war
Despite their reserved attitude to strangers, the and ruin has long since seen the vanishing of men,
Bleaktonnians understand the need to trade with dwarves, elves and halflings from the worlds of the
nearby settlements. Their main export is meat, north and the lush countryside of Imera. Now only
vegetables and fruit harvested from the swamps. The Mohan remains as a seat of culture, though even the
Ongo is a gooey orange fruit which grows only on the borders of the kingdom seem to shrink with each day,
vines of certain swamp trees and is traded routinely creatures of chaos and evil infringing ever further into
with both the people of Stantionbridge and the farmers the domain of the king.
of Paravelly in return for clothing and equipment (the
people of Bleaktonne have little use for gold or The mountains are wild and dangerous. On the outer
emeralds). The swamps are also home to a variety of reaches of the mountains stand craggy peaks of sharp
edible creatures including an unusual species of marsh- grey flint, difficult to traverse and treacherous for the
chicken, but the Bleaktonnians source most of the meat uninitiated. Further in, the mountains grow ever taller,
they trade by hunting wildlife on the plains to the north their summits covered in snow and ice where
and east of their village, favouring boar, oxen and wild temperatures plummet and raging storms erupt without
hart. warning.

Various trails and tracks lead through the mountains,


Orktusk Hills ancient byways fallen into disuse and disrepair since
the demise of the three great empires. Some of these
the Orktusk hills are a wilderness where only the roads only pass halfway through the mountains, ending
fearless, the brave or the foolhardy dare to tread. The abruptly at the edge of a cliff where once a bridge
hills are home to many dangerous creatures and several spanned an impassable chasm, or a wall of stone where
clans of feral centaur are known to live on the southern an avalanche has buried the way ahead. Others cross
edge of the region. the entirety of the mountains, but are well known by
local creatures who monitor the trails for unwary
Talus travellers or set traps upon the road.

The citadel of Talus is home to the powerful hermit The Alpine Forests
wizard Ulnar, a healer and scholar known to the
people of Stantionbridge as an enigmatic ally upon Dense woodland of fir and larch grow on the
whom they can call in times of dire emergency. The outermost slopes of Greymist, creating a vegetation
citadel is actually a wooden mansion constructed on a buffer between the rising foothills and the plains of
jutting outcrop of stone overlooking an alpine forest on Jejune. The forests contain the usual wild animals and
the lower mountain slopes of Greymist. Sometimes wandering monsters, including the occasional goblin or

Page 14
ogre. Wild hart inhabit the woodland in great numbers, (Partly true. A blue dragon named Rubicon lives in the
providing additional food source for Stantionbridge in Babax desert, and the fighter did witness the dragon
times of need, though the villagers lack hunting skills first hand, but he did not kill, or even fight the creature)
and fear also the Dryad who dwell among the firs. Partially True Rumour: CR-

Though the Alpine Dryad pay little heed to those who Several villagers speak of their friend with grave
hunt for hart or game, they have been known to attack concern. He set out for the northern city of
huntsmen carrying axes in the past, mistakenly Carthidge several months ago, looking to buy metal-
believing them to be lumberjacks intent on felling trees. ore for use in the village smith. But he has not
returned, and this is most unlike him. The village

Rumours Abound
has never before traded with Carthidge, but recent
success in the mines has prompted them to consider
spreading their wings further than Bleaktonne and
Paravelly. The villager's greatest worry is that the
barbarian hordes of Jejune intercepted him as he
The Player Rumours page should be printed, along made his way north. (The unfortunate villager is now
with the map, and handed to players when they enter serving time in Carthidge Fortress- Opus adventure
Stantionbridge. Some rumours are specific to this module: Escape From Carthidge. The GM will need to
adventure module, others refer to other adventures in adapt one of the NPC characters in that module to fit
the Opus series and some are simply adventure seeds the description of the missing villager). True: CR 1/3
relating to the general region around the village and the
mountains. Inglenook woods is said to be haunted by the ghost
of a long dead wizard. Many strange creatures have
The area upon which Stantionbridge is founded has been seen there, in particular a pack of enormous
long been associated with rumours of an ancient wolves, each creature said to be twelve feet in
artefact of great power, said to be hidden in secret length, with huge shaggy heads and thickset bodies
caves somewhere within the region. The artefact, covered in downy grey fur. (See notes above on
known as the Orb of Evocation, is believed to be a Inglenook Woods) True rumour: CR 4
priceless magical jewel originating from a time of
great sorcery. None have ever located the caves. True The woods that grow on the lower slopes of the
rumour: CR 3/5 Greymist Mountains in the shadow of the Talus
Citadel are rumoured to be home to a tribe of undead
Strange lights and noises have been seen late at night zombies. Hunters tracking deer within the woods
by locals living in the Paravelly Farmland region to have seen the creatures moving around near caves set
the north of Bleaktonne. (Opus adventure module: into the cliff directly beneath the citadel, home to
Chains In The Dark) True rumour: CR 5/6 the mighty wizard Ulnar. Rumours abound that the
wizard, once a goodly healer known well to the folk
The Stantionbridge emerald mine has been forced to of Stantionbridge, has turned to the side of evil and
close due to the sudden appearance of a strange, the zombies are under his control. (The 'zombies' are
tentacled creature in the entrance shaft. (The creature the lepers who have colonised a cave beneath Ulnar's
is a dark mantle. See NPCs/Enemies.) True rumour: home, see notes on the Talus Citadel above). False
CR 1/2 rumour: CR-

The swamp town of Bleaktonne has been suffering


visits from a strange winged beast. The creature is
said to sing a strange song which seems to have a
hypnotic effect on the townsfolk, causing them to
wander into the swamp and become lost. (The
winged beast is a harpy - see NPCs/Enemies. She has
been entrancing townsfolk late at night by flying over
the rooftops and singing her magical song. The hapless
Bleaktonnians have been sleep-walking, trance-like, out
of the town and the harpy has been drawing them to
their deaths in the treacherous bogs and quicksands of
the marsh.) True rumour: CR 4

A travelling fighter from the west, recently passing


through Stantionbridge, claimed to have fought and
killed a blue dragon living in the Babax Desert.

Page 15
Rumours
The area upon which Stantionbridge is founded has long been associated with rumours of an ancient artefact of great power, said to be
hidden in secret caves somewhere within the region. The artefact, known as the Orb of Evocation, is believed to be a priceless magical jewel
originating from a time of great sorcery. None have ever located the caves.
Strange lights and noises have been seen late at night by locals living in the Paravelly Farmland region to the north of Bleaktonne.
The Stantionbridge emerald mine has been forced to close due to the sudden appearance of a strange, tentacled creature in the entrance shaft.
The swamp town of Bleaktonne has been suffering visits from a strange winged beast. The creature is said to sing a strange song which seems
to have a hypnotic effect on the townsfolk, causing them to wander into the swamp and become lost.
A travelling fighter from the west, recently passing through Stantionbridge, claimed to have fought and killed a blue dragon living in the
Babax Desert.
Several villagers speak of their friend with grave concern. He set out for the northern city of Carthidge several months ago, looking to buy
metal-ore for use in the village smith. But he has not returned, and this is most unlike him. The village has never before traded with
Carthidge, but recent success in the mines has prompted them to consider spreading their wings further than Bleaktonne and Paravelly. The
villager's greatest worry is that the barbarian hordes of Jejune intercepted him as he made his way north.
Inglenook woods is said to be haunted by the ghost of a long dead wizard. Many strange creatures have been seen there, in particular a pack
of enormous wolves, each creature said to be twelve feet in length, with huge shaggy heads and thickset bodies covered in downy grey fur.
The woods that grow on the lower slopes of the Greymist Mountains in the shadow of the Talus Citadel are rumoured to be home to a tribe
of undead zombies. Hunters tracking deer within the woods have seen the creatures moving around near caves set into the cliff directly
beneath the citadel, home to the mighty wizard Ulnar. Rumours abound that the wizard, once a goodly healer known well to the folk of
Page 16
Stantionbridge, has turned to the side of evil and the zombies are under his control.

Player Rumours and map of Stantionbridge District - the GM should print this sheet and hand it to players.
Stantionbridge 2 The Main Gate
A large wooden door which can be closed and
Map and Key Details barricaded at a moments notice, sealing the village
within the palisade of sharpened wooden stakes. A
1 The Crossing steep shingle covered road leads up to the gate and two
A small wooden jetty positioned on each bank provides tall watchtowers on either side of the door offer guards
a platform from which to board the raft which conveys a good view over both the road and the area directly
visitors and villagers across the moat. A bronze bell beneath the escarpment.
mounted on a wooden post stands on the outermost
bank. If the bell is rung the guards who occupy the 3 Watchtowers
stone building on the inner bank will emerge and bring Manned at all times by at least one guard in each
the raft across. The raft is large enough to house two tower. The men of the village take it in turns to stand
wagons, plus horses and operates by way of a rope guard in the towers, using a round-the-clock shift
(which spans the moat) and a winch. system.

Page 17
4 The Turning Mere 10 Mansion
Tavern and inn owned by Oberon Fordkeeper, his two The largest house in the village belongs to Quent
sons Frith and Penfirth and his wife Meredith. The Harshbreadth, foreman at the emerald mine. Quent is a
tavern, its name referencing the whirlpool in the moat, blunt, plain speaking man with huge calloused hands
is a welcoming spot for visitors and serves good food and a flattened face covered in scars and bruises. Most
and home brewed ale. Stables at the rear of the building of the time his skin is black with dust, as are his
provide space for horses or wagons. clothes, leather hauberk and tin helmet. He is
responsible for keeping the mine operational and
5 Homes maintains the rota which decides who works in the
Homes to some of the Stantionbridge villagers. Small, mine and when. Quent is unpopular with most of the
but well maintained buildings with thatched rooftops villagers, most of whom have been yelled at or insulted
and clay/mud brick walls. by him at some point in the past. But he is an essential
member of the community and therefore afforded
6 Water Conveyer appropriate respect.
A newly constructed water convecting mechanism for
bringing buckets laden with water up from the moat at 11 Temple
speed. The buckets are then passed along a human Little different to the other buildings in Stantionbridge,
chain and used to douse fires. The mechanism is this unassuming temple is where the villagers go to pay
unfinished and still needs work. The villagers may be their respects to their gods. The temple will be occupied
prepared to pay player characters an emerald or two if by at least one villager and the priest Chela Vedas, a
they can get the mechanism working. (Appropriate pious individual with an uncanny memory for
Craft roll required, DC 20). scripture.

7 Forge 12 Villager Homes


Home and forge of Stokescroft Hammerblow the A collection of clay-brick houses with thatched roofs,
metalsmith, his young daughter Apple and his wife home to some of the fifteen families living in
Lucia. Stokescroft can manufacture minor metalwork Stantionbridge.
items, like hinges, door handles, belt buckles, stirrups
and arrow heads, and if pushed can also craft slightly 13 Grain Store
larger items like swords or shields, though his skills are An empty house with a hole in the floor which leads to
limited and such items would be of low quality. a cave. It is extremely cold within the cave, and here
the village hoards its winter stores of meat, grain,
8 Manor cheese and vegetables. Mortise the fishmonger also
Home to Halain Dervish, his daughter Ethy, his two uses the store to keep jars filled with strange algae
sons Bram and Pein, and his wife Edmie. Halain is the which he sources in the moat. The door to the Grain
leader of Stantionbridge, being the eldest member of Store is locked at all times. Only Halain Dervish, the
the original founding family. He is a calm, Miller Quern Headrace, and Mortise hold keys.
magnanimous individual, eager to serve his community
and determined to beat the barbarians who seem intent 14 The Millhouse
on destroying everything he holds dear. The water wheel attached to the side of the mill powers
a great grinding wheel which crushes wheat to make
9 Fishmongers grain for bread and flour. The wheat is purchased in
Stantionbridge relies on Mortise Edgbaston and his five bulk from the Paravelly farmlands with every fresh
sons (Mortise the Younger, Gan, Griot, Nirvan and harvest. The mill is run by Quern Headrace, his son
Pandit) for most of its food. These accomplished Terracotta and his wife Mirvus.
anglers spend much of their time fishing the river
Motep or trawling the moat for crustaceans and useful 15 Mere
algae. They trade much of what they catch with other Here the moat culminates in a small mere which drains
villagers in return for services, clothing, tools and other into a subterranean river. A powerful whirlpool spins
items of worth. The algae they find is stored in jars and permanently in the centre of the mere. Anyone
given to the wizard Ulnar. Many years ago, when unfortunate enough to fall into the moat will be pulled
Mortise's wife Aglan fell pregnant with their youngest by strong currents into this whirlpool and will
son, Gan, complications during labour cost Aglan her eventually be dragged underground where they will fall
life and nearly the life of her newly born son. Mortise into a deep subterranean lake. Eventually they will
took Gan to Ulnar who cast healing magic and saved surface in a large cavern- the entrance to the lost caves
the child. Ever since that day, Mortise has attempted to of the Orb of Evocation. The GM should refer to The
repay Ulnar by providing him with as much algae as he Tomb of Thaumatourgos Scenario.
needs. Ulnar uses the stuff in his magical experiments.

Page 18
16 Ambush Gate

The Barbarian
This barricaded gate is concealed from view, built to
look like part of the palisade wall. It provides villagers
with a means to escape the compound if the main gate
is blocked or captured. It also provides an ambush spot

Horde Scenario
for flanking enemies approaching the village along the
main road leading up to the front gate.

17 Jetty
Mortise Edg ba s
tonssix fishing boats and the miller's
rowing boat are moored here, tethered to a wooden If PCs remain in Stantionbridge for more than a day,
post at the end of the jetty. The miller only ever uses they will be woken late at night by the sounds of
his boat to reach the millwheel situated in a deep shouting voices and running feet. The village has come
watercourse just to the left of the jetty, and only when under attack by a barbarian horde and the villagers are
he needs to exact repairs or unblock the watercourse. rallying one another to the defences.
For the most part this jetty is only used by Edgbaston
and his family. If PCs are afforded a view of the ground beyond the
moat, they will see many crackling fires and the
18 The Rear Gate and Watchtower shadowy figures of the barbarians moving to and fro
This locked gate, barricaded and fortified with a single (1d20+180 barbarians). Every so often an attack may
watchtower, blocks the way into the Mohan trail, a start a fire in the thatched rooftops of Stantionbridge's
long winding path which cuts a deep channel into the buildings. If the water conveying mechanism is
mountains before climbing across the treacherous spine operational at this point (it will only be working if the
of Greymist to the Kingdom of Mohan. The door acts PCs have fixed it, see Stantionbridge Details, location
to keep predators and enemies out of the village, rather 6) a human chain can be formed and the fires doused,
than villagers away from the trail. If PCs pass through otherwise the flames will take hold and the affected
the gate. See The Mohan Trail Scenario. buildings will burn. Only the rooftops and contents of
the buildings will burn as the clay brick of the walls is
19 Mine largely impervious to fire.
Entrance to the emerald mine. A horizontal shaft leads
deep into the low tunnels of the mine. The mine is The GM should refer to the following list of attacks
currently closed due to the appearance of an aggressive until the barbarians are either defeated, successful in
Dark Mantle in one of the lower tunnels. If the Dark gaining entrance into the village (at which point
Mantle has been dealt with, at least two villagers, Stantionbridge's defeat is assured and the smart PC will
overseen by the foreman Quent Harshbreadth (see do his/her best to flee), or give up and return to the
location 10) will be digging away at the latest seam. A Jejune Flatlands. Either roll 1d10 for events to occur
rail track runs along the floor of the main shaft, a hefty randomly, or execute each attack in turn, returning to
iron wagon attached to the track and filled with 1d4 the start of the list after the tenth attack in the
emeralds worth 6d20gp each. sequence.

If the Dark Mantle is still at large, PCs may be able to 1) The barbarians have two trebuchet (catapult)
earn a few emeralds by getting rid of it for Quent. This which they fire simultaneously. Each trebuchet fires
might also be a good excuse for players to investigate a ballistic object (usually a stone doused in oil and
the mines and rule them out as a possible entrance to aflame) as per light catapult rules (below). There is a
the lost caves. 15% chance a missile will hit one of the buildings
within the village, setting the thatch on fire. Even if
20 Turrets the water conveying mechanism is working (see
These high turrets provide a vantage point overlooking Stantionbridge details, location 6) the villagers will
the two innermost arms of the moat. In the event of be unable to douse the flames sufficiently to put out
barbarian attack, the villagers will use the turrets, firing the fire. The barbarians have brought a supply of 25
arrows or bolts and throwing stones down on any missiles. Once their supply runs out, they will stop
attackers who come within range of the far bank. The using the trebuchet.
easternmost turret stands taller than its western
counterpart, but is the weakest spot in the village, A light catapult is a large engine capable of throwing
being constructed on the bedrock of the mountains and rocks or heavy objects with great force. Because the
undefended by the full width of the moat. In an attempt catapult throws its payload in a high arc, it can hit
to make the turret more secure, the villagers have dug a squares out of its line of sight. To fire a heavy catapult,
deep trench at the foot of the cliffs and have filled the the barbarian operating the machine makes a special
ditch with sharpened wooden stakes. check against DC 15 using only his base attack bonus

Page 19
(see NPCs/Enemies for barbarian stats), Intelligence 5) A barbarian has swum the moat under cover of
modifier, range increment penalty, and the appropriate darkness and comes ashore at the water conveying
modifiers. If the check succeeds, the catapult stone hits mechanism, clambering up onto the wooden
the square the catapult was aimed at, dealing the platform there then hurrying up the steps.
indicated damage to any object or character in the
square. Characters who succeed on a DC 15 Reflex He will smash the mechanism with his club before
save take half damage. Once a catapult stone hits a attacking the first villager he meets. If the platform in
square, subsequent shots hit the same square unless the question is guarded, he will probably swim around to
catapult is re-aimed or the wind changes direction or the north and climb ashore at the first opportunity,
speed. attacking any defenders guarding the ferry station.

If a catapult stone misses, roll 1d8 to determine where 6) A volley of flaming arrows arc over the palisade
it lands. This determines the misdirection of the throw, and land within the village.
with 1 being back toward the catapult and 2 through 8
counting clockwise around the target square. Then, 1d4 Land in thatch and start fires. For each PC in the
count 3 squares away from the target square for every open roll 1d10, on a roll of 1-2 the PC is struck by an
range increment of the attack. Loading and setting the arrow. (1d6 piercing damage, critical x3 +1d4 burns
catapult requires one full round, with four barbarians damage).
working to pull back the winch and reset the
mechanism. If less barbarians are able to perform this 7) 1d10+10 barbarians gather at the foot of the
operation, the round increases by 1 increment for each westernmost turret (location 20, see Stantionbridge
missing barbarian. details) under cover of wooden shields.

2) A contingent of 2d20+5 barbarians start to The lookout posted on this turret will fire down arrows
shimmy along the rope spanning the moat, hanging on the attackers, but a sniper will shoot the defender,
upside down with ankles crossed, pulling themselves leaving the turret open to attack. Seizing their chance,
forward hand over hand. the barbarians will throw three grappling hooks up
onto the battlements, swing across the ditch filled with
If PCs attempt to cut the rope, they will be stopped by stakes and start to climb the wall.
villagers who know this will cause the raft to drift free.
Instead they will be encouraged to throw stones at the 8) Barbarians launch four rafts from the outermost
barbarians in an attempt to knock them into the moat bank of the moat, punting the rafts across the moat's
(use rules for standard sling). Alternatively, PCs may narrowest point, west to east (directly opposite
use their own ballistic weapons. location 5, see Stantionbridge map).

3) The barbarians launch two boats, each filled with This location marks a blind spot in the village defences,
6 warriors, across the moat to meet the jetty at with the palisade blocking all view of the boats, and the
location 17 (see Stantionbridge details). high bank of the escarpment at this point preventing
any ground defence. The rafts will be steered upstream
The barbarians come under cover of darkness and with to land on the first available patch of grass. 18
no lights. They will be spotted by a lookout on the Barbarians will then stream toward the path leading to
easternmost turret at location 20 when they are halfway the front gate and launch an all out attack. Any
across the moat. Once this attack has been used it defenders situated at the ferry station will be ambushed
cannot be used again.

4) A volley of flaming arrows arc over the


palisade and land within the village.

1d4 land
in thatch and start fires. For each PC in
the open roll 1d10, on a roll of
1-2 the PC is struck by an
arrow. (1d6 piercing damage,
critical x3 +1d4 burns damage).

Page 20
from behind, the barbarians rushing through the

The Mohan
narrow channel between the defensive hut next to the
jetty and the steep wall of the escarpment. Once this
attack has been executed, it cannot be used again. (i.e.,
roll again).

9) A volley of flaming arrows arc over the palisade


and land within the village.

1d4 Land in thatch and start fires. For each PC in the


Trail Scenario
open roll 1d10, on a roll of 1-2 the PC is struck by an The Mohan trail is a rugged mountain path leading
arrow (1d6 piercing damage, critical x3 +1d4 burns across the Greymist range to the kingdom of Mohan
damage). and, eventually, the capital city of Mardor. For
purposes of this adventure module, the trail is a set
10) It would seem the barbarians have gotten their scenario, with a definitive boundary at which point the
hands on some arcane scrolls. PCs will need to turn back in order to continue the
adventure. If the GM is playing a loose, non-linear
They possess the following spells and the ability to use game, then the PCs should be allowed to pass beyond
each spell only once. If things are going well for them, location 8 on the trail map unheeded. At this point the
the barbarians will likely save their spells. trail will become a narrow, crumbling ledge following
the outer contours of the mountains before climbing
List of barbarian spells sharply into the snowline. Here the trail will vanish
beneath thick drifts of snow and PCs will need to cross
Flare - blinding light bursts across the sky above the mountains and hook back up with the path on the
Stantionbridge. Successful Fortitude save required, or far side of Greymist. This will require tracking or
victim dazzled for 1 minute (6 rounds). Sightless survival skills.
characters/characters already dazzled are unaffected.

Ghost Sound - a ghoulish shriek fills the air, causing


General Mountaineering
all villagers to abandon their posts and run for shelter. Information
Only Halain Dervish, Mortise the fishmonger and (Adapted from the d20 SRD)
Quent Harshbreadth will remain stalwart and man
their positions. The spell should have no noticeable The three mountain terrain categories are alpine
effect on PCs. meadows, rugged mountains, and forbidding
mountains. As characters ascend into a mountainous
Summon Monster I - summons an extraplanar are a,theyrelikel
yt of ac eea chte rraincateg
oryint ur n,
monster. If the barbarians want to attack defenders beginning with alpine meadows, extending through
standing on jetties, in boats or on the ferry raft, they rugged mountains, and reaching forbidding mountains
will summon a Fiendish Octopus, if the gates to the near the summit. The Mohan trail passes through
village have been breached, they will summon a terrain classed as 'alpine meadows' even though the
Fiendish Giant Scorpion (small) and if the gates are not path is surrounded on all sides by mountainous
yet breached and an ally fighting from the air would be ground. If the player characters ever choose to leave
useful, the barbarians will summon a Fiendish Hawk the path, their movement should be appropriately
which will fly over the palisade wall and attack the first affected as though travelling over 'rugged mountains'.
character it sees. See NPCs/Enemies for monster
details. This spell can only be used once, so the
barbarians will choose the nature of the summoned
Stealth and Detection
monster with care. As a guideline, the maximum distance in mountain
terrain at which a Spot check for detecting the nearby
presence of others can succeed is 4d1010 feet. Certain
peaks and ridgelines afford much better vantage points,
of course, and twisting valleys and canyons have much
shor ters pott
ing di stance s
. Be c a use t her esl ittl
e
vegetation to obstruct line of sight, the specifics on the
map provided are your best guide for the range at
which an encounter could begin. As in hills terrain, a
ridge or peak provides enough cover to hide from
a nyonebe lowt hehi ghpoi nt.I t
se a sie
rt ohe a rfaraway
sounds in the mountains. The DC of Listen checks

Page 21
increases by 1 per 20 feet between listener and source, The typical avalanche has a width of 1d6100 feet,
not per 10 feet. from one edge of the slide zone to the opposite edge.
The bury zone in the centre of the avalanche is half as
Avalanches (CR 5/7) wi deasthea valanche
sf ul
lwi dt h.
The combination of high peaks and heavy snowfalls
means that avalanches are a deadly peril in many To determine the precise location of characters in the
mountainous areas. While avalanches of snow and ice path of an avalanche, roll 1d620; the result is the
arec ommon,i tsal
sopos sibl
et oha vea na valanc heof number of feet from the centre of the path taken by the
rock and soil. Some avalanches may be triggered bury zone to the centre of t he pa rtysl ocation.
deliberately by enemies, or mischievous creatures. Avalanches of snow and ice advance at a speed of 500
feet per round, and rock avalanches travel at a speed of
An avalanche can be spotted from as far away as 250 feet per round.
1d10500 feet downslope by a character who makes a
DC 20 Spot check, treating the avalanche as a Mountain Travel
colossal/large/medium creature depending on the size High altitude can be extremely fatiguingor
of the rockfall or a colossal creature only in the case of sometimes deadlyto creatures that aren tus edt oi
t.
a snow-avalanche. If all characters fail their Spot Cold becomes extreme, and the lack of oxygen in the
checks to determine the encounter distance, the air can wear down even the most hardy of warriors.
avalanche moves closer to them, and they
automatically become aware of it when it closes to half Acclimated Characters: Creatures accustomed to high
theor iginaldi stanc e.It
spossible to hear an avalanche altitude generally fare better than lowlanders. Any
comi ng e ve ni fyou c an ts eei t.Unde ropt i
mum creature with an Environment entry that includes
conditions (no other loud noises occurring), a character mountains is considered native to the area, and
who makes a DC 15 Listen check can hear the acclimated to the high altitude. Characters can also
avalanche or landslide when it is 1d6500 feet away. acclimate themselves by living at high altitude for a
This check might have a DC of 20, 25, or higher in month. Characters who spend more than two months
conditions where hearing is difficult (such as in the away from the mountains must reacclimatise
middle of a thunderstorm). themselves when they return. Undead, constructs, and
other creatures that do not breathe are immune to
A landslide or avalanche consists of two distinct areas: altitude effects.
the bury zone (in the direct path of the falling debris)
and the slide zone (the area the debris spreads out to Altitude Zones
encompass). Characters in the bury zone always take In general, mountains present three possible altitude
damage from the avalanche; characters in the slide bands: low pass, low peak/high pass, and high peak.
zone may be able to get out of the way. Characters in
the bury zone take 8d6 points of damage, or half that Low Pass (applicable to the mapped section of the
amount if they make a DC 15 Reflex save. They are Mohan trail)is a zone consisting largely of alpine
subsequently buried (see below). Characters in the slide meadows and forests. Travellers may find the going
zone take 3d6 points of damage, or no damage if they difficult (which is reflected in the movement modifiers
make a DC 15 Reflex save. Those who fail their saves for travelling through mountains), but the altitude itself
are buried. has no game effect.
Buried characters take 1d6 points of nonlethal damage Low Peak or High Pass (5,000 to
per minute. If a buried character falls unconscious, he 15,000 feet): Ascending to the
or she must make a DC 15 Constitution check or take
1d6 points of lethal damage each minute thereafter
until freed or dead.

Page 22
highest slopes of low mountains, or most normal travel old bedroom. If one of the party opens the curtains,
through high mountains, falls into this category. All they will find Ebrair lurking behind.
nonacclimated creatures labour to breathe in the thin
air at this altitude. Characters must succeed on a 3 Canyon Bridge
Fortitude save each hour (DC 15, +1 per previous An arm of the river Mohep runs along the floor of a
check) or be fatigued. The fatigue ends when the deep canyon, ending in a spectacular waterfall which
character descends to an altitude with more air. cascades into the dark belly of a chasm. A rickety rope
Acclimated characters do not have to attempt the bridge spans the gap and would appear to be the only
Fortitude save. way across. In fact, the bridge is old but quite solid and
will bear up to six characters at a time before it starts to
High Peak (more than 15,000 feet): The highest creak and groan as the rope strains against the excess
mountains exceed 20,000 feet in height. At these weight. The bridge is likely to break (1-15 on d20) if
elevations, creatures are subject to both high altitude more than eight characters attempt to cross at once.
fatigue (as described above) and altitude sickness,
whe t
he rornott he y
rea ccl
ima tedt o higha l
titude s
. 4 Goblin Gully
Altitude sickness represents long-term oxygen The path dips down into a deep, oval-shaped gully with
deprivation, and it affects mental and physical ability high walls covered in dense foliage and trees. At the
scores. After each 6-hour period a character spends at base of the gully is a veritable garden of Eden, the floor
an altitude of over 15,000 feet, he must succeed on a covered in a soft, spongy moss, will-o-wisps flitting to
Fortitude save (DC 15, +1 per previous check) or take 1 and fro above the surface of a crystal clear pool. A
point of damage to all ability scores. Creatures huge willow tree grows from the bank of the pool, its
acclimated to high altitude receive a +4 competence curtain-like leaves and branches trailing in the water
bonus on their saving throws to resist high altitude and upon the bank, creating a natural chamber within
effects and altitude sickness, but eventually even which anyone who rests will feel strangely tranquil.
seasoned mountaineers must abandon these dangerous PCs may bathe in or drink the water and benefit from
elevations. its magical healing powers (1HP per character who
bathes, +1HP if they also drink the water).

As the PCs make to leave via the only exit point, they
will hear a cackling coming from somewhere above
and will spy the faces of six goblins peeking over the
edge of the gully. The goblins will proceed to hurl
down insults, followed by sharp stones (treat as a
The Mohan Trail ranged attack as per slingshot, 1d2 bludgeoning
damage per successful strike). As the PCs reach the top
Map and Key Details of the gully, the goblins will turn tail and scarper. They
may appear again from time to time, but always out of
1 The Gate into Stantionbridge reach and always somewhere above the travelling PCs
This barricaded gate prevents wandering creatures
from where they can hurl down more stones. They may
gaining access to Stantionbridge. It is locked at all
also take great delight in setting traps for the party,
times. A guard will usually be posted on the wooden
dislodging large boulders from precarious perches
watchtower overlooking the trail.
above the trail, or setting off rockfalls and miniature
avalanche just as the party are passing beneath.
2 The Old Mountain
Tracker's Hut
This ruined house once belonged to Ebrair the
mountain guide. Ebrair died many years ago, and
has since risen as a zombie. He wanders around
the ruins, feeding on whatever small
morsel he can catch. When he hears the
PCs approach he will lurch inside
the house and hide himself.
The interior of the hut is
damp and dilapidated. A
wooden table covered in
half-eaten meats and the rib
cages of rats stands next to a
rusty stove and a broken chair.
A bedraggled curtain of red
velvet covers the doorway into Ebrair's

Page 23
5 Encounter At the Bridge See NPCs/Enemies and use the Fiendish Hawk stats
The same event should occur here, whether the PCs are for Canker Dern in bird-form. If he finishes the
converging with the bridge itself, or travelling the path brothers, he will transfigure again and fly away, this
passing beneath the bridge some forty feet below. time heading back toward Stantionbridge. As he flies
overhead he will laugh down at the PCs (and Agrovar,
The brothers Frith and Penfirth (see Player if the dwarf is present)
Introduction) have been ambushed halfway across the
bridge by Canker Dern in bird form. He is repeatedly "fare thee well fools. I return to Stantionbridge to
bombarding them from the air, lashing out with sharp take the prize. Pleasant journey!"
talons and pecking at them with his beak. If the PCs
attempt to bring Canker down with an arrow or bolt, 6 Woodland
he will fly to the far side of the bridge and transfigure The side of this mountain is covered in dense
into human form. Here he will draw a sharp dagger woodland, home to a clan of goblins and various
and begin sawing through the rope holding the bridge nocturnal animals, including bears and wolves. During
in place. Frith and Penfirth will be unable to reach the day the creatures of the woods remain out of sight,
either side before the rope snaps, and unless the PCs but if the party camp anywhere near here at night they
can do something, they will both fall to their deaths. risk a 90% chance (d100) of encountering a wandering
animal or a goblin raiding party. See NPCs/Enemies.

Page 24
If the group enter the woods there's a 90% chance (1-18

The Wizard
on d20) the goblins who live here will hear them and
track them down (allow 1d6 goblins for each character
level). The goblins know their own hunting ground
well and will ambush the PCs, surrounding them on all

of Talus Scenario
sides, cutting off any chance of retreat.

7 Rockfall
The path ends at a solid wall of fallen rocks and
boulders. If PCs climb over this obstacle they will
discover the rocks have been deliberately placed here to The 'hermit wizard' Ulnar lives in a large wooden
form the wall of an ogre's nest (see NPCs/Enemies). mansion constructed on an outcrop of rock
There's a good chance (1-13 on d20) the ogre will be overhanging an alpine forest some thirty miles west of
waiting for them on the other side of the wall (having Stantionbridge. He is a benevolent character, friendly
already heard them approach) if they explore this and peace-loving, though local superstition and rumour
location during the day. At night the nest will be have dealt him an unfair hand and most who live in the
empty, the ogre's meagre possessions, a few gnawed region around Stantionbridge, and indeed the villagers
bones and some straw bedding, betraying his recent themselves, believe the wizard was once goodly, but
presence. The nest smells awful, and anyone entering can no longer be trusted.
to fight the ogre within must make a Fortitude save or
suffer the effects of nausea (automatic fatigue) until The probable reason for this would be sightings of the
they leave. The trail ends here, more rocks having lepers, collectively known as the Elgar people, who live
fallen across the path on the other side of the ogre's nest in caverns beneath the citadel home of the wizard.
and destroyed any possibility of proceeding safely Hunters in the woods around the caves have spied the
beyond this point. If PCs opt to continue from here the Elgar and mistaken them for undead zombies and
terrain becomes classed as 'rugged mountains' and ghouls, spawning rumours that the woodland is
climb checks will be required. The ground will slope haunted. Upon hearing such hearsay most have
upwards at ever steeper degrees until eventually the invariably reached the conclusion that the wizard must
party will need to climb vertically. At this point the be involved.
terrain becomes 'forbidding mountains'. Higher up they
will meet the snow line, and all that entails. In fact, the lepers are just as benign as Ulnar himself.
They have chosen to live deep in the woods and caves
8 The Rest of the Trail of Greymist, cut off from the outside world where the
Here the trail straightens into a single path which rises ravages of their disease cannot be witnessed and there
sharply into the mountains proper. Here the terrain is no danger of contaminating the fit and healthy. This
becomes classed as 'forbidding mountain' and altruistic self-exile has greatly touched Ulnar, who has
movement is affected appropriately. The trail bypasses taken the lepers to his heart. He spends most of his
all vertical ascents by climbing in a zigzag fashion. time these days conjuring potions and crafting spells in
Such pathways are incredibly dangerous, crumbling at an attempt to find a cure for their disease. So far he has
the edges and sometimes no wider than half a foot. been unsuccessful, but he refuses to give up trying,
Eventually the path will enter the snowline and certain there must be some combination of magic
disappear under drifts of powdery snow. Characters capable of relieving the lepers of their miserable plight.
who lack survival or tracking skills will need to make
their best guess as to the continuing direction and A wagon trail - two tracks gouged in the earth with a
location of the path and hope they hook up with the tussock of grass between - leads from Stantionbridge,
trail again when it emerges from the snowline on the through the alpine woods and into the lower slopes of
far side of the Greymists. Greymist before arriving at the foot of a long staircase.
These steps climb to a plateau upon which the Citadel
of Talus stands. This enormous wooden house is five
stories high and topped with an assortment of baroque
spires, gothic-style turrets and crooked rooftops, all
surrounding a single roof of grey shingles, a sweeping
affair which curls up in four extravagant loops at each
corner and which rises to a steep pinnacle at its dead
centre, mirroring the craggy mountains serving as a
picturesque backdrop to the house. The walls are
formed from wood but plastered in a surface of white
clay, the facets broken up by long wooden beams
painted a deep black and decorated with runes edged in

Page 25
gold. Here and there are rows of small windows are oft wont to do, and are showing a curious interest
surrounded by black wooden shutters, glass grey with in the wizard's guests. The more mischievous GM may
age, cobwebs glittering in the corners. Several tall afford a PC the occasional glimpse of a ruined face,
chimneys protrude from the apex of the main roof and parchment coloured skin or bloodshot eyes beneath the
smoke trails lazily into the sky from the tallest of these. cowl of the figures' robes.
Visitors approaching from the road may fancy they can
see shapes and faces moving in the smoke. Whatever questions the PCs may have, Ulnar has
important information with regard to the Orb of
To reach the citadel, visitors must climb the steps to the Evocation. Use the list of likely answers below as a
plateau. Here they will find themselves in a guide to Ulnar's knowledge and impart as much as you
magnificent garden, surrounded by neatly trimmed believe the players need in order to figure out some of
lawns, babbling streams, abundant mountain ferns, this adventure's enduring mysteries. Each phrase or
topiary hedges and flowering trees. A grey gravel path word is accompanied by a paragraph which you should
cuts a perfectly straight line through the gardens and read aloud to players. If the players ask a question or
ends at a grand staircase. This leads to the front door of raise an issue for which there seems to be no response,
the house, an enormous portcullis made of wood and you should make up an answer as
reinforced with iron bars. you see fit.

Ulnar will know of the PCs' approach long before they


arrive in his garden, and as they head for the portcullis
it will start to rise slowly, revealing the wizard who
stands in deep shadow on the other side.

An Interview With Ulnar


Ulnar is a gracious host and welcoming of visitors. If
he is threatened, or he deems the behaviour of his
guests to be in any way insulting, he will dismiss them
with a flick of the wrist and a casual spell. They will
find themselves teleported outside the citadel and back
in the garden, the portcullis now firmly closed (spell
equiv. Teleportation Circle 9th level Wizard).

The wizard will invite the party into his reception hall,
a vast and luxurious room containing a long dining
table and chairs more befitting the throne room of a
king than the dining chamber of a wizard. Windows
five times as tall as a man and furnished with dusty
velvet drapes, overlook the majestic vista of the
Greymist Mountains. Ulnar will lead the group
through double doors and out onto a semicircular
balcony of grey stone overlooking a deep canyon thick
with fir trees and vegetation. A table stands on the
balcony surrounded by chairs carved from ivory. Here
Ulnar will bid the group sit, rest and refresh
themselves. With a clap of his hand, Ulnar will
summon a small meal of delicate tasting pastries and
goblets filled with wine. As the PCs eat and drink the
wizard will enquire as to the purpose of their visit.

As the group talk, every so often they will spot


movement in the dining room behind them; hunched
figures dressed in dull brown robes shuffling to and fro,
cleaning ornaments and statues, or simply watching the
PCs, their faces hidden in shadow. These, of course,
are members of the leper colony, some of whom are
employed by Ulnar as casual cleaning staff, but many
of which have just wandered into the citadel, as they

Page 26
Stantionbridge name once. A cleric, seeking treasure in the
"I know the village well. I have been there many mountains."
times, though not in the last fifty years. I find the
current collection of locals somewhat superstitious Gabreal's Notes
and possibly a little too gods-fearing for their own (Ulnar will ask to look at the notes) "Intriguing. I
good. I do, however, have a soft spot for Mortise the believe these belonged to a cleric I once met
fishmonger. He came here some years ago after the travelling in the mountains." He returns the note
birth of his youngest son. You may know the story. with an enigmatic smile. "How did you come by
His wife perished during labour, poor thing, and these notes?"
the boy was himself upon the brink of death. It was
a simple matter to recover him from the brink and Ask Ulnar The Wizard (from the
now, I believe, he is as fit and healthy as his four notes)
brothers. Mortise comes by from time to time, "Here I am," Ulnar grins, a mischievous twinkle in
bringing algae samples from the moat around the his eye, "what question would you ask? I am at
village. Some of those algae have unusual medical your disposal until such time as I become
properties." indisposed. When that may be, I cannot say."

The Lepers Priceless Magical Object of


Abjuration (from the notes)
"They are the Elgar" Ulnar says, in a matter-of- "There is only one priceless magical object of
fact tone. He beckons one of the shadowy, cloaked abjuration in Opus. It is the Orb of Evocation."
figures who shuffles out of the huge dining room Ulnar folds his fingers in his lap and smiles
and onto the balcony. "They live in the alpine serenely.
woods, in caves beneath the citadel to be more
specific. I have need of staff, however, in such a Abjuration (generally)
large house. My dear, please remove your cowl," "This is an object imbued with the magical
the wizard says. The figure complies, revealing a elements of a spell, a magical item, if you will,"
face ravaged as though by the talons and fangs of Ulnar holds up his hand, displaying many
rabid wolves. The eyes, though obviously feminine, glistening rings, "magical rings. Each serves a
are bloodshot and jaundiced, red rimmed and different purpose and contains a different spell.
sorrowful. The mouth droops horribly, lips Truth be known, I rarely use them these days- but
distended beyond the outline of the face. The nose is they are abjurated objects. Magical by nature, but
squashed, as though smeared, across the flesh of the possessing of an ability to create the effects of a
creature's right cheek, and one ear seems to be specific spell."
missing. "She is Aleel," Ulnar explains, extending
fingers covered in extravagant rings and taking the Thaumatourgos/Thaumaturgy
creature's malformed hand in his own, "a leper. All "Well now," Ulnar chuckles, "that is quite a
the Elgar are lepers. Don't worry," he hastens to question. Thaumaturgy, of course, is the study of
add upon seeing the looks on your faces, "it is no magic. Indeed, you all know that Thauma is the
longer contagious. My magical experiments have goddess of magic, she of sorcerous magnificence,
thus cured the disease so far, but only so far. Try as may her robes forever shimmer and her manna
I might I can do nothing to relieve the bring good fortune to us all. But Thauma was not
disfigurement or sores, nor the occasional death." always known thusly. Once she was Sorcera,
The wizard looks sad as he dismisses the girl. She goddess of spell-craft. Before this she was known as
pulls her hood over her face and shuffles back into Sorestus, goddess of the art, as magic once was
the building. known. Thaumaturgy, also, was not always
known to be so. Sorcery was long the common term
Gabreal for the practising of magic. Much changed when the
"I seem to remember speaking with a man of that brothers Thaumatourgos crafted the orb and gave

Page 27
unto Opus the great secret of Evocation." Ulnar sits
back and takes a sip from a silver goblet of wine.

The Thaumatourgos Twins


"It is an ancient story, I am sure you know at least
some of it, perhaps only in part? It has a
particular resonance for me because, you see, I
was there."

"The Thaumatourgos twins were wizards


of intermediate skill. To give them higher
credit would be tempting, but
erroneous. In truth, they were never
more than mere artisans, dabbling with
their craft in no great way. That is to say,
their intentions, their goals, were great, but their you see - too
abilities were not. They were members of the order powerful for one wizard to
of Mohan, a brotherhood of wizards dedicated to cast safely. That's why they died:
the king of the kingdom of Mohan, dedicated to the twins. They lacked the
the study of magical effects, dedicated to pushing power. Don't ask me what the Orb
forth the boundaries of magical limitation. But does. My memory is not what once it
the twins, for all their charisma and intent, was, and such things no longer interest
disliked the company of other wizards and kept to me anyway, though I remember the force of it; the
themselves in their swamp home of Marshdown, to power of it; the tremendous, terrifying energy!
such an extent that we of the order oft forgot they Forces, energies, power; all the folly of youth and
were members at all." Ulnar laughs at this, "it was worlds I have long since lost. As I grow older,
to be their undoing, for their magic went people matter to me more than furthering wizardry.
horrendously wrong- you see. They were spread like I have the Elgar to worry about. They are my
butter upon toast. We buried them in their tomb world now."
not within a sarcophagus but within a glass jar," he
laughs once again, "a sad truth, though it makes
me laugh after all these years. In our efforts to The Order of Mohan
decipher the scroll spells of the twins, we of the order "It is long since I heard that phrase used," Ulnar
learned the secret. clears his throat, stands and raises one hand, as
though addressing the mountains themselves, "for
The Secret the king and the kingdom, we members of the order
It was a long time ago - six hundred years. My old of Mohan do solemnly swear oath that our
brain has aged somewhat since then and I fear to combined powers shall never be used for ill, nor the
tell you I have all but forgotten the nature of the downfall of Mohan. Long live the king!" The
secret. Something to do with a great force, a mirror wizard chuckles as he resumes his seat, "ah it feels
and the sun. Beyond that," he shrugs and smiles, good to slip back into an old outfit sometimes, don't
"it is the curse of being ancient, memory like a sieve you agree?"
and flesh like dry hessian."
The Lost Caves
"That which is lost, is only lost until it is found.
Orb of Evocation Look here," Ulnar slips a ring from his finger and
"A mystical orb, black as pitch- about the size of tosses it casually over the balustrade of the balcony.
your fist. We crafted it, we of the order of Mohan, "A prized ring of mine. It falls hundreds of feet to
in order to contain the magic of the twins, for there the woodland below. There it will lie among the
was much to be contained! It was powerful stuff, bracken and the twigs. It is lost now to me, but not

Page 28
to the bracken and twigs." He snaps his fingers and
the ring reappears in place on his right thumb, "I'm
Ulnar's Responses to
rather fond of this ring, if you'll excuse the Rumours
extravagance."
The area upon which Stantionbridge is founded has
Keep From Powermongers of Mohan long been associated with rumours of an ancient
artefact of great power
"Did I recite the oath of the order?" Ulnar asks, (if
not, he will do so, see The Order of Mohan). "We "Yes, I would imagine so. The Orb of Evocation.
kept our oath, we wizards of the brethren. It is a We crafted it to contain the magic of the twins.
shame that the kingdom did not keep its oath. We They would have done well to do the same. They
remained of the order and of Mohan to the end, but might have lived longer. Instead they kept their
we lost our love for the kingdom when imperial war work to themselves and ended their days as so much
and blood became of paramount importance. It is goo on the walls. Well, we can but hope we will
why we buried the Orb of Evocation. To keep them have a happier ending ourselves, eh?" He chuckles.
from using it."
Strange lights and noises have been seen late at night
The Mohan Trail by locals living in the Paravelly Farmland region.
"A road leading from Stantionbridge to Mohan.
Have you been to Mohan? Lovely place. Beautiful "That does sound odd. I have not been in the
in the summer." vicinity of Paravelly in many long moons. Strange
things seem to be eclipsing the usual. Bizarre noises
Caves Hidden in the Mohan Trail? and lights cast doubt upon the solidity of the norm.
Though I have always believed, one should value
"I would imagine there are many caves hidden in
the vista before ones own eyes before trusting in the
the Mohan trail," Ulnar nods. "The ground rises
second hand yarn of a local gossip."
and falls like waves upon the tide of time, and
hollows shall form. Lucky for the bear that they do, The Stantionbridge emerald mine has been forced to
for where otherwise would the poor fellow live?" close due to the sudden appearance of a strange,
tentacled creature in the entrance shaft.
Barbarians
"Yes," Ulnar looks sad, "they personify the dirge of "How very unfortunate. Have you investigated this
men. And here, in our midst, the beautiful minds of yourselves?"
the Elgar hide in darkness. They lack the bright
The swamp town of Bleaktonne has been suffering
face and fierce temperament of the plains-men, but visits from a strange winged beast.
their hearts are no less human. I would trade a
thousand barbarians for a single Elgar." "A creature of dark malevolence harangues the
north," Ulnar closes his eyes, chants under his
Marshdown/Bleaktonne breath for a moment then gasps, "yes, yes. I see her
"A quiet little village of swamp folk, some way clearly. Black against the sunset. She spreads her
north if I recall." wings wide across the Marshdown, her song is
terrible as the banshee's wail, but she does not
Inglenook Woods portent death, she hungers it." The wizard opens
"A small woodland, some distance west of Bleaktonne his eyes and sighs deeply. "The poor folk of
if I'm not much mistaken." Bleaktonne appear in need of help. But I cannot
leave the Elgar."
A travelling fighter from the west, recently passing
through Stantionbridge, claimed to have fought and
killed a blue dragon living in the Babax Desert.

"The dragon's name is Rubicon. She is a

Page 29
magnificent beast, quite beautiful, startlingly
violent." Ulnar dismisses the rumour with a wave
of his hand, "any man could brag that he has
destroyed a dragon. Only the immortal, only the
divine or the fiendish could actually undertake the
The Thaumatourgos
deed. Such creatures do not generally 'pass through'
anywhere, not unless the place they pass is left in a
steaming crater, a blackened pit of charred remain
Tomb Scenario
and smoking bones. Did Stantionbridge resemble The caves leading to the tomb of Thaumatourgos were
such a vision after this fabled dragon-slayer passed covered many hundreds of years ago, but have since
along his way?" been eroded by the flow of water running down from
the river Mohep and are open once again. The river
Several villagers speak of their friend with grave culminates in the moat surrounding the village of
concern. He set out for the northern city of Stantionbridge, curving around the escarpment upon
Carthidge several months ago, looking to buy metal- which the village stands in the shape of a horseshoe
ore for use in the village smith. But he has not then ending at a small swirling mere. Here the water
returned, and this is most unlike him. drains into a rift in the bottom of the moat, the true
entrance to the tombs (See also Stantionbridge Details
"I have heard tidings of the evil in Carthidge, this is and Map).
not the first such story to meet mine ears. Avoid the
Anyone who wishes to enter the tomb will need to
city, unless go there you must beyond all choice. plunge into the mere and allow themselves to be
Many who enter the curtain wall of old Carthidge dragged under by the permanent whirlpool spinning in
do not return in this day and age. They languish the centre of the pool. A column of water cascades
instead within the jail of the fortress. This, I fear, is through the rift and into an open cavern beneath the
where your missing man shall be found." mere, dropping some sixty feet into a small
subterranean lake. Characters who drop through the
rift will be driven underwater by the force of water
Inglenook woods is said to be haunted by the ghost
falling upon them from above and carried 1d20 feet
of a long dead wizard. Many strange creatures have
under the surface plus an additional 2 feet for every
been seen there, in particular a pack of enormous
50lbs in weight they carry, including the weight of their
wolves, each creature said to be twelve feet in
own body. If the weight of gear and/or armour is
length, with huge shaggy heads and thickset bodies
unknown, the GM should impose 1ft for every item ten
covered in downy grey fur.
medium sized objects carried (limited only to the type
of gear characters are likely to carry in backpacks,
"You describe the wolverine. But I know nothing of satchels and pouches). Metal weapons such as swords,
wizards, long dead or long lived, in connection with and armour including worn armour (chain, scale,
the woods. It is an ugly place, as woodlands go, but banded etc.), helms and/or shields must be discarded
spectacular enough by the light of a decent sunrise by the PC otherwise they will continue to sink.
and some morning mist. Some have oft said the Removing an item of worn armour will take one full
round. Removing specific items from a backpack
same of me!" Ulnar laughs. without discarding the whole backpack will also take
one full round. Removing a full suit of armour will take
The woods that grow on the lower slopes of the 3 rounds. Discarding helms, shields and weapons
Greymist Mountains in the shadow of the Talus counts as a free action. For every round spent
Citadel are rumoured to be home to a tribe of undead discarding items, the PC will sink a further 2 feet. This
zombies. way the player and GM should be able to calculate the
depth the character plunges before he/she can begin to
"Zombies? No. I am sure I would have noticed," swim back up to the surface of the underground lake.
Ulnar smiles to himself.
Characters can swim upward at a rate of 1 foot per
round for every 5 points of Strength rounded down to
the nearest 5 (5,10,15,20 etc.). They can hold their
breath for 60 seconds/6 rounds plus an additional 10
seconds/1 round per Con modifier (or negative ten
seconds/round if the Con modifier is a negative level).
If the character cannot reach the surface in time they

Page 30
will breathe in water and start to drown. For every foot are covered in a strange red algae which seems to
left to swim upward, the character loses 1d6 HPs of pulsate and glow, giving off an eerie crimson glow
non-lethal damage. If HPs reach zero the character falls
unconscious and eventually drowns. If the character and enough light by which to see. Here and there,
manages to break the surface, all HPs are restored. dotted around the room like macabre statues and
bathed in the same red light, you can see a variety
Once the character has broken the surface of the of skeletons, some dressed in armour, others merely
underground lake, they can move freely using a normal naked bone covered in ragged clothing, flesh
Swim check at DC 10. For purposes of recovering
discarded gear, or rescuing sinking characters, the lake
stripped away by the passage of time. All are seated
should be considered bottomless. The bowl within on the floor, or propped in awkward kneeling
which the lake resides is actually a vertical shaft many positions, as though they had slumped to their
hundreds of feet deep. Discarded gear will continue to knees and died where they fell.
sink until it hits the bottom at which point it will be
sucked by strong currents into various fissures, finally
being fried when the water expels into a magma filled
Peering toward the walls of the cavern you can see
reservoir at many thousands of feet depth. This should two very definite caves, one ten to twelve feet wide
only be relevant if PCs have the ability to breathe and twenty feet high, the other much narrower but
underwater. Even in this instance, they will only be just as tall.
able to chase discarded gear or sinking characters so far
before water pressure forces them to turn back. Characters able to see in the dark will have perfect
vision in this cave. All other characters will have their
line of sight reduced by 10 feet but should still be able
to see well enough to move around without lighting
lanterns.

The lake harbours no perils, though it is filled with fish


and crustaceans that have fallen in from the moat
The Caves above. The skeletons are nothing more sinister than the
Map and Key Details putrefied corpses of previous tomb-raiders, or victims of
the whirlpool in the moat, trapped in the caves and
Each cavern includes a room description which the starved to death.
GM should read aloud to players.
2 Room of Electric Burning
1 Subterranean Lake
All the passageways leading to this room slope down at
a steep angle before opening out some fifty feet above
A large cavern with vaulted ceiling rising to an the floor of a huge pit. The various doorways are at a
apex some sixty feet above and filled with the uniform height, but there are no ways to reach one
thunderous roar of water. Here a thick column of doorway from another.
water falls through a natural hole in the roof,
cascading down to a large underground lake in the A vast cavern opens before you, the roof so high it
centre of the cave. The lake is approximately ninety resides in total darkness somewhere above. The
feet wide, turbulent in the centre where the water floor, a chamber-wide pit some fifty feet below the
pours in, but calm beyond this point. Though level of the opening where the passage terminates, is
many tonnes of water must be pouring in through also shrouded in shadow. Dotted about the
the roof every second, the surface level of the lake shadows you can see ten or twelve tiny red dots, like
remains constantly flush with the ground of the rubies glistening in the dark. They could be rubies,
cavern, suggesting the water is draining at a but for the fact they seem to be moving around.
precisely equal rate somewhere below. The bank of Every now and then a pair wink out then return.
the lake is covered in stalagmites large and small,
some so small they hardly rise beyond mere bumps The walls here are covered in the same red algae,
in the uneven ground, some so tall that where they but less so than before, making the darkness deeper
taper to a point they meet the downward pointing somehow. You can hear the steady drip dripping of
tip of a stalactite attached to the roof. These conical water, a rhythmic, staccato sound that echoes
columns of stone, and the walls surrounding them, around the great space before you.

Page 31
Suddenly the hairs on the back of your neck prickle the pit, maybe five or six of them, spines
and you feel a tingling sensation crawling across unnaturally long, forelimbs more human than dog,
your skin. The room seems to tremble and a heads hidden under a shaggy mane of blue fur from
grumbling sound emanates from somewhere high beneath which peer two red eyes filled with a
above. Light bursts in on the cavern, illuminating burning malevolence - the 'rubies' you saw before.
the rugged walls and arched roof of a huge A blast of electric-blue lightning as thick as a man's
chamber. For the briefest moment you see strange, arm forks down from the middle of the roof and
squat, dog-like shapes crawling across the floor of grounds on a point in the dead centre of the cave

Page 32
floor. With a shocking bang the lightning is spent damages objects in its path. It can melt metals with a
and the light is gone. low melting point, such as lead, gold, copper, silver, or
bronze. If the minimum damage that could be caused
to an interposing barrier would shatter or break
A jagged after burn of blazing blue dances on your through it, the bolt will continue through the barrier, as
retina as you scour the floor of the cave for a better if the barrier were not there; otherwise, the bolt will not
look at the creatures lurking down there. But you fire at all, the connection between the two manna sinks
can see nothing. Only shadow and the deliberate being broken.
movement of those red, blinking eyes. You fancy 3 The Bronze Key
you hear some of the creatures murmuring and
cackling under their breath, but the sound is short- Situated on a hook on the far wall of this large
lived. square cave is a huge bronze key the size of your
hand. As far as you can tell, the room is empty.
There seem to be three other doorways in the walls
of the cavern around you, three caves, all at the If the key is taken, a moment will pass, followed by an
same height as the one you currently occupy and all ominous rumbling. Heavy iron portcullis (Hardness:10,
45HPs) fall over the entrance to this room and the
with no discernable method of reaching them. thresholds of rooms 1, 4 and 5 as well, effectively
cutting off rooms 3 and 4, restricting access to rooms 1
This is the room of electric burning. The creatures and 5 and creating a virtual cage between the four
squirming across the floor are Barghest, lupine fiends rooms (3a).
that can take the shape of a wolf or a goblin but which
resemble a mixture of the two in their natural form. If The walls in rooms 3 and 4 will suddenly appear to
the Barghest spot the PCs, they will change into goblins move. 1d10+4 ghouls, divided as equally as possible
and try to scale the walls to reach their prey. The between the rooms, will seem to appear from nowhere,
Barghest feed on blood and souls, growing stronger the emerging somehow from the grey stone of the walls
more they devour. As the PCs explore this area they and advancing on those trapped within each respective
will hear the creatures muttering to themselves in room. If nobody is in room 4, the ghouls will shuffle
Infernal. They can also speak Goblin and Worg. (See across the chamber, reach through the bars of the
NPCs/Enemies for creature stats). portcullis and groan loudly. (See NPCs/Enemies for
ghoul stats).
The lightning blast is a magical eruption of energy
which comes from a tiny crystal 'manna sink' situated Simultaneously a small hole will slide open in the roof
in the dead centre of the roof. Every minute (6 rounds) of the central chamber (3a) and a thin trickle of water
the charging crystal releases its pent up energies in the will start to pour into the room. Every now and then a
form of the lightning which grounds with a second shocker lizard will drop through the hole (up to a
crystal set in the middle of the pit floor. The lightning maximum 2d6+6 lizards) and land in the growing pool
will also barb outward and ground with any metallic of water on the floor of the cave with a small crackle of
object occupying the cavern, excluding anything electricity and a complaining squeal.
situated on the threshold of the four doorways or in the
passageways beyond. Thus, any character traversing
the room and wearing metal armour or carrying metal
The lizards are about half a foot in height and a
items (remember to include belt and backpack buckles, deep blue in colour, with large amber-coloured eyes.
coins and metal jewellery) will be struck by a fork of They stand on four legs, two long back limbs and
lightning when next the crystal expends its energy. two skinny forelimbs, but when they move they lift
themselves up to full height and dash forward in a
Each strike acts in much the same way as a 3rd level
Wizard/sorcerer Lightning Bolt spell, but without the
mad whirl of legs and webbed feet, emitting a series
Reflex save, since the lightning is grounding on the of loud clicks as they run.
metal the PC wears/carries and is not aimed at them
per say. Each minor bolt will cause 3d6 points of Shocker lizards know of no transition between running
electricity damage. If a character steps over the crystal and standing still. At any given time, they will either be
in the floor of the pit, or reaches down to pick it up doing one or the other.
when the bolt is firing, they take full damage from the
main lightning blast (10d6 points of electricity As soon as a lizard hits the ground it will sprint off in a
damage). frenzied fashion, electricity arcing off it in every
direction. For each PC occupying chamber 3a and each
The lightning bolt sets fire to combustibles and new lizard arrival, roll 1d20. On a roll of 1-3 a shocker

Page 33
lizard will accidentally bump into the PC in their 4 Empty cave
enthusiasm to rush across the room (Reflex save DC 12
applicable for PCs, but not ghouls). The PC will take The ghouls lurking unseen in the walls of this cave will
2d8 points of non-lethal electricity damage from the remain hidden unless the key is taken from the wall in
subsequent electric shock. If the PC attempts to room 3.
retaliate, the shocker lizard can fire its shock effect up
to five feet in any direction and will use this as a 5 Empty cave
defence mechanism, causing a further d8 points of non-
lethal electricity damage, but this time with a half 6 Lair of the Lizard
Reflex DC12 save. Shocker lizards prefer to avoid
combat and will run away from, rather than turn and A vast square cavern with three exits. The same
fight, an aggressor. strange red algae covers walls and ceiling, affording
Once the above has been determined, the GM should
you enough light to see by. Plumes of hot steam
roll 1d4 for each lizard. On a roll of 1 the lizard runs vent from fissures in the floor of the cavern, jets of
into room 1, races around the lake and dives into the grey mist that shoot several feet into the air before
water. It will miss anyone standing in that cave. On a evaporating. Several hundred shocker lizards
roll of 2 the lizard runs into room 3, on a roll of 3 it occupy the cave, favouring areas around the
runs into room 4 and on a roll of 4 it runs into room 5.
fissures. Their curious clicking language fills the
If a lizard runs into an occupied room (except room 1), air, which is charged with electricity and muggy
roll 1d20 for each character/monster present. On a roll with heat from the steam vents. A cloying
of 1 a Shocker will dash into them, causing appropriate dampness settles on your clothing and skin as soon
damage (Reflex save DC 12 applicable for PCs, but not as you enter the cave; a close humidity which seems
ghouls). Ghouls hit by a shocker lizard will instantly
burst into flame and start to burn for 1d6+6 HPs per
to press in from all sides, suffocating and
round. They will continue to attack or move normally claustrophobic.
even as they burn, but as soon as all HP are depleted
they will drop to the ground. PCs fighting a burning There are many hundreds of shocker lizards in this
ghoul will take an additional 1d4 burns damage on a cave, small blue reptiles with big yellow eyes, each
successful hit.
glowing with an electric blue light and crackling
The GM should make a note of the number of shocker with pent up energies. The creatures, each no taller
lizards and the direction each one takes. Lizards that than your knees, seem to be clumped together near
dash into room 5 will find the doorway on the far side the fissures and you can see clear channels running
and keep going, continuing into cavern 6 where they between them where you may tread safely.
will find the nearest shadowy corner and hide (Hide
+11). Lizards that run into rooms 4 or 5 will continue
Provided the reptiles stay where they are, you
running around like mad things and the GM should should be able to weave your way through them to
continue to roll 1d20 per lizard for each one of the other exits.
character/monster in the room. On a roll of 15-20
the lizard dashes back through the portcullis A lizard close to you glances
into room 3a (anyone there must check for
around with a quick snap
the risk of bumping into the lizard again)
and then finds the cave leading to room 1 of its neck, yellow eyes
and jumps into the lake. If characters press turning toward you. It
themselves flat against walls the picks up one back leg and
d20 risk of a hit can be slaps the ground repeatedly
decreased by one.
with a webbed foot, clucks its
Once the ghouls and shocker tongue and emits a strange
lizards have been despatched, warbling sound. A few other lizards
the portcullis will rise into the here and there seem to tense, the
ceiling and the party will be free to muscles in their legs bunching, their
move on, taking
eyes rolling. One or two also slap the
the bronze
key with ground with their feet. But then the
them. lizard looks away and a calm returns
to the creatures. You sense one wrong move

Page 34
could set off a mass panic, leading to chain reaction wall, seems to come to life, its own eyes glowing
of mad, dashing lizards. red, jaw rattling as it speaks, "they seek the
prize of kings, hidden by the treacherous
PCs must tread very carefully through this room. The wizard scum!"
lizards are skittish creatures, prone to panic. If one feels
threatened it will leap onto its hind legs and race away.
This one will set off every other lizard in the cave, "They dare not tread through the room of
leading to a mass eruption of dashing creatures, each bones," a new voice rasps, and now you see a
capable of dealing any PCs caught in their midst 2d8 third skull speaking. Others seem to be coming to
non-lethal points of electricity damage. If this happens life, more eyes blazing in the shadows.
while the party are traversing the room, they will take a
minimum 10d8 points non lethal damage plus a further
4d8 damage if they fail a Reflex save DC 15. "Test us, tomb raiders," the original skull
sneers, "step lightly upon our ribs and feel us
Players should use Move Silently as an opposed check crunch beneath your feet. We will embrace
against the Shocker Lizards' collective Listen skill +4.
One roll should be made for every ten feet traversed.
you. We will bite you! Come, test us."
The cavern is approximately 100 feet wide, meaning a
Each skull is under the influence of a fourth level
PC travelling between east and west doorways must
wizard Animate Undead spell. The skulls have been
make 10 rolls, while a PC travelling from east to south
commanded to spit wrathful insults at anyone
or west to south, must make 5 rolls. On a failed roll one
appearing at either of the doorways. They will taunt the
lizard will sense the passing PC and bolt in the opposite
PCs in an attempt to goad them into entering the room.
direction. All lizards it leaps over will react in the same
Anyone setting foot on the floor will begin to sink into
way, until eventually the entire cavern is in an uproar.
the bones which have the same cumulative effect as a
For each round the PCs stay in the cavern after the
pit of quicksand. The victim should be considered
initial lizard bolts, the GM should impose an increment
'helpless' at this point, with an effective Dex of zero.
of +1 to all HP damage, representing the ever
They will be sucked down at a rate of 1 foot depth for
increasing numbers of moving lizards.
every combat round. Thus a 6ft character will last 6
rounds before vanishing beneath the bone floor. If huge
7 Room of Bones
amounts of strength are applied in an attempt to tear
the victim free, the victim's legs or feet will simply be
This largish cavern is square in shape, thick pillars ripped from their sockets. A 6th level wizard Anti-
of a strange, irregular shape, rising from the floor to Magic Field spell protects the room. The field
support the arched ceiling overhead. As your light suppresses any spell or magical effect used within,
passes over the interior of the room, you realise the brought into, or cast into the area, but does not dispel
reason for the irregular shape of the pillars. Each is it. The field has been carefully constructed within the
walls of the room, thus the animated skulls remain
made from human skulls, thousands crammed one unaffected, albeit protected from magical attacks by the
atop the other to form a solid mass so dense that it's effective barrier of the field.
strength seems capable of supporting the roof.
Time spent within the chamber will count against all
The roof too, you see now, is formed from human suppressed s pe ll
sdur at
ions.Summone dc r e
atur
esof
any type and incorporeal undead wink out if they enter
skulls which leer down with sightless sockets and the room. Time spent winked out counts normally
permanent rictus grins. The walls are made from against the duration of the conjuration that is
more skulls, while the floor consists of a matrix of maintaining the creature. A normal creature can enter
bones, each criss- crossing the one below to create a the room, as can normal missiles. Furthermore, while a
macabre weave effect. magic sword does not function magically within the
area, it is still a sword (and a masterwork sword at
that). The spell has no effect on constructs that are
The eye sockets of a skull in the dead centre of the imbued with magic during their creation process and
nearest pillar suddenly blaze with a strange green are thereafter self-supporting (unless they have been
light. The jaw moves with a jerky motion and a summoned, in which case they are treated like any
deathly voice issues forth. "What do they other summoned creatures). Elementals, corporeal
undead, and outsiders are likewise unaffected unless
want?" summone d.The s
ec r
ea t
uresspell
-like or supernatural
abilities, however, may be temporarily nullified by the
Another skull, this time embedded in a nearby field. Dispel magic does not remove the field.

Page 35
The skulls will cackle madly if anyone becomes and shimmying around to the opposite doorway,
ensnared in the bone-quicksand. When all attempts to however, the skulls will do their best to hamper any
get the victim out have failed, the skulls will offer to attempt by biting at the fingers and feet of the PCs as
release him if one of the PCs makes an offering to the they climb, causing 1d6 HP damage overall. Anyone
room of bones. Offerings must be in the form of a bone wearing metal gauntlets and/or metal solarets
sacrifice and the skulls will take nothing less than a (armoured shoes) can make the climb unscathed.
whole hand or foot which must be severed and thrown
into the room. The skulls will not accept a hand or foot 8 The Chasm
of the sinking victim, only that of someone who stands
safely on the threshold of the room. The tunnel opens into a huge cavern. You find
yourself standing at one end of a narrow, crumbling
If a sacrifice is made (see below for damage results) the
sinking PC will be released and all life will seem to fade
ledge which runs around one corner of a deep
from the skulls. The sacrificed body part will sink into chasm-like pit whose sheer walls drop into
the bones and vanish from view. A PC who attempts to unfathomable depths and deepest shadow below. At
cut off his/her own body part must make a DC18 Will the other end of the ledge is an exit.
save or lose their nerve.

Severed Sword-hand - 4 negative points to base attack


A light shimmers in the air, a few feet away directly
bonus, -1d6 permanent points to Dex, 3d10 immediate above the ledge. The light seems to twist and drift
HPs loss and DC 15 Fort save or fall unconscious from like mist. Whorling shapes within the mist resolve
shock. Loss of 1 HP per day thereafter, unless the themselves into an incorporeal figure, a young
wound can be cauterized or healed magically. DC 12 human male dressed in rags, his flesh semi-
Fort save at the end of every in-game day for 1d20+20
minus CON days, or the wound becomes infected with
transparent so that you can see the inner workings
additional 1d6HP loss and 1d4 CON points per day. of organs and blood vessels moving within his body.
The victim will recover after a number of days equal to The spectre's eyes are a uniform milky white, and
1d20+40 minus CON, at which point HP loss will its mouth is twisted into a permanent grimace. A
cease and healing begins. deathly chill seems to fill the air around you, fingers
of icy cold travel the length of your spine.
Severed Non Sword-hand - 1 negative points to base
attack bonus, -4 negative points for all two handed
weapon attacks, -1d6 permanent points to Dex, 3d10 Suddenly, the air above the chasm shimmers and
immediate HPs loss and DC 15 Fort save or fall fills with hundreds more ghostly characters, varying
unconscious from shock. Loss of 1 HP per day in shape, size race and class. Some are barbarians,
thereafter, unless the wound can be cauterized or
others adventurers like you. You can see clerics,
healed magically. DC 12 Fort save at the end of every
in-game day for 1d20+20 minus CON days, or the bards, wizards and knights, but also orcs and
wound becomes infected with additional 1d6HP loss goblins, a few gnomes and even an ogre. The ghosts
and 1d4 CON points per day. The victim will recover hang in the air, all eyes turned on you.
after a number of days equal to 1d20+40 minus CON,
at which point HP loss will cease and healing begins.
The ghostly spectre whispers as it floats slowly
Severed Foot - 1d10 permanent points to Dex, toward you, "in the dark where shadows
movement rate decreased by a factor of three. No grow, into the pit the robbers go."
running feats/abilities such as bull rush apply.
Penalties for Jump, etc. 3d10 immediate HPs loss and The spectre will attempt to attack using its numbing,
DC 15 Fort save or fall unconscious from shock. Loss life draining touch. It is bound to the confines of this
of 1 HP per day thereafter, unless the wound can be chamber and the pit (the bottom of which, some thirty
cauterized or healed magically. DC 12 Fort save at the feet deep, is filled with previous victims whose lifeless
end of every in-game day for 1d20+20 minus CON bodies may be worth investigating for items of
days, or the wound becomes infected with additional equipment and treasure, but only if the spectre is
1d6HP loss and 1d4 CON points per day. The victim despatched first), and cannot follow victims beyond the
will recover after a number of days equal to 1d20+40 two doorways. When the room is unoccupied, the
minus CON, at which point HP loss will cease and spectre will simply vanish. It can go anywhere within
healing begins. The victim will need to walk on a the room, including into the pit.
crutch.
The spectre is incorporeal, so barriers, obstacles or
It is possible to cross the room by climbing on the walls shields will not hinder its progress.

Page 36
Any victim slain by the spectre will become a ghost, 10 The Stone Forest
joining the many previous victims now bound eternally
to haunt the pit. These ghosts are non-aggressive and Many pillars support the strange stone ceiling of
incapable of attack, being little more than wisps of this huge cavern which resembles nothing short of a
memory and soul.
forest clearing. The pillars have been carved to
If the spectre is killed a collective sigh of relief will rise resemble tree trunks and the uneven floor is covered
from the gathered ghosts who will slowly dissipate into in sinewy, twisting roots of stone. The roof is the
the air, their souls laid to rest at last. At the GM's most impressive aspect of the room, consisting of
discretion, one or two more goodly souls may remain thousands, possibly millions, of intricately carved
behind to help the PCs in their efforts to retrieve the
Orb, vanishing to the after life when the task is
leaves and branches, each meticulously sculpted
complete. from the very bedrock of the roof itself. Closer
inspection of nearby pillars reveals the bark-like
9 The Sinking Room surface is even detailed with tiny insects and
drooling sap.
A wide cavern with a high, arched ceiling, smooth,
slippery walls and a floor which seems to comprise In the centre of the cave stands a grey stone altar
entirely of a vast iron grill. The air here is so hot covered in carved vines, and upon which stands a
that even as you stand upon the threshold of the single red candle. Even as you watch, a flame
doorway you begin to sweat and your eyes begin to gutters on the wick of the candle, and a fresh light
sting. The reason for the heat is obvious, when you illuminates the room. Where the light falls, colour
glance down through the bars of the grill and see a seems to bathe the stone and lend sudden realism to
swirling red lake of boiling magma, churning and the carvings. The tree trunk pillars become brown
bubbling in a huge lava-lake some thirty feet below. and organic, grass seems to grow amid the stone
roots and browns, greens and other earthy colours
On the far side of the cavern, hooked to the wall riffle through the canopy. Wherever you look the
and shimmering in the rising heat haze, hangs a forest seems to come to life.
large silver key, easily the size of your hand.
Reaching the key without magic will entail stepping
Finally you find yourself looking upon what must
out onto the grill. The metal is extremely hot and will surely be some kind of illusion. A forest clearing,
cause 1d4 burns damage to anyone with bare feet. But complete with shafts of sunlight filled with drifting
this is not the most perilous aspect of the grill. motes, filtering down from a sky above the treetops.
The pleasant sound of birdsong and the rustle of
The whole floor is supported at various points around
the walls beneath by stone wheels. Any weight placed
leaves shifting collectively in a light breeze reaches
on the floor will cause the grill to sink at a rate of 5 feet your ears, even though you know neither could
per round (every 10 seconds). Simultaneously a heavy possibly be heard in this deep underground cave.
iron portcullis (Hardness:10 HPs 45) will drop across The altar is the only thing that seems the same as
the doorway, blocking access into and out of the room. before, though now the vines growing over its
The grill will stop just one foot above the lava and
remain there until the weight is removed. Anyone
surface look real enough.
standing on the grill at this point will start to roast
(1d10+5 HP damage per round). Remember that the On the far side of the cave, now framed by tangled
blocked door and the silver key are now approximately roots and vines, you can see a large wooden door
thirty feet above and cannot be easily reached. The furnished with a huge door handle shaped like a
walls are slippery with a slimy fungus, affording no
cross between a lion's head and a woman's face.
foot or handholds for climbing.
Beneath the handle is a bronze-plated keyhole big
Simply removing weight from the grill floor will cause enough for a key the size of your hand.
it to rise again. Taking the key from the wall will also
cause the grill to rise. When the grill reaches its original The door is locked, but can be opened using the bronze
position, the portcullis will crank back up and the trap key from room 3. If the players enter the room, you
will reset. should read the following

You hear a roar, followed by the heavy padding of

Page 37
feet on the floor of the cave. Suddenly, a huge circumstances, however, will Asslaya yield the
creature appears from behind one of the pillar-like- doorway into the tombs. Her sole purpose here is to
prevent anyone, even those with a key, from stepping
trees, apparently emerging from thin air. Similar in through the door. She will do everything in her power
size to a horse, the creature has a tawny lion-like to perform this duty and no amount of bargaining or
body with powerful limbs and muscular flanks. smart talk will change this. If she fails in this task, her
Great falcon wings are folded above its back while time in the paradise demiplane will end and she will be
its feline face, framed by a sleek mane of brown banished permanently to the material plane.
hair, is strangely feminine. There is a simple way to get past Asslaya, and it is a
method she is aware of and one she will take great
"Who enters the wild wood?" the creature asks, her pains to prevent. This is a failsafe, imposed on the
sultry voice deep and powerful so that it seems to magic of the room by the wizards who built it. If the
reverberate in your skull and echo from every candle on the altar is snuffed out, the forest and
Asslaya will vanish. The candle will reignite within ten
surface of the cave. "Know that all envoys of the seconds, so PCs will need to be swift if they wish to use
king of Mohan die by my claws. Are you envoys of this time to open the door. Though Asslaya is strong,
the king?" even she cannot break down the door which can only
be opened using the key and which automatically locks
The creature is Asslaya a Gynosphinx and mate to when closed.
Azuerl the Criosphinx who occupies room 18. Both
creatures belong to a remote demiplane paradise where Asslaya will guard against the use of this failsafe by
they have been granted a life of peace and solitude roaming sentinel-fashion around the altar, making
together by the wizards of the Order of Mohan in certain to keep herself between the candle and the PCs.
return for guardianship of the tomb. They pass If she engages in combat, however, she will likely be
into the material plane when the magical forced to move away from the altar, leaving the candle
flame of the candle standing on the altar exposed.
flickers to life and calls them (creating a
couterminos point between the Asslaya is unique among the creatures who inhabit the
two planes). The creatures are sworn dungeon in that she knows what the Orb of Evocation
to guard the Orb of does. If asked about the orb she will reply cryptically:
Evocation and the tomb of
the Thaumatourgos brothers
and will execute this oath
above all other considerations
with one exception: if either
creature fears the other is in
danger, they will retreat
and allow
passage into the tomb.

Asslaya will only


attack those who
purport to be sent by the
king, but if she suspects
the characters of
lying, or trying to pull the wool
over her eyes, she will react
accordingly. She is a powerful
creature and players should avoid a
fight with her if at all possible.

Gynosphinx are often willing to bargain for


treasure or service and constantly seek out
new intellectual challenges. In this way
the players may be able to engage in
conversation with Asslaya, earn her
trust or even find out about other
rooms in the caves. Under no

Page 38
"It evokes passage to the dark side of the sun. the previous carving.
Taking the road means that you may never return 6. A wizard holds a small orb in one hand and
another of the swirling vortex in the other. Other
to the world you know, so take care." wizards are standing nearby, reaching toward him.
He seems to be surrounded by a circle.
She will not elaborate and may become suspicious of 7. A sun with two crescent moons on either side and
the PCs' motives if they press for more information. a wizard below. The orb stands on a pedestal in
front of him.
The locked door can be opened using the bronze key
from room 3 (Hardness: 6, HPs: 20). The door is 14 Cavern of Vengeful Creatures
strengthened with a magical enchantment which
rebuffs all spells cast against it directly back onto the You step into an empty cavern, roughly rectangular
caster at double strength.
in shape, with no other visible exits. Ranged
11 Empty Cave. around the room, some half hidden behind stone
This cave stands empty, save for a few stalactites. columns, others in full view, are various statues
depicting an eclectic assortment of wild beasts.
12 Crossroads. These range from natural animals, including a
A circular cave with a conical roof which tapes to a
very fine point. Four exits lead in four different
wolf, blood dripping from its fangs, a dog with
directions. lolling tongue and a docile expression on its face, a
pig rooting around in mud and a goat chewing on
13 The Room of Compulsion what looks like a piece of fabric, to more monstrous
creatures, including a hideously realistic giant
You are in a large cavern, roughly square in shape, spider, its huge forelimbs wrapping some
the walls covered in stone carvings and friezes unidentified prey in silken web, a gigantic rat with
which seem to depict some kind of story. You can beady eyes and an evil expression on its face, a
see another exit to the right/left of the one you snake-like Grick, its tentacles splayed, beaky jaws
entered by. wide open as it seems to emerge from an aperture
(actually just a shallow alcove) at the back of the
The GM should request a DC15 Will save from all
players whose characters are present in the room. Any cave, and a giant owl perched upon a stone carving
who fail will be affected by a compulsion spell designed of a branch, its wings spread wide, talons clutching
to turn them on their fellow adventurers. Afflicted what looks like a small vole.
characters will attack all other characters, afflicted or
otherwise, and will continue to do so until the
Each statue is carved from stone, and impressively
enchantment is broken with magic, or they are forcibly
removed from the room. realistic. The eyes are formed from gemstones which
reflect the light of your lantern in an eerie way,
If PCs get the chance they will see that the frieze tells giving you the distinct impression that the statues
the story of two male wizards who seem to be identical are in fact alive, and watching you.
twins. Each section of the frieze shows a different
scene: The statues are not alive, nor are they watching the
PCs. However, if any of the gemstones are removed
1. The twins are shown receiving scrolls from a group from any of the statues, the PCs will contract a variety
of other wizards. of magical effects specific to each different statue. The
2. The twins are seen concocting potions in the effects of each statue stack, so a PC with the traits of
middle of what looks like a swamp the wolf can also have the traits of a spider and a dog,
3. The twins look shocked by an explosion between for example. Effects will prevail until a magical cure
them. One twin is holding something in one hand, can be found (any spell designed to break a compulsive
which at first may look like a snail-shell, but which magical effect). Some effects can be resisted on a
upon closer inspection will seem more like a successful DC18 Will save. See below for specific
swirling vortex in the air. details.
4. A group of wizards are seen mourning over two
identical sarcophagi. Wolf - when the PC next becomes hungry, he will
5. A group of wizards stand in a circle. Another of begin to suffer a bloodlust that he will find hard to
the swirling vortex snail-shell type objects hangs in ignore (DC18 Will save). On a failed roll, they will
the air above them, this one larger than the one in attack the nearest character, be that friend or foe, and

Page 39
attempt to bite them. This characteristic will prevail incubation period of 1 day (thus the illness will emerge
until a magical cure is found. The most likely solution one day after the PC is touched) and causes 1d8 Dex
will be to provide plenty of cured raw meat upon which damage for the duration of the illness. Affected PCs
the affected character can gnaw during mealtimes. should make a Fortitude saving throw each day in
order to avoid incurring damage for that day. If the
Dog - The PC will become pathetically loyal to victim rolls two consecutive saves in a row they have
another random member of the party for 1d4 hours recovered from the illness. Dex points can be healed
each day (DC18 Will save covers the full duration per magically, or at the rate of 1pt per day provided the PC
day). The GM should either choose a PC at random, or gets adequate rest and food.
roll a dice equivalent to the number of players then
allocate a digit to each player sitting around the table in Note: the recovery of lost points occurs even during the
a clockwise fashion. During his period of doting period of illness, so 1pt of Dex can be recovered each
loyalty, the player character will follow his 'master' day regardless of the Fortitude save. The carrier of the
without question and act in a very dog-like fashion, Shakes benefits from their new affliction by being
panting and scratching behind his ears one minute, immune to the effects of The Shakes. No Will save for
leaping up at his master or chasing an imaginary tail this trait.
the next. The PC will retain all human characteristics
as well, but they will exist alongside his new canine Grick - The character will begin to find they are only
traits. Once the d4 period of hours is up the PC will comfortable when resting in the smallest nook or
return to normal and will probably be extraordinarily sheltering in the tiniest hole their body can fit into.
embarrassed by their own behaviour. During the period They will instantly gain the Dark vision ability, but will
of loyalty, the affected PC must do anything their also suffer an irrational terror of being under the open
master asks of them, even if their player disagrees with sky. They will prefer being indoors, but given the
the command. choice would sooner be underground than anywhere
else and will endeavour to achieve this wherever
Pig - Whenever the PC sees mud, or anything remotely possible. Thus, given the choice between a journey over
resembling mud (quicksand, damp soil etc) he will be open plains or a dungeon crawl, the PC will choose the
filled with a mad desire to roll around in it, snorting dungeon crawl every time. They will always be on the
like a pig and rooting about with his nose. The PC lookout for caves to duck into and stones to hide under.
resists on a DC18 Will save. Furthermore, the PC will When travelling under an open sky they will need to
suffer a strange craving for raw vegetables at make a DC18 Will save or suffer a panic attack which
mealtimes, particularly turnips and swedes. The will cause them to scream in terror and curl up into a
sloppier and more disgusting the meal, the more the tight ball. The victim should be considered paralysed
PC will enjoy eating it. The player should be for 1d4 hours thereafter, after which point they should
encouraged to inject this new trait into their PC make another Will save to recover from their panic
regardless of Will saves. attack and function normally.

Goat - The PC will suffer a continual, gnawing hunger Giant Owl - The character will gain the uncanny
in the pit of his belly and a strange compulsion to eat ability to turn his head 360 degrees in any direction, but
anything and everything for 1d4 hours every day. He at the same time he will no longer gain sustenance
will chew fabric, grass, his own leather armour, in fact from regular foodstuffs and must hunt live prey which
anything he can get his hands on. And he will need to he must devour while still alive and raw. Any non-
do this all the time, with respite coming only at the end living food the PC swallows will cause him to
of the rolled period. Usual DC18 Will save to resist. regurgitate and suffer 1d4 hours of nausea
(automatically fatigued). There is no Will save for this
Giant Spider - The PC will no longer gain satisfaction trait.
in eating anything other than live prey. He will become
depressed suffering a temporary reduction of 1d4 points 15 Unseen Foe
in Wis, the reduction lifted only if he manages to eat a
live meal (any animal will do- birds, rats, rabbits etc.) A narrow cave with a low ceiling and no other
The 1d4 reduction and a general depression in the visible exits. The cave appears to be empty.
character's mood will prevail until this happens. If the
character misses a live meal the following day, the But is not. This room contains an invisible, magical
reduction and depression will recur. Will save does not creature similar to an Unseen Servant (as per 1st level
apply to the Spider trait. Wizard spell) but with the ability to attack anyone who
enters its domain. The servant cannot leave the room
Giant Rat - The PC becomes a carrier of The Shakes. and pursue its victim into the passage beyond, but it
Anyone who touches him will contract the illness. The may pick up rocks from the ground and throw them at
Shakes causes twitches, tremors and fits, has an the victim. (See NPCs/Enemies for stats).

Page 40
16 Lair of the Grick the cave from Canker Dern who occupies the far ledge
(room 27) and who has armed himself with a repeating
You spy an opening in the wall of the passage heavy crossbow (1d10 piercing damage, 19/20x2
ahead, but then you hear the sound of something Critical, range 120ft). See NPCs/Enemies and the
Stantionbridge introduction for details on Canker
slithering around beyond the opening and stop in Dern.
your tracks.
The evil wizard has gained entry to the tomb chambers
A creature suddenly slides into view, blocking the by turning into a hawk and flying across this pit, thus
way ahead. It resembles a long fat snake about 8ft avoiding the guardian sphinxes. He knows Agrovar the
dwarf will soon find out how to get to the tomb and
in length judging by what you can see of its body guesses he will favour the less intelligent of the
protruding from the cave. But where a snake's head sphinxes in gaining access to the locked chambers, so
should be are instead a mass of squirming tentacles, he's set himself up here to watch the far ledge and lie in
a small beaky mouth nestled at their centre. The wait for his enemy, planning to launch an ambush
mouth opens and the creature emits a menacing when the dwarf (or anyone he assumes to be working
with the dwarf or competing for the Orb of Evocation)
hiss. It slides toward you, tentacles writhing. comes along.
This Grick has made a nest in cave 16 and laid some Canker has a store of 50 bolts which he will exhaust
eggs which it will assume the PCs are after. If the PCs before he resorts to spell casting. If his quarry move out
retreat, the Grick will also fall back, returning to its of range he will give up and head back into the tomb to
cave and remaining there until the next time it hears try and break through the main door. He will fail
approaching footsteps. because he doesn't possess the golden key and this door
is impossible to break.
See NPCs/Enemies for stats. If the Grick kills any of
the party, it will attempt to drag them back into its lair
18 The Room of the Wild Mountains
to feed on at a later time.

Room 16 itself comprises the lair of the creature. The


You approach a large cavern furnished with several
floor is covered in a variety of materials including torn thick pillars which support a high arched roof. In
fabrics and dry straw. A small circular gathering of the centre of the chamber is a grey stone altar upon
straw contains five Grick eggs, which may be valuable which stands a single candle. On the far side of the
to collectors of such things. As the eggs are reptilian, room you can see a solid looking door made of
they are inedible. Anyone consuming the gooey stuff
inside will suffer nausea and -1d4 Con points. If the lair
wood. The door handle is fashioned to resemble the
is searched, PCs are likely to find 1d10 GPs, 2d20 SPs, face of a lion and beneath this is a huge keyhole
3d20CPs and several pouches containing things like which could comfortably accommodate a key
tobacco, tinder twigs etc. These items are the uneaten the size of your hand.
remains of the Grick's previous victims.

17 The South Cave

You enter a vast cavern, the ceiling so


high it is shrouded in darkness, the
walls so distant their contours are
barely described by the reach of your
lantern light. The far side of the
cave consists of a huge pit, on the
other side of which you can see a ledge
and another exit. On this side of the pit
you can see another doorway opposite leading to a
dark passage. The pit is approximately 100ft in
diameter and too deep for you to see the bottom.
If this is the party's first visit to room 17, they will
come under attack when they are halfway across

Page 41
If the players enter the cave: paradise demiplane, thus Azuerl is highly motivated to
keep invaders from the locked door in this room.
A flame suddenly gutters on the wick of the candle
which casts a dim light about the room. Wherever Azuerl is less intelligent than Asslaya and shares none
of her enthusiasm for intellectual pursuits. Instead he
the light falls it seems to illuminate a strange, prefers to spend most of his time wandering in the wild
incorporeal scene showing mountains in the lands of the demi-plane, exploring the mountains, the
distance, blue sky and clouds. Then you realise, the forests and the plains. Occasionally he seeks Asslaya, a
scene is not the incorporeal element here, the cave task which may take him many months of wandering.
is. Now the light seems to be casting a strange The demiplane is timeless, so both Azuerl and Asslaya
are immortal for so long as they occupy the plane.
transparency upon the stone of the cave walls, roof When they appear in the material plane they become
and pillars, making it seem as though the room bound to the passage of time like any other creature,
were situated on a high, rocky plateau surrounded but they cannot appear by their own choice, only by the
outside by a vista of tall mountains capped with arrival of others into either of their two rooms.
snow and a deep azure sky overhead. Soon the
Azuerl will have less to say than Asslaya and will have
walls have faded altogether and the scene is less patience for characters who presume to question
complete. You can hear the sound of birdsong and him about this or that. He is charged with defending
feel a cool breeze on your skin. The sun is warm on the tomb from robbers sent by the king of Mohan, but if
your face and the smell of mountain dew fills the he suspects the PCs have come to raid the tomb and
air. take the Orb of Evocation for some other reason, he
will attack them anyway.
The altar and candle remain, but seem oddly out of Being a typical Criosphinx, Azuerl is fond of treasure
place. The door also remains, now situated in the and gold which he hoards in caves dotted around his
side of a rocky outcropping and framed by lichen demiplane. He may be persuaded to part with
and ivy. information, or spare the PCs lives, if they offer to give
him all their treasure. Under no circumstances will the
party be able to persuade Azuerl to let them open the
"Who enters my paradise?" A deep voice growls locked door. He would sooner die in battle before
from a point directly in front of you. As you watch, letting them do this.
a form seems to materialise out of thin air. A large
creature the size of a horse, with huge falcon wings Unlike Asslaya, Azuerl does not know what the Orb of
Evocation does, and nor does he care to know.
upon its back and the body of a muscular lion. Its
face, framed by a shaggy mane of brown fur, is The locked door can be opened using the silver key
strangely human, with sloping eyes, a small mouth from room 9 (Hardness: 6, HPs: 20). The door is
filled with fangs and a flat nose like that of a snake strengthened with a magical enchantment which
or lizard. "Be you envoys from the king of Mohan? rebuffs all spells cast against it directly back onto the
caster at double strength.
I am sworn to slay such visitors. Such is my duty.
Speak or begone." Like Asslaya, Azuerl can be banished for ten seconds
from the material plane simply by snuffing out the
The creature is Azuerl, a Criosphinx and mate to candle on the altar. At this point the cave will rush
Asslaya the Gynosphinx who occupies room 10. Both back into existence and the mountain scene will vanish,
creatures belong to a remote demiplane paradise where taking Azuerl with it. The candle will reignite after ten
they have been granted a life of peace and solitude seconds, at which point an enraged Azuerl will return
together by the wizards of the Order of Mohan in to deal with the characters.
return for guardianship of the tomb. They pass into the
material plane when the magical flame of the candle 19 Chambers of the Wight, room 1
standing on the altar flickers to life and calls them
(creating a couterminos point between the two planes). You step into a wide cavern, roughly square in
The creatures are sworn to guard the Orb of Evocation
and the tomb of the Thaumatourgos brothers and will shape, with a low slung roof. The corpse of a long-
execute this oath above all other considerations with dead human male is secured to the far wall by
one exception: if either creature fears the other is in manacles which hold it at the wrists and ankles.
danger, they will retreat and allow passage into the The stench of the putrefying corpse fills the air,
tomb. If they fail in their task to keep the inner sanctum forcing you to cover your mouth and nostrils with a
of the tomb safe, they will lose the right to occupy the

Page 42
free hand. As you step forward, your foot lands on The PCs will need to choose whether they try to fight
what you at first assumed to be the blackened soil their way through the spawn to the relative safety
beyond, or whether they turn at this point to fight the
floor of the cave, but which you now realise, with wight himself. (See NPCs/Enemies for stats). The GM
sudden horror, is a carpet of bluebottle flies. The should alter the number of spawn to suit experience,
flies rise from the floor as one collective mass and fill with a guideline of 1d4 spawn for each character level.
the cave with a deafening buzz. They get in your
eyes, your mouth, your ears, and no amount of If the group opt to fight the wight in the room of flies,
they will lose one half of their base attack bonus
swatting will clear them away. because of the sheer number of flies buzzing around the
place, reducing visibility and forcing combatants to
Above the roar of the flies you hear a low clanking squint to keep the insects out of their eyes. A successful
sound and peer as best you can in the direction of Concentration check, DC 15, will negate this penalty.
the sound to see the dead corpse has been released The Wight is unaffected by the flies.
from its manacles and is now standing on the far 20 Chambers of the Wight, room 2
side of the room, swaying slightly in the hectic
cloud of flies, its eyes glowering at you with a dark A huge empty room with a stone pit at its heart.
malevolence. From its desiccated flesh, pocked all The pit, surrounded by a low retaining wall no
over with holes and tears in the skin, crawl yet higher than half a foot, is relatively shallow, being
more flies. no deeper than four feet.

The creature lurches forward, hands rising as if to Beneath the ground lurk the spawn of the wight who
throttle the very air and, swatting with annoyance resides in room 19. The spawn will remain hidden until
the party encounter the wight and his room full of flies,
at the flies, moves slowly toward you. then, if the PCs retreat to this cave, they will burst up
through the floor and attack. See room 19.
The wight will lurch toward the PCs with the intention
of attacking them, and this, combined with the The spawn will not emerge from the pit, but will
repulsive cloud of flies, may prompt the party to retreat instead try to drag or push their victims into it. The
into the passageway. If so, the following should be read retaining wall is a deliberate design, intended to trip
aloud to the players: unwary feet and send victims sprawling into the hole.
The floor of the pit is actually a thirty foot depth of
You turn to retreat from the hellish vision of the water covered in a membrane of sludge-like muck.
corpse as it staggers toward you, but stumble when More progeny lurk under the surface and will drag
your foot snags on something on the floor. Looking down anyone who falls in, drowning them and joining
down you see a fleshless hand has broken through them to their undead ranks.
the loose earth of the passage floor and is clutching 21 Chambers of the Wight, room 3
at the air, making a grab for your ankle.
A wide cavern with a low roof of uneven stone and
More arms are bursting through the ground up a floor covered in packed earth.
ahead, each in a different state of decay. And
further along the passageway still you can see a More spawn of the Wight who resides in room 19 lurk
corpse has pulled itself halfway out of the ground, under the ground in this room. They will remain
its skeletal torso, arms and head already free. hidden, even as the party travel overhead, until their
master is roused in the room of flies. See room 19.
The ghastly creature lifts its chin and glares at you 22 The Chain Devil
with milky white eyes, even as another hand gropes
to the surface a few feet behind it. Here is a large cavern with walls covered in grey
slate tiles decorated with all manner of runes and
These are the Wi g ht
sprogeny, previous victims who hieroglyph. The floor, too, is tiled, and so is the
have become spawn of the wight and whose buried
forms are now clutching toward the surface in order to
ceiling. From the latter hang a number of iron
defend their master. Given the opportunity, the wight chains and shackles, dangling from iron eye hooks,
will join any dead PCs or NPCs to the ranks of these each ending in a shard of jagged metal, a hook or a
unfortunate undead slaves.

Page 43
spiked ball. One, furthest from the doorway where or roll 1d6 for a random action. Kyton will only use
you stand, ends in a huge gold key the size of your each tactic once).
hand. The chains swing gently and in an Roll=1: The PCs hear a sudden clanking sound in the
ominously random fashion, the air filled with the passageway outside the room they currently occupy.
sound of rattling links and jangling metal. There is When one or all of the group go to investigate, you
no draft in this underworld place, thus the chains should read the following passage:
should be motionless.
Some way down the passage stands a dark,
On the far side of the room, set into the wall some shadowy figure with its back to you. It appears
three feet above the floor, is a circular alcove human in shape and size, but chains wrap it like a
surrounded by keystones and roughly the same shroud, every length ending in a hook or a blade, or
height as an average sized man. Within the alcove a heavy spiked ball. The chains seem to slither and
a strange green film covers the wall and seems to slide over the creature's grey flesh as though they
shimmer with an odd inner-light. This bizarre were alive.
green substance seems to be translucent like water,
but moving like some kind of inert gas, suspended The creature turns slowly to face you, chain
impossibly in place by who knows what magical encased face lowered, eyes closed, bald head a mass
energies. of vicious scars sewn closed with thick leathery
twine. The eyes click open and meet your own gaze
A low thrumming sound can just be heard and felt instantly. The eyes are a pale red, piercing and
beneath the constant clanking of chains. Every now infinitely cold. To your amazement the chains seem
and then you feel certain this thrumming takes on a to melt away and you find yourself staring into
different pitch and becomes the sound of an your own features. It is your face, but the wry smile
impossibly deep voice speaking to you in an archaic playing about the lips harbour an alien wickedness
language. far beyond your own capabilities.
--
All characters present and within 30ft of the creature,
The mist is an extraplanar portal, but can only be used will need to make a Charisma based DC15 save against
by the chain devil who possesses this room. A solid the chain devil's 'unnerving gaze' attack. A failed roll
stone wall lies beyond its surface. The wizards of the will result in the character being unnerved. They will
order of Mohan never intended to summon such a take a -2 penalty on all attack rolls if ever they meet the
dastardly creature to protect the Orb of Evocation, but chain devil in battle and will suffer a -2 penalty on any
in their haste to create guardians, they inadvertently Charisma based rolls for a duration of at least 1d6+2
gained the chain devil's attention and rather than make days.
of the creature an eternal enemy, they chose instead to
bind it to the dungeon where it would, at the very least, Roll=2: A character (chosen at random) hears the
have access to numerous wandering victims. rattle of chains behind and glances around in time to
see the back of a dark and shadowy figure wrapped in
The chain devil, Kyton, is an evil being who will chains vanishing into the wall.
emerge from the portal when the PCs leave this room.
He thrives on the fear of those he stalks, and will take Roll=3: Characters hear the rattling of chains and
great delight in frightening the party long before he sense a sudden drop in temperature. They feel an
materialises fully before them and launches an attack. indistinct presence of evil within the vicinity, but
The wizards have granted the chain devil a number of cannot place the precise location.
additional special skills including incorporeality-at-will
(the chain devil cannot fight while incorporeal, but can Roll=4: The GM should read the following passage:
be harmed if attacked), outright invisibility and the
ability to cast minor illusion spells. [To random player], you have been gazing at a
shadow in the corner of the room when you
To begin with the chain devil will simply watch the suddenly realise you are looking at the outline of a
progress of the group as they travel through the caves, man hunched over and partially hidden in the
using his invisibility skill to move unseen. But when
there is a lull in activity, or they stop to rest, he will
dark. Just as you realise this, the figure rises, but
execute one of the following scare tactics (use in order, simultaneously vanishes. Before he disappears

Page 44
completely you spot a pair of pale red eyes staring room, the chain devil will manifest and attack once and
at you from the darkness of the figure's face. for all.
Everybody present suddenly senses a deep, 23 Caged Beast
thrumming tremor, not entirely heard and not
entirely felt, but somewhere in between. It is This narrow passageway ends at a doorway barred
identical to the sound you heard in the room of by an iron gate, vertical rungs set with some
chains. But this time a suggestion of words within apparent permanency into the floor and ceiling of
the sound is unmistakeable. Words, definitely, but the doorway. The area beyond is in total darkness.
nothing you can understand. A headless skeleton sits bolt upright in front of the
gate and a ribcage lies on the floor just in front of
The words are spoken in infernal, and are merely
offensive threats and insults uttered by the chain devil
you. A musty, bestial smell permeates the air here
in an attempt to frighten his prey. If he has heard the and you can hear what sounds like the deep
PCs refer to one another by name, he may pepper his breathing of a sleeping animal coming from beyond
diatribe with their names in an effort to further unnerve the gate.
them.
If anyone comes within a foot of the bars they will be
Roll=5: The PCs are walking along a passage/room spotted by the undead dire bear curled up in the pitch-
when they spot a chain link on the floor. When they dark lair beyond. The bear will leap to its enormous
pick it up, it seems to turn into something made of feet and rush at the bars, buckling them outward with
living flesh. It pulsates and throbs, before putrefying in the sheer weight of its massive bulk. A great forelimb
their hands, the outer skin desiccating and dissolving, covered in patches of fur and dead hairless flesh in
revealing gory tissues within. Blood will stream over equal measure, will thrust through the bars and the
the PC's hand as the thing liquefies and turns into a bear will try to seize the character in sharpened talons.
bloody mess. This is an illusion. A few moments later The character must make a DC 15 Reflex save in order
the gore will be gone. Any blood on the PC's hands to leap backward and away from the claws. If they fail,
will vanish. the bear will grasp them and slam them up against the
gate where it will try to bite them. It will fail, since it
Roll=6: The PCs spot what looks like a small white cannot possibly get its huge muzzle through the bars,
doll made from chain-linked metal, dangling by its but the PC will suffer 1d6 HP bludgeoning damage
neck from the roof of the passage/room by a length of (from being crushed against the bars) and 1d4+5
steel wire. You should read the following passage slashing damage (from the claws) nonetheless. The PC
aloud will need to succeed against a standard grapple attack
in order to pull themselves free of the bear's grip, or
The doll is made from chain-linked metal. Its face suffer further damage from its claws. See
is a horrible thing of indescribable ugliness with pits NPCs/Enemies for undead dire bear stats.
for eyes and nostrils and a jagged gash for a mouth.
If the character manages to wrest themselves free, the
Its tiny hands are furnished with long hinge-jointed dire bear will become enraged, slamming repeatedly
fingers ending in sharp needles, and its body is oily into the bars, buckling them outward and roaring so
and covered in etched runes. As you study the loudly that dust and debris will rain down from the
strange doll, you are certain you hear the distant roof of the tunnel. The creature has been locked in its
sound of clanking chains and jangling metal; the tiny cell for many hundreds of years and only
occasionally enjoys the odd encounter with a
suggestion of a deep thrumming, a subtle tremor in wandering victim, so when a moment like this breaks
the ground and a sensation of malignancy that the monotony, the creature tends to make the most of
makes you want to get as far away from these caves it. The bars are magical and will resolve themselves
as you possibly can. Mercifully the feeling is short back to their original state once the bear calms down
lived, and the mysterious tremor soon subsides. and returns to its nest. They are buried in the floor and
ceiling to a respective depth of nearly twenty feet, so
there is little chance of the bear tearing them out of
The doll is an illusion visible only to the party. It will
their stanchions, and even less chance of it bending
vanish eventually, so if a PC stows the doll in his gear
them sufficiently wide enough to get through the gap.
or carries it with him, it will mysteriously disappear at
Even if it does somehow manage to squeeze through, it
some point and the PC will never know where it went.
will never fit down the narrow tunnel.
When the PCs reach the tomb of Thaumatourgos
If the bear is killed, the gate somehow bypassed and the
brothers and if they try to use the gold key from this

Page 45
creature's lair searched, the investigators will find a connection. Then it hits you- the rock looks like a
small hoard of torn clothes, dented armour, helms
filled with fleshless skulls and the odd useful spoil, such
huge nose. The two mounds in front of it resemble
as iron gauntlets (useful once the skeletal hands within nothing less than the undulations of a brow, and
are removed) and 2d6 random weapons, including you're willing to hazard a guess that the vague dip
swords, crossbows, daggers, and saps. 2d6 pouches, in the floor on the far side of the room is very much
each containing 1d20GPs will also be found if the PC like the line of a mouth.
uses their Search skill.
Indeed, when looked at from the ledge above, the
24 The Face of Belagorse indents, bumps and rocks on the ground resolve
themselves into a huge face some ten feet wide and
At first this huge square cavern seems to be empty fifteen feet long. If the party climb to the ledge and look
and affords little of any immediate interest. The down, the eyes of the face will crumble open to reveal
grey stone roof is arched and furnished with stone eyes beneath. The eyes will regard the group and
stalactites, the floor uneven and rocky. On the far the rocky mouth will somehow shift into the shape of a
smile, the ground around it cracking, but sealing over
side of the room a flight of stone steps rises in a straight away, as though the earth were somehow
gentle curve to a stone ledge some twenty feet above. breaking then quickly repairing itself in order to create
You can see no other exits up there, or indeed any the smile.
visible reason to want to climb the staircase.
When the face speaks it does so very slowly and in a
deep, booming voice, the stone around the mouth
A single wedge shaped rock rises in the centre of the breaking and sealing so quickly that it looks almost like
room, looking oddly familiar, but for some time, an inert rockslide.
though you stare at it and attempt to identify the
nature of its familiarity, you don't make the "Well, well, well," the face booms, the hard granite

Page 46
eyes somehow managing to twinkle with life, 25 Room of Scrolls
"small people of the Elterland. It has been many
long years since small people visited the parlour of The walls of this huge square cavern are lined with
Belagorse. Many many long years. I have spent row upon row of scroll cases, each case containing
many of them asleep, so I have, I believe, lost count hundreds upon hundreds of rolled up parchments.
with regard to the precise number. But I know that Letters etched into metallic plates fixed to
it has been many many. As much as that, I am individual shelves suggest the scrolls are categorised
sure I know. What are your names little folk?" in alphabetical order, A through to Z. Furthermore,
a plaque at the top of each case provides a subject.
Belagorse is a friendly elemental construct from the
Earthly plane. He is perfectly happy being little more None of the words scribed onto these plaques mean
than a face in the ground, enjoying the darkness of the anything to you. Not only are they written in some
cave and the feel of stone around him. He never grows
bored, primarily because he has about as much
unknown tongue, they seem to be words no
perception of the passage of time as the average language would readily use in an everyday context.
boulder. Most are at least thirty letters long, with multiple
instances of Qs and Zs.
Belagorse has been here ever since these caverns were
formed many millions of years ago, eroded away by a
An ancient and dust covered ladder mounted on
mixture of lava and water. He remembers well the
formation of the caves, though he has long forgotten small metal wheels is attached to the cases. This
why he chose to leave the Earthly plane for the floor of looks like it can be moved to and fro to gain access
this cavern. to the higher shelves. But the wood looks
suspiciously grey and rotten and the wheels are so
He will also remember the wizards of the order of
thick with rust you doubt they would turn if the
Mohan. They are the 'small people' he often refers to
when he speaks of previous occasions when he enjoyed ladder were pushed.
visitors. The wizards were most intrigued by Belagorse
and saw no harm in telling him what they were doing The scrolls in this room contain the collected studies of
in the caves and why they had decided to do it. Thus, the wizards of the Order of Mohan, placed here to be
Belagorse has a unique angle on the background story. preserved and protected from the ravages of time. The
He knows the whole thing, though even he doesn't order possessed its own bizarre language, which it used
know exactly what the Orb of Evocation does, nor why to encrypt its spells and prevent their use by other
or how the Thaumatourgos twins died. wizards. Only a spell designed to translate magical
languages will decipher this coded script and even then
Belagorse will tell the PCs that the tomb containing the the spells are so complex that understanding the
remains of the twins is guarded by two sphinx, but that translation would be very difficult.
the sphinx are lovers and can be played one against the
other if the characters are smart. The PCs will need Unfortunately most of the scrolls have suffered the
three keys, one silver, one bronze and the most effects of erosion and time, despite being stored here. If
important golden key. Belagorse doesn't know where touched, 19 out of every 20 scrolls will crumble to dust.
the keys are, but he knows they are crucial in gaining The ones that survive will require a painstaking
access to the inner sanctum of the tomb. reconstruction of the parchment material before they
can be read. If they are simply unrolled, the stale
Eventually the elemental will tire of telling stories and parchment will crack and break into pieces.
speaking to 'small people' and will request an
opportunity to enjoy a "short nap". The party may not Combined, the scrolls within this chamber provide the
realise the slim grasp Belagorse has on the nature of magical combination of spells now stored as a single
time, however. They will witness him close his eyes entity within the Orb of Evocation. Anyone who
with a satisfied, "hummmm" and see him fall asleep, possesses the orb possesses the ability to evoke a
but they will never see him open his eyes again and any magical effect in a single, simple spell that would
attempts to wake him up will meet with abject failure. otherwise require the arduous recital of every scroll in
Balagorse will not rouse from his nap for another two this room, in precisely the right order and with
hundred years. At which time he will be most precisely the right hand movements, incantations and
perplexed to find the group have gone without saying rituals.
goodbye, and will cluck his stone tongue in
disappointment.

Page 47
26 Cavernous Chamber this is not the treasure I came for, and nor is it the
prize you seek. you and I want the same thing. So
A vast empty chamber with a high vaulted roof let us put our differences aside and work together. If
covered in an array of spectacular stalactites. The you can breach the door into the inner sanctum, I
floor of the room is perfectly flat and smooth, know how to survive the traps protecting the Orb of
littered with bones and debris and signs here and Evocation. What do you say?"
there that previous visitors have set up and stamped
out camp fires. There are two exits through two If Agrovar the dwarf is with the group, he will attack
open apertures in the cavern walls. Canker at this point (see NPCs/Enemies). PCs will
need to decide whether their loyalty to the dwarf is
27 The North Cave more important to them than finding the Orb, or
learning more from Canker about the story behind the
At first this looks like another huge cavern with a orb. If the latter two are more important they may need
to rescue the wizard from the dwarf.
high arched roof and a smooth expanse of stone
floor. But then you notice a suspiciously uniform Remember that even Canker doesn't know the nature
edge to the floor about eighty feet on the far side of of the orb itself, or the secret it supposedly harbours.
the cave. Approaching this you discover that you Nor does he have any knowledge of the traps beyond
are actually on a vast ledge overlooking a deep the gold door. He merely wants to see if the PCs can
open the door, at which point he will turn on them if he
chasm, the bottom of which is too far away and too can. If he cannot (if the PCs have been smart and
dark to discern. Some twenty feet below the level of bound his hands or taken similar precautions), he will
the ledge upon which you stand, on the far side of continue to bluff them into believing he has some
the chasm and some hundred feet or so distant, is knowledge that will help them eventually and will
another wide ledge. Here you can make out two continue to give them information about the
Thaumatourgos brothers.
doorways in walls on either side.
The jar on the altar, of course, contains the remains of
This is the other half of the great pit. Players may have
the Thaumatourgos twins. All that was left of them
already visited the southern side (location 17) in which
after their magical experiments went hideously wrong.
case the ledge they currently occupy will be the one
from which Canker Dern shot at them with his
29 The Tomb
crossbow. If this is the case they may find signs of
Canker's presence in the form of fumbled crossbow
bolts, or discarded food. If they haven't had that The door opens onto a vast, cathedral-sized
encounter, Canker will have given up waiting for them chamber with a vaulted ceiling some seventy feet
by now and will be in room 28 (see below). above your heads. Unlike the caves you've seen so
far, this room has clearly been worked by
28 Canker's Retreat craftsman. The walls are tiled with an ochre-
coloured slate and decorated with colourful
You enter a low ceilinged antechamber, the floor
pennants and tapestries. Arched tympanum,
paved with flagstones, walls covered with grey slate
decorative recesses containing candle-sticks as tall as
tiles and the stone ceiling furnished with thick
a man and dripping with long fingers of tallow, line
wooden beams. A large altar stands in the middle
the walls, with two at the southern end of the room,
of the room, the sides covered in runes and glyphs,
harbouring doors. The intricate stonework, corbels
the surface draped with a thick red cloth edged with
and trefoil vaults within the ceiling above are truly
gold tassels. Resting on the altar is a grubby jar
staggering in design, with archways dividing into
stoppered with a cork. The jar seems to be filled
smaller archways, interlacing with larger ones and
with some kind of red viscous fluid.
intersecting with the overall curve of the roof to
create an eye-twisting effect.
"All that remains of the great Thaumatourgos
brothers," says a snide voice from a shadowy corner
You can see various exits around the room, with
of the room. The owner of the voice steps forward
two open archways in the east wall, two doors
and you find yourself face to face with Canker
furnished with keyholes in the south wall and a
Dern, the shape-shifter from Stantionbridge. "But
wide shouldered arch in the west wall opening onto

Page 48
some kind of shrine.

Within the shrine, resting on a marble


altar, accessible by a short flight of
wooden steps, is a huge leather bound
book.
The door in the southeast corner leads to the
inner sanctum; the rooms protecting the Orb of
Evocation, and the chamber of the Orb itself. The
door is made of reinforced wood (Hardness: 8,
HPs:54) and magically enchanted for toughness. A
magical ward also protects the door against spell
casting, rebounding any magic back upon the caster at
double strength. The ward has been placed here by a
13th level wizard and will rebuff all magic from 9th
level down. The gold door
handle is shaped like a globe and directly beneath is a
large keyhole which the gold key from room 22 will fit.
If anyone inspects the door handle more closely they
may have enough cartographic knowledge to
recognise it as a carving of Opus itself, with the
various continents mapped out. If the key is
inserted into the keyhole, the chain devil who
should have been haunting the group continuously
up to this point, will suddenly appear and attack
them. See NPCs/Enemies. Read the following
aloud:

As soon as you insert the key, you feel the


ground beneath your feet begin to tremble
and hear a distant, resonant noise, just below
the surface of normal hearing, the sound like
a gargantuan stone being dragged across a rocky
floor somewhere within the depths of the earth. The
sound seems to resolve itself and you realise words
are being spoken. The noise is actually a voice;
impossibly deep, guttural and demonic.

"The door is closed," speak the words. The


language is ancient and terrible, but somehow your
ears translate, "I am the guardian of the door and
the guardian of the Orb of Evocation. The way to
the dark side of the sun is barred to you, tomb
robbers."

A dark shadow forms in the air at the centre of the


great room, a black mist swirling and twisting
around itself before billowing outward to reveal a
creature standing within. The creature resembles a
large man shrouded in chains, every length ending
in a hook or a blade or a spiked metal ball. The
chains seem to slither and slide over the creature's

Page 49
flesh, almost as if they were alive. His bald head is join. Lists of spells are shown here, and any magic
slashed with vicious scars, sewn closed with users reading the book will recognise spells in their
own arsenal as originating from studies by the
leathery twine, and what skin you can see on his Order of Mohan.
body appears to be similarly lacerated. He stares at
you with deep hatred glistening in eyes of palest The Thaumatourgos twins joined the order. They
red. were skilled, but not particularly noteworthy in
their efforts. The book notes them as being hermits
and 'unwilling to share their discoveries or learn
Suddenly one of the chains whips up into the air, from the collective knowledge of the brotherhood.'
twirls around the creature's head, and shoots
through the air toward you. The twins, living in the swamp of Marshdown next
to the town of Bleaktonne, create a powerful
The chain devil will use his Dancing Chains special magical theory which they work to develop. But
attack on all PCs present in the room. If Canker Dern they lack the skill or power to do so and
is present he will scuttle into room 28 to save himself. inadvertently destroy themselves. You should read
(See NPC/Enemies for Chain Devil stats). the following passage to the players:

The book in the shrine is written in common and charts "The magic of Thaumatourgos, we learned, was
the history of the wizards of the Order of Mohan. based on this curious discovery of theirs, an energy
Anyone who leafs through the book will learn one of
the following bullet points for each hour they spend
they named gravitas, the force that causes all things
reading the book. to fall to the ground. Gravitas, the twins learned,
could actually cause things to fall in any direction if
The order was formed two thousand years ago at the 'core of the well' as they called it, was moved to
the behest of the then emperor of Mohan who a fixed point using magic. Normally the 'core of the
feared his empire might come under attack from
one of the other two powerful countries to north
well' resided at the heart of the world and for this
and west. He mustered an army of wizards and reason, all things fell downward. The brothers
named them the Order of Mohan. asserted: all of us are forever falling toward the
heart of the world, longing to be with the core of the
When the empire fragmented and the emperor was gravitas well. It is the heart's desire of all things;
dethroned, the order of Mohan spent some
centuries in the wilderness, without a master and
man, dwarf, elf, halfling, orc, goblin, goblet, castle,
with no true purpose. even the rain itself longs to be one with the gravitas
which is why it falls down and not up! The only
The disenfranchised wizards became a scholarly thing that prevents us joining the gravitas, is the
brotherhood, advocating the development of magic solid mantle of rock beneath our feet.
for peaceful purposes instead of for war or defence.

A new king rose to power in Mohan and "In their efforts to fix the core of the well and thus
commended the peaceful efforts of the wizards. He manipulate the power of gravitas, the brothers
called them to hold court in the capital city of the attempted to use magic beyond their means. They
kingdom and they became his official advisors. possessed genius in their theory, but lacked skill and
basic understanding in their practise. They sought
The king was overthrown eventually by more
tyrannical rulers and the order split into two to pinpoint the core of the well to a single position;
factions; those loyal to the throne and those who an orb no larger than a human head. But their
refused to become servants of tyranny. The former magic was erroneous and instead the core became
faction became the Royal Order of Mohan, but ambiguous, fixing upon the walls, the ceiling and
were later destroyed in one of the huge wars that
the floor of the Thaumatourgos laboratory.
would eventually wipe out most of civilised life in
the northern continents. The latter faction went Promptly everything within the room, including
into the wilderness and called themselves simply our poor belated brethren, attempted to fall toward
the Order of Mohan. the new core of the well, in essence, attempted to fall
in every direction simultaneously. Thus we found
The Order of Mohan continued its studies, sharing
the room empty, every surface smeared uniformly
knowledge and furthering the development of the
spell-crafting art with any wizard who cared to with the unmentionable substance.

Page 50
"Thus passed the brothers Thaumatourgos. Thus feet along the wall to your right. There seems to be
we of the Order of Mohan discovered the basis of no obvious means of reaching this door.
gravitas magic and thus we seek now to decipher
the work of the brothers and use their theory to craft All traps within the inner sanctum use the gravitas
magic of the Thaumatourgos twins and the shaft is no
new spells. We sorrow for the brothers, but had they exception. A core of the well point has been placed on
come sooner to the order instead of hiding their the roof of the pit, effectively turning the point of
discoveries, I fear they would still be alive and the gravity upside down. As soon as anyone or anything
magic they sought to create would be a reality in enters the room, their perspective of up and down will
their hands." suddenly twist one hundred and eighty degrees. If a PC
attempts to step out of the passage into the room (to
The order develops a new method of spell-crafting shimmy along the wall for example) they will drop
using gravitas. But the magic proves incredibly upward and be impaled on the spikes. Similarly, any
dangerous, with most spells resulting in fatality if rope cast out into the pit will behave very oddly, arcing
miscast. upward then 'levitating' to the roof. The iron hook
should provide a means to get across the pit, but
The order discover a great secret using gravitas. players will need to come up with ideas how it can be
The nature of the secret is not mentioned. The utilised.
book is deliberately vague but says the order work
on a spell to uncover the secret completely. This Once PCs quit this chamber and are in the twisting
seems to entail the creation of many small spells, passageway beyond, gravity returns to normal.
each scribed onto parchment, which then need to
be translated into an ancient language and cast in 31 Torn Asunder
order. The book lists thousands of spells, all with
names the players won't recognise. When the spells A crossroads in the passage lies ahead, but
are used correctly they create an energy force something seems slightly amiss. The walls here
which is subsequently directed into an 'abjurated suddenly seem to be armour plated, covered in thick
manna sink' called the Orb of Evocation. The orb metal studs and forged from steel and iron plates.
can then be used at once, resulting in the instant
casting of all the minor spells combined.
Where the tunnel converges at the crossroads, each
opening into the junction seems to be circular, not
After the disappearance of many wizards who have square.
attempted to use the orb, the artefact is deemed too
dangerous and the order buries it here, in the This innocuous looking crossroads is a very nasty trap
Thaumatourgos tomb. The order vow to bury also based on the disaster responsible for the demise of the
the original spell scrolls and to forget all Thaumatourgos brothers themselves. It amused the
knowledge of gravitas. They entomb the Orb of wizards of the order to include it here as a means to
Evocation in the deepest chambers and surround it dispose of tomb raiders.
with devious traps. They then surround the tomb
with more traps and magical guardians before The surfaces of the two bell shaped caves on either side
sealing the tomb closed and taking its location to of the passage have been turned into core-of-the-well
their graves. points, meaning that anyone and anything that tries to
pass through the crossroads will suddenly find
30 The Shaft of Uncertain Gravity themselves falling to left and right simultaneously. This
would not normally be a problem (the equal force
The tunnel ends abruptly at the threshold of a would simply hold the PC in position), but the core of
doorway opening into a vertical shaft. A smooth, a gravitas well, if imbued with enough energy and thus
turned into an incredibly 'dense' well, can vary in
circular pit drops to unfathomable depths before strength. In this case, the strength is high enough to
you. Above, the roof, some twenty feet above, is tear the unlucky victim right down the middle into two
furnished with a series of wickedly sharp, equal portions. Once the two halves of the victim 'fall'
downward pointing spikes. On an impossibly thin into the two bell-shaped rooms they will then attempt
column of stone which terminates at the same level to fall in every direction simultaneously, bursting apart
into a mist of miniscule particles and smearing the
of the door and which occupies a space at the heart walls, floor and ceiling of the room with a thin
of the pit, is an iron eye-hook, firmly embedded in membrane of blood, guts, flesh and bone. Gear,
the top of the column, but with no apparent armour and clothing will suffer the same fate, mingling
purpose. You can see another doorway about ten equally with the remains of the dead character.

Page 51
There is a gap of just one foot running directly beneath reduced to around three feet per round. It will therefore
the roof of the junction where the pull of the two take the average PC about 30 rounds (5 rolls) to
gravity wells has no effect. If PCs can somehow traverse the room and make it to the doorway, where
identify this gap, and use it to get past the crossroads, they will then fall out of the air and need to make a
they can continue safely on their way. DC12 Reflex save to grab the threshold of the door and
pull themselves into the corridor.
32 Room of Tar
33 The Room of Sideways
You stand on the threshold of a large circular room
The 'bottom' of this room is actually the southern wall.
which seems, at a glance, to be empty. On the far Thus, anyone entering through the north door without
side is another doorway, but both this and the checking the direction of gravity first will suddenly
doorway in which you stand are situated some plummet some ninety feet and land on the south wall
thirty feet above the floor of the room, which is itself (DC 15 Reflex save to grab the threshold of the door
a bubbling pit of hot tar. Glancing up you see what before falling, otherwise 9d6+9 HP damage). At this
point characters will pass through the door in the east
you first assume to be a ceiling covered in a glass wall, travelling along the southern wall here also.
mirror, reflecting the floor of the chamber and the Effectively, the tunnels as shown on the map (above)
tar pit. But then you realise, with mounting horror, should be considered as a side-on view. Where the
that there is no mirror. Another tar pit resides passage appears, from a bird's eye perspective, to turn
impossibly upon the roof, plumes of steam drifting sharply north, it actually ends at the bottom of a very
deep shaft. The party will need to clamber up this
lazily downward, spiralling strangely where the shaft, passing the two openings halfway up, or heading
upside down gravity affecting the roof meets the inside them to explore. Here the gravity remains fixed
normal gravity below, then mingling with steam on the southern wall throughout, as it does to the top of
rising from below. the shaft where the passage opens into room 36.

At the precise halfway point on the 34 The Orb of Evocation


vertical plane of this room is an area
where the PCs can float along at You crawl along a low
zero gravity, pulled equally up and ceilinged, narrow tunnel
down and therefore falling in neither which tapers to an ever smaller
direction. By 'swimming' in mid-air
the PCs should be able to get enough
space until finally you are
motion going to propel themselves forced to crawl single file.
slowly along the central axis and Finally the tunnel ends at an
make their way to the far door. opening and you straighten,
However, slipping off this safe finding yourself in a relatively
central plane by even a foot will
cause them to fall either up or down
small chamber lit by a green
and land in the boiling tar (3d10+10 hued phosphorescent algae
HP burns damage, plus continuing which grows in abundance on
1d10+10 HP damage per in-game the walls and ceiling.
hour unless the tar can somehow be
stripped away. The tar will adhere to
flesh and therefore, removing it in the conventional
An altar of sorts stands in the centre of the room
sense, by simply peeling it off, will remove a percentage upon a circular raised dais. Fixed upon a small
of skin too and cause a further 1d10+10 HP damage.) metallic mount atop the altar is a black orb, its
surface shot through with purple and pink veins.
In order to maintain a steady position on the 'safe' The air here has a strange texture. Moving through
central plane, players must first identify the fact that the
plane exists at all (Search checks should be allowed for
it is akin to moving through a space filled with
this purpose, or players may simply find it by throwing invisible, closely weaved spider web. Whatever it is
objects into the room to gauge gravity effects). They that lingers in the air, it doesn't adhere to skin and
must then make a successful DC15 Jump check to leap it seems to vanish in your wake, as though the very
into the right spot, and then a DC16 Swim check in act of simply touching it causes it to dissipate into
order to maintain a steady level as they move across
the room. A Swim check must be made for every 5
nothing.
rounds the character is in the air, with movement
The 'strange texture' is static electricity which fills this

Page 52
room from floor to ceiling. If players are having walls and ceiling of the stairwell are also made from
difficulty grasping how the atmosphere feels, you marble, being so expertly crafted that you can
should use the example of brushing ones hand across
the surface of a television screen covered in static. The hardly see where one slab of marble ends and the
same feeling prevails here, but fills the entire chamber. next begins.

The Orb is protected by a simple poison dart trap, the The steps ascend at a steep angle, curving slowly
dart holes situated around the walls of the room. The around in a long, steady spiral. If the players have lost
triggering mechanism will be located on a DC 20 their true sense of up and down, they may presume
Search check. Poison Dart Trap: CR 1; mechanical; they are now travelling back toward the surface and,
location trigger; manual reset; Atk +8 ranged (1d4 plus given the likelihood of the Orb being placed at the end
poison, dart); poison (bloodroot, DC 12 Fortitude save of the dungeon, toward the Orb of Evocation itself.
resists, 0/1d4 Con plus 1d3 Wis); Search DC 20;
Disable Device DC 18. In fact, they have already passed the room containing
the Orb and are now travelling down into the depths of
The darts will be triggered whenever anyone steps on the earth, walking on the ceiling of a tunnel whose
the stone dais, not when the orb is touched. If anyone 'real' floor is a marble slide.
touches the orb, see the Orb of Evocation, below.
The air will begin to get warmer, the further the party
35 Surprise Pit travel, and they may smell a strange, sulphurous aroma
coming from somewhere up ahead. In fact, they are
To the perspective of the player characters who, travelling to such a depth that they are heading toward
remember, are walking on the southern wall of this deep lava pools bubbling away in a volcanic reservoir
corridor, the passage will seem to turn sharply left up many hundreds of feet underground. The smell is
ahead. In fact, the gravity focus shifts as the tunnel brimstone.
turns the corner, returning to normal. There is no
magical effect here, simply the removal of the magical If the party press on despite the growing warmth and
gravitational force placing the gravitational focus on the smell of sulphur, then they will pass the point of no
the southern wall of the previous passage. So detect return. Suddenly the gravitational magic pinning them
magic spells will not reveal the presence of a shift in to the ceiling will cease. They will start to drift upward
gravity. and in that instant their inner ear will quickly re-
orientate itself and they will realise they are actually
The pit is sixty feet deep and anyone toppling into it dropping head-first toward the ground. The tunnel is
will suffer 6d6+6 points of damage. A successful DC 15 only seven or eight feet in height, so damage incurred
Reflex save sees the falling character grasp the lip of the for the fall should be negligible. But now the party will
pit before he falls. land on the slippery marble slide, previously the
ceiling. They will no longer be heading up, but sliding
36 Upside Down Room down, and doing so at great speed.

The gravity shifts in this room to focus on the ceiling. If the players cannot devise a way to save themselves
Anyone clambering into the room will suddenly topple within 10 rounds, the party will shoot out the end of
five or six feet onto the ceiling and their perspective of the spiralling tunnel and into a vast subterranean
up and down will shift yet again. cavern filled with bubbling magma. Their doom, at this
point, is assured.
At this point, players who have not kept track of the
real up or down directions risk falling into the final trap
of the inner sanctum. Gravity remains firmly fixed on
the roof of the passage leading out of this room and to
the east.

37 Passage To The Centre of the World

Characters travelling along this passageway will be


walking on the roof. They may not realise this and,
indeed, the trap here relies on them having lost all
sense of orientation by this point.

The tunnel ends shortly at the foot of a long flight of


marble steps which twist up and into darkness, the

Page 53
The Orb of Evocation The tunnel makes a series of twisting turns and the
glaring light of the sun bursts in on you. It lies
ahead now, growing larger, chasing away the stars,
but not the night. There is no dawn, just a sudden
The orb is a magical device which activates when transition between the emblazoned brilliance of the
touched. When this happens, you should read the sun and the utter blackness of the sky. You fall
following aloud (the following affects all PCs present
when the orb is touched): headlong into the light and for a brief moment the
tunnel has entered the heart of the sun, an
The orb vanishes, replaced by a swirling black unimaginable sphere of raging fires and molten
vortex, a hole in the very fabric of the air beneath fury. Then you are out the other side, shooting
your hand. The vortex swirls, and in so doing forward at an unimaginable speed, your head
seems to draw into its depths the very colour of the reeling, your body spinning.
room around you. The walls bulge inward, the roof
distends down toward your head, the floor rises up, And now there is Opus once more, a blue, green
and with it your feet, your legs. The fingers of your circle filling the sky, getting bigger by the second.
hand elongate, though you feel no discomfort. Your The tunnel weaves its way down and you tumble
fingertips seem to be drifting impossibly into the powerlessly toward the world. Finally you are
swirling kaleidoscope of the vortex. Your hand racing back toward the dark mouth of the vortex
follows, then your arm, stretching like elastic and and then you are being disgorged back into the
falling as an infinite twisting thread of colour into cave, your limbs spiralling out of the hole, resuming
the black hole. There is nothing you can do. You their natural positions, your body returning to
are powerless to resist. Soon your body is bending normal, threads of colour unravelling and
forward, and your head, your eyes, all stretching reforming into the shape of the cave, the altar and
toward the swirling black hole. the dais.

And now you are falling into the hole, swallowed You crumple to the ground, your legs giving way.
by unimaginable magical forces into the bowels of a You are exhausted, dizzy and shocked. But you
darkness more absolute than anything you have seem to be back where you started, with all your
ever experienced. The room buckles in on itself and faculties and all your limbs intact. The Orb of
melts into endless vanishing threads of stone grey Evocation stands innocently upon its mount,
and earth brown. looking much the same as it did before you touched
it.
You are being sucked along a long circular tunnel
The Orb of Evocation uses highly concentrated and
with translucent walls, flowing through a new kind controlled gravity magics to open a wormhole in time
of darkness. All around you, beyond the boundary and space. The wormhole bypasses the usual
of the walls, you can see stars, twinkling like interplanar methods of teleportation and instead joins
fireflies in the night, but though you twist around two points, one to the other. The interconnecting
in search of the ground, you see nothing, only the 'tunnel' is merely the fabric of space stretched between
the two holes, thus anyone falling into the vortex at
darkness, the stars and your fellow adventurers
one end will inevitably emerge at the other.
tumbling along behind you.
Which may give rise to confusion, because it would
And then you see the world. A great disc of brilliant appear that the party are back where they started.
blue far far beneath your feet, somewhere at the
In fact they are not.
beginning of the tunnel. You can see clouds and
seas, continents, mountains, plains and forests, all When the wizards of the Order of Mohan first used the
falling rapidly away from you. You are rising out Orb, they discovered that they could not connect the
of Opus. Flying away from the world you know two ends of a wormhole to two specific points in space.
and into the depths an inky sky. They could not, for example, use it to move
instantaneously from the Greymist Mountains to their

Page 54
home kingdom of Mohan. As a teleportation device, owned in the previous world, such as houses, or a
the orb was useless. When the vortex opened and the horse left tethered at the Turning Mere, for example,
wormhole was created, it created a set path to a set will belong to somebody else or be missing altogether.
destination, and this could not be changed. The nature
of the destination, however, was a big surprise. If the GM wishes he can introduce a doppelganger
party; a group of adventurers who are very nearly but
Because every time the orb was used, it linked the user not quite exactly like the PCs themselves. This group
to another Opus. effectively are the PCs, and the GM may even wish to
allow players the chance to draw up cloned character
Each Opus is slightly different, being part of another sheets for their PCs' counterparts and take control of
universe, which itself is a single facet of the greater them in addition to their original PCs. Alternatively,
Opus multiverse containing infinite universes and perhaps the doppelganger group made their transition
possibilities. For a brief moment both multiverse exist between worlds at exactly the same time as the player
inter-dimensionally and on the exact opposite sides of group. Friends and family will find the new group
the sun, so that the wormhole stretches between the somehow familiar, but at the same time different in
two worlds where they lie on opposite sides of the same many ways. They may accuse the PCs of
orbital plane, and the tunnel itself passes directly impersonating the vanished group, maybe even of
through the heart of the sun, effectively acting like an murdering them and stealing their identities. In
energy mirror. superstitious cultures they may be accused of soul-
stealing or black magic.
As soon as everything within the vicinity of the
activated orb has been transferred to the newly created The worlds of the Opus multiverse are infinite, but the
Opus, the previous Opus winks out of existence on the number of worlds the PCs can visit are not (see below).
far side of the sun and, for all intents and purposes, the However, the chances of linking with a world the PCs
new Opus becomes the only Opus. In fact the previous have already visited via the orb are so wildly
Opus continues to exist. The connection between improbable that they are virtually impossible. The
multiverses has merely been severed. In its own chances of linking up with the PCs real home world are
dimension, the original Opus continues. But now, the even less likely and the concept should not be
PCs no longer exist there. entertained by the GM.

Reactivating the orb requires a mere touch. The orb For purposes of maintaining some semblance of
can be carried safely without being activated if it is consistency, place names and things like the shape of
simply wrapped in fabric. But the orb cannot be used to continents, the general cultural makeup of different
return to the previous world. It will always deliver the countries and other demographic details, particularly
user to a new Opus, the previous Opus winking out of anything specific to the Opus world map and hex maps
existence as soon as the transition through the you've already explored, should remain the same, as
wormhole is made. should the religious details of the Opus campaign
setting.
The players and their characters may not realise they
now occupy an entirely new world until they leave the As an artefact, the orb is virtually priceless. Selling it
caves and head back to Stantionbridge. Here they will will banish an unwitting buyer to oblivion, of course,
find a subtle difference to the world they know, though but the PCs, who themselves have already been
landscapes, place names and, for the most part, people banished from their home world, may have no qualms
will remain the same. about this. On every Opus world the orb connects to,
the orb has been created at some point in history,
Stantionbridge, for example, might now be founded on simply because in spanning the dimensional distance
the site of a tin mine. The residents are not as wealthy between multiverses, the orb links up with itself. This
as they were when they mined emeralds and instead of connection limits the worlds PCs can visit, but still
fending off attacks by barbarian hordes, they fend off allows for an incredible number of possible worlds,
attacks from tribal orcs who hold sway over the Jejune albeit worlds where the creation of the orb has occurred
Flatlands. and is possible- in other words, worlds that are similar
but not exactly the same as, the original world.
Nobody in Stantionbridge will recognise the PCs when
they emerge from the caves, simply because on this
world, nobody has ever met the PCs. Relations, such as
parents or siblings, will have no clue who the PCs are.
Age old friends will greet the PCs' warm handshake
and ready smile with a blank stare. Roads once
travelled will seem slightly different and any assets

Page 55
Continuing From Here...
If the PCs have used the orb, the possibilities for fun
are endless. Old friends will treat them like strangers,
any property they own will belong to other people,
horses they may have ridden for years will behave
strangely and places they have visited will seem
different in lots of subtle ways.

The group may find visiting Ulnar the wizard helpful.


Having travelled via the orb many times, Ulnar can
sympathise with the difficulties of becoming
accustomed to a new world. He alone in all of Opus
will believe the PCs if they tell their story. If they
recount their tale anywhere else and to anyone else
they will be treated like madmen. Remember, because
Ulnar is intrinsically linked to the creation of the orb,
he must always appear in every multiverse. He may not
be called Ulnar in every case, but he will be the same
person and will have travelled between worlds using
the orb in every instance.

In every multiverse the PCs visit, the orb will have a


vague place in history and will be mentioned in
folklore or bardsong. So in every multiverse, there will
be treasure hunters seeking the artefact for themselves.
In your new Opus, Canker Dern might never have
purchased Gabreal's notes and will be alive and well
still in the city of Carthidge. The PCs may be surprised
at a later point in the campaign to come face to face
with him. Their stories about the orb have perhaps
filtered through the grapevine and reached Canker's
ever vigilant ears, and now he has come to take the orb
from them. If this occurs, don't forget to include
Agrovar the dwarf in the resulting scenario. He is never
far behind the wicked Canker Dern.

If, of course, either Canker or Agrovar have travelled


through the wormhole with the PCs, Canker Dern and
Agrovar doppelgangers may be more appropriate.
Multiple Canker Derns may even team
up together to fight multiple Agrovars.

Page 56
+2, Craft (Trapmaking) +2, Craft (Weaponsmithing)

NPCs/Enemies
+2, Handle Animal +5, Hide +0, Listen +0, Move
Silently +0, Ride +1, Spot +0; Combat Reflexes,
Lightning Reflexes, Quick Draw, Rapid Reload
(crossbow, light).
Possessions: 2,500 gp in gear.
Animal: Bear
CR 2; Size Medium; HD 3d8+6; hp 19; Init +1; Spd Barbarians of Jejune
40ft.; AC 13; Attack/Grapple +2/+6; Attack Claw +6 CR 1; Size M (5 ft., 9 in. tall); HD 1d12; hp 12; Init +0;
melee (1d4+4); Full Attack 2 claws +6 melee (1d4+4) Spd 40 ft.; AC 10; Attack +1 melee, or +1 ranged; SV
and bite +1 melee (1d6+2); SV Fort +5, Ref +4, Will Fort +2, Ref +0, Will +0; AL CE; Str 11*, Dex 10, Con
+2; Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6. 11, Int 10, Wis 11, Cha 10.
Skills and feats: Climb +4, Listen +4, Spot +4, Swim Languages Spoken: Common.
+8, Endurance, Run, Low-light vision, scent. Skills and feats: Escape Artist +2, Handle Animal +2,
Hide +0, Intimidate +4, Listen +0, Move Silently +0,
Animal: Wolf Spot +0, Survival +4, Use Magic Device +2; Swim +2,
Blind-Fight, Endurance.
CR 1; Size Medium; HD 2d8+4; hp 13; Init +2; Spd
50ft.; AC 14; Attack/Grapple +1/+2; Attack Bite +3 *Add 2 points of Strength for Barbarian leaders.
melee (1d6+1); SV Fort +5, Ref +5, Will +1; Str 13,
Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills and feats: Hide +2, Listen +3, Move Silently +3, Canker Dern
Spot +3, Survival +1, Track, Weapon Focus (bite), Male half-human Wizard Lvl 5: CR 5; Size M (5 ft., 3
Low-light vision, scent. in. tall); HD 5d4+15; hp 29; Init +2 (+2 Dex); Spd 30
ft.; AC 12 (+2 Dex); Attack +3 melee, or +4 ranged;
SV Fort +4, Ref +5, Will +5; AL CE; Str 13, Dex 14,
Con 16, Int 14, Wis 12, Cha 9.
Languages Spoken: Common, Draconic, Gnome.
Skills and feats: Concentration +9, Craft
(Weaponsmithing) +10, Hide +2, Knowledge (Arcana)
+8, Knowledge (Nature) +10, Knowledge (Nobility
Agrovar the Dwarf and Royalty) +10, Knowledge (The Planes) +6, Listen
Male dwarf Paladin Lvl5: CR 5; Size M (4 ft., 3 in. +1, Move Silently +2, Spot +1; Craft Magic Arms and
tall); HD 5d10+10; hp 35; Init -1 (-1 Dex); Spd 20 ft.; Armour, Lightning Reflexes, Maximize Spell, [Scribe
AC 9 (-1 Dex); Attack +9 melee, or +4 ranged; SV Fort Scroll], Silent Spell.
+8, Ref +2, Will +6; AL LG; Str 18, Dex 9, Con 15, Possessions: 4,300 gp in gear.
Int 12, Wis 17, Cha 14. Wizard Spells Known (4/4/3/1): 0th -- Acid Splash,
Languages Spoken: Common, Dwarven, Terran. Arcane Mark, Dancing Lights, Daze, Detect Magic,
Skills and feats: Craft (Armoursmithing) +3, Craft Detect Poison, Disrupt Undead, Flare, Ghost Sound,
(Blacksmithing) +3, Craft (Stonemasonry) +3, Craft Light, Mage Hand, Mending, Message, Open/Close,
(Trapmaking) +3, Craft (Weaponsmithing) +3, Prestidigitation, Ray of Frost, Read Magic, Resistance,
Diplomacy +8, Disable Device +1.5, Disguise +3, Touch of Fatigue. 1st -- Colour Spray, Magic Aura,
Forgery +2, Hide -1, Knowledge (Nobility and Magic Missile, Protection from Chaos, Protection from
Royalty) +9, Listen +3, Move Silently -1, Ride +0, Evil, Shield, Sleep. 2nd -- Alter Self*, Knock, Owl's
Sleight of Hand +1, Spot +3; Combat Reflexes, Power Wisdom, Shatter, Spectral Hand. 3rd -- Fly, Protection
Attack. from Energy.
Possessions: 4,300 gp in gear.
Paladin Spells Per Day: 1. *The Alter Self spell is what Canker uses to shapeshift into the
form of a bird. This is not strictly the purpose of this spell, but
Canker is the progeny of a human and a shape shifter and
Agrovar's Dwarfs therefore has a predilection to shape shifting magic.
Male dwarfs Fighters Lvl 3: CR 3; Size M (4 ft., 2 in.
tall); HD 3d10+3; hp 24; Init +0; Spd 20 ft.; AC 10;
Attack +3 melee, or +3 ranged; SV Fort +4, Ref +3, Canker's Mercenaries
Will +1; AL NG; Str 11, Dex 11, Con 13, Int 10, Wis Male human Fighters Lvl 2: CR 2; Size M (5 ft., 10 in.
10, Cha 8. tall); HD 2d10; hp 11; Init +4 (+4 Improved Initiative);
Languages Spoken: Common, Dwarven. Spd 30 ft.; AC 10; Attack +2 melee, or +2 ranged; SV
Skills and feats: Climb +5, Craft (Armoursmithing) Fort +3, Ref +0, Will +0; AL NE; Str 11, Dex 11, Con
+2, Craft (Blacksmithing) +2, Craft (Stonemasonry) 10, Int 10, Wis 10, Cha 10.

Page 57
Languages Spoken: Common. Skills and feats: Craft (Pottery) +2, Craft
Skills and feats: Handle Animal +5, Hide +0, Jump (Weaponsmithing) +4, Hide +0, Listen +2, Move
+3, Listen +0, Move Silently +0, Ride +5, Spot +0; Silently +0, Profession (Hunter) +1, Profession (Miner)
Blind-Fight, Combat Reflexes, Improved Initiative. +6, Skill Focus (Profession (Miner)).

Frith Fordkeeper Stantionbridge Villagers


Male human Commoner Lvl 1: CR 1; Size M (5 ft., 11
in. tall); HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; (Women)
Attack +0 melee, or +0 ranged; SV Fort +0, Ref +0, CR 1; Size M (5 ft., 1 in. tall); HD 1d4; hp 4; Init +0;
Will +0; AL NG; Str 11, Dex 10, Con 10, Int 11, Wis Spd 30 ft.; AC 10; Attack +0 melee, or +0 ranged; SV
10, Cha 10. Fort +0, Ref +2, Will +2; AL NG; Str 11, Dex 10, Con
Languages Spoken: Common. 10, Int 11, Wis 11, Cha 10.
Skills and feats: Craft (Stonemasonry) +4, Hide +0, Languages Spoken: Common.
Listen +0, Move Silently +0, Profession (Miner) +4, Skills and feats: Craft (Alchemy) +4, Craft (Weaving)
Spot +0; Armour Proficiency (Light), Endurance. +2, Hide +0, Listen +0, Move Silently +0, Perform
(Wind Instruments) +1, Profession (Miner) +4, Spot
+0
Lepers/The Elgar
CR 1; Size M (5 ft., 5 in. tall); HD 1d4-3; hp 4; Init +0;
Spd 30 ft.; AC 10; Attack +2 melee, or +0 ranged; SV The Wizard Ulnar
Fort -3, Ref +0, Will -1; AL NG; Str 14, Dex 11, Con Male human Wizard Lvl13: CR 13; Size M (6 ft., 0 in.
4, Int 8, Wis 8, Cha 8. tall); HD 13d4; hp 33; Init +0; Spd 30 ft.; AC 10;
Languages Spoken: Common. Attack +6/+1 melee, or +6/+1 ranged; SV Fort +4,
Skills and feats: Hide +0, Listen +1, Move Silently +0, Ref +4, Will +8; AL NG; Str 10, Dex 10, Con 11, Int
Spot +5, Alertness. 15, Wis 10, Cha 11.
Affliction: non-contagious leprosy Languages Spoken: Common, Mohanian Ancient
Skills and feats: Concentration +5, Decipher Script
+9, Hide +0, Knowledge (Dungeoneering) +12,
Oberon Fordkeeper Knowledge (History) +18, Knowledge (The Planes)
Male human Commoner (Innkeeper) Lvl2: CR 1; Size +18, Listen +0, Move Silently +0, Spellcraft +18, Spot
M (5 ft., 8 in. tall); HD 2d4; hp 7; Init +0; Spd 30 ft.; +0; Brew Potion, Enlarge Spell, Leadership, Maximize
AC 10; Attack +1 melee, or +1 ranged; SV Fort +0, Spell, Quicken Spell, [Scribe Scroll], Silent Spell, Still
Ref +0, Will +0; AL NG; Str 11, Dex 11, Con 10, Int Spell, Weapon Focus (quarterstaff).
10, Wis 11, Cha 10. Possessions: 35,000 gp in gear. Citadel of Talus.
Languages Spoken: Common. Wizard Spells Known (4/5/5/4/4/3): 0th -- Acid
Skills and feats: Craft (Woodworking) +6, Hide +0, Splash, Arcane Mark, Dancing Lights, Daze, Detect
Listen +2, Move Silently +0, Profession (Brewery) +5, Magic, Detect Poison, Disrupt Undead, Flare, Ghost
Spot +2; Alertness, Skill Focus (Profession (Brewery)). Sound, Light, Mage Hand, Mending, Message,
Open/Close, Prestidigitation, Ray of Frost, Read
Magic, Resistance, Touch of Fatigue. 1st -- Animate
Penfirth Fordkeeper Rope, Charm Person, Colour Spray, Comprehend
Male human Commoner Lvl 1: CR 1; Size M (6 ft., 0 Languages, Disguise Self, Magic Missile, Protection
in. tall); HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; from Chaos, Protection from Good, Reduce Person,
Attack +0 melee, or +0 ranged; SV Fort +2, Ref +0, Shield, Sleep, Ventriloquism. 2nd -- Bear's Endurance,
Will +2; AL NG; Str 11, Dex 10, Con 10, Int 10, Wis Blindness/Deafness, Blur, Invisibility, Misdirection,
11, Cha 11. Scare, Summon Monster II, Summon Swarm. 3rd --
Languages Spoken: Common. Deep Slumber, Displacement, Fireball, Greater Magic
Skills and feats: Hide +0, Listen +0, Move Silently +0, Weapon, Heroism, Keen Edge, Magic Circle against
Profession (Miner) +4, Spot +4; Iron Will. Chaos, Phantom Steed, Protection from Energy, Secret
Page, Wind Wall. 4th -- Charm Monster, Contagion,
Stantionbridge Villagers Dimensional Anchor, Fire Trap, Greater Invisibility,
Lesser Geas, Mnemonic Enhancer, Rainbow Pattern,
(Men) Resilient Sphere, Shadow Conjuration, Shout,
Stoneskin, Wall of Fire. 5th -- Animal Growth, Cone of
CR 1; Size M (6 ft., 6 in. tall); HD 1d4; hp 4; Init +0;
Spd 30 ft.; AC 10; Attack +0 melee, or +0 ranged; SV Cold, Fabricate, Persistent Image.
Fort +0, Ref +0, Will +0; AL NG; Str 10, Dex 10, Con
10, Int 11, Wis 10, Cha 10.
Languages Spoken: Common.

Page 58
Skills and feats: Intimidate +8, Listen +11, Spot +1,
Monster: Asslya the Alertness, Cleave, Flyby Attack, Power Attack,
Gynosphinx Darkvision 60 ft., low-light vision.

CR 7; Large Magical Beast; HD 8d10+8; hp 45; Init These sphinxes are always male. Neither good nor evil, they
+5; Spd 40 ft. Fly 60ft (Poor); AC 19; Base lack the intelligence and spell craft of the Gynosphinx.
Attack/Grapple +8/+16; Attack Claw +11 melee
(1d6+4); Full attack 2 claws +11 melee (1d6+4); Combat
Space/Reach 10ft/5ft; SV Fort +7, Ref +7, Will +8; Criosphinxes attack with their claws, as do their kin, but they
AL Neutral; Str 19, Dex 12, Con 13, Int 18, Wis 19, cana l
sob uttwi tht heirho r ns.The yd on
tc a stsp el
lsa nd
Cha 19 employ only the most simple battle tactics.
Special Attacks: Pounce, rake 1d6+2, spell-like
abilities Rake (Ex): Attack bonus +15 melee, damage 1d6+3.
Skills and feats: Bluff +15, Concentration +12,
Diplomacy +8, Disguise +4 (+6 acting), Intimidate
+13, Listen +17, Sense Motive +15, Spot +17, Combat Monster: Barghest
Casting, Improved Initiative, Iron Will, Darkvision 60 CR 4; Size Medium Outsider; HD 6d8+6; hp 33; Init
ft., low-light vision +6; Spd 30 ft.; AC 18; Base Attack/Grapple +6/+9;
Attack Bite +9 melee (1d6+3)); Full Attack Bite +9
Sphinxes are enigmatic creatures with great, feathery wings melee (1d6+3) and 2 claws +4 melee (1d4+1);
and leonine bodies. All sphinxes are territorial, but the more Space/Reach 5ft/5ft; SV Fort +6, Ref +7, Will +7; AL
intelligent ones can differentiate between deliberate intrusion Lawful Evil; Str 17, Dex 15, Con 13, Int 14, Wis 14,
and temporary or inadvertent trespass. Cha 14
Special Attacks: Spell-like abilities, feed
A typical sphinx is about 10 feet long and weighs about 800 Skills and feats: Bluff +11, Diplomacy +6, Disguise +2
pounds. Sphinxes speak Sphinx, Common, and Draconic. (+4 acting), Hide +11*, Intimidate +13, Jump +12,
The Gynosphinx is a female sphinx. Listen +11, Move Silently +10, Search +11, Sense
Motive +11, Spot +11, Survival +11 (+13 following
Combat tracks), Combat Reflexes, Improved Initiative, Track,
In close combat, Gynosphinxes use their powerful claws to flay Change shape, damage reduction 5/magic, darkvision
the flesh from their enemies. Despite their deadly nature, they 60 ft., scent.
prefer to avoid combat whenever possible.
A barghest is a lupine fiend that can take the shape of a wolf
Rake (Ex): Attack bonus +11 melee, damage 1d6+2. or a goblin. In its natural form, it resembles a goblinwolf
hybrid with terrible jaws and sharp claws. Their skin is
Spell-Like Abilities: 3/day clairaudience/ clairvoyance, strange blue colour. A full-grown barghest is about 6 feet long
detect magic, read magic, see invisibility; 1/day and weighs 1 8 0p o unds.A b arghestsey esg lowr edi nt he
comprehend languages, locate object, dispel magic, remove dark.
curse (DC 18), legend lore. Caster level 14th. The save DC is
Charisma-based. Barghests speak Goblin, Worg, and Infernal.

Once per week a Gynosphinx can create a symbol of death, a Combat


symbol of fear, a symbol of insanity, a symbol of pain, a Barghests can claw and bite, no matter what their form, and
symbol of persuasion, a symbol of sleep, and a symbol of usually disdain weapons. Though they love killing, they have
stunning as the spells (caster level 18th), except that all save little stomach for direct combat and attack from ambush
DCs are 22 and each symbol remains a maximum of one week whenever possible. Barghests start a combat by using crushing
once scribed. The save DCs are Charisma-based. despair and charm monster to keep opponents off balance.
The yt rytost
aya wa yf r
o mt hee ne my smains trength.
Monster: Azruel the Ab a rghest
sna turalwe a po ns,aswell as any weapons it
Criosphinx wields, are treated as evil-aligned and lawful-aligned for the
purpose of overcoming damage reduction. Its natural weapons
CR 7; Large Magical Beast; HD 10d10+8; hp 60; Init
are treated as magic weapons for the purpose of overcoming
+0; Spd 30 ft. Fly 60ft (Poor); AC 20; Base
damage reduction.
Attack/Grapple +10/+16; Attack Gore +15 melee
(2d6+6) Full Attack Gore and 2 claws +10 melee
Spell-Like Abilities: At willblink, levitate, misdirection
(1d6+3); Space/Reach 10ft/5ft; SV Fort +10, Ref +7,
(DC 14), rage (DC 15); 1/daycharm monster (DC 16),
Will +3; AL Neutral; Str 23, Dex 10, Con 17, Int 10,
crushing despair (DC 16), dimension door. Caster level equals
Wis 11, Cha 11
theb arghest
sHD.
Special Attacks: Pounce, rake 1d6+3

Page 59
The save DCs are Charisma-based. that serve as its clothing, armour, and weapons.

Feed (Su): When a barghest slays a humanoid opponent, it Ac ha ind evil


sna tura lwe ap o
ns,a swe llasa nywe aponsi t
can feed on the corpse, devouring both flesh and life force, as a wields, are treated as evil-aligned and lawful-aligned for the
full-r
o unda c t
ion.Fe edingd est
roy st hev ic
tim sb od ya nd purpose of overcoming damage reduction.
prevents any form of raising or resurrection that requires part
of the corpse. There is a 50% chance that a wish, miracle, or Da nci
ngCha ins(Su) :Ac ha ind evil
smo sta we somea tta cki s
true resurrection spell can restore a devoured victim to life. its ability to control up to four chains within 20 feet as a
Check once for each destroyed creature. If the check fails, the standard action, making the chains dance or move as it
creature cannot be brought back to life by mortal magic. wishes. In addition, a chain devil can increa set he sec ha ins
length by up to 15 feet and cause them to sprout razor-edged
A barghest advances in Hit Dice by consuming corpses in this barbs. These chains attack as effectively as the devil itself. If a
fashion. For every three suitable corpses a barghest devours, it cha ini si na no t
he rc r
eatur esp ossession,t hec rea tur ec a n
gains 1 Hit Die, and its Strength, Constitution, and natural attempt a DC 15 Will save to break the chain devil
sp o we r
armour increase by +1. Its attack bonus and saves improve as over that chain. If the save is successful, the Kyton cannot
normal for an outsider of its Hit Dice, and it gains skill points, attempt to control that particular chain again for 24 hours or
feats, and ability score improvements normally. unt ilt
hec ha i
nl e
a vesthecre aturesp ossession.Thes av e DC is
Charisma-based.
The barghest only advances by consuming the corpses of
creatures whose Hit Dice or levels are equal to or greater than A chain devil can climb chains it controls at its normal speed
its own current total. A barghest that reaches 9 Hit Dice without making Climb checks.
through feeding immediately becomes a greater barghest upon
completion of the act. Unnerving Gaze (Su): Range 30 ft., Will DC 15 negates. A
cha i
nd evilc a
nma k eitsf aceresemb l
eo neo fano ppo nents
Change Shape (Su): A barghest can assume the shape of a departed loved ones or bitter enemies, or the opponent
goblin or a wolf as a standard action. In goblin form, a themselves. Those who fail their saves take a 2 penalty on
barghest cannot use its natural weapons but can wield attack rolls made against the Chain Devil when/if they fight
weapons and wear armour. In wolf form, a barghest loses its him, the effect lasting for 1d3 rounds. The save DC is
claw attacks but retains its bite attack. Charisma-based.

Pass Without Trace (Ex): A barghest in wolf form can use Regeneration (Ex): Chain devils take normal damage from
pass without trace (as the spell) as a free action. silvered weapons, good-aligned weapons, and spells or effects
Skills: *A barghest in wolf form gains a +4 circumstance with the good descriptor. A chain devil that loses a piece of its
bonus on Hide checks. body regrows it in 2d6x10 minutes. Holding the severed
member against the stump enables it to reattach instantly.
Monster: Chain Devil Skills: Chain devils have a +8 racial bonus on Craft checks
CR 6; Medium Outsider; HD 8d8+16; hp 52; Init +6; involving metalwork.
Spd 30 ft.; AC 20; Base Attack/Grapple +8/+10;
Attack Chain +10 melee (2d4+2/1920) Full Attack 2
chains +10 melee (2d4+2/1920); Space/Reach 5ft/5ft Monster: Dark Mantle
(10ft with chains); SV Fort +8, Ref +8, Will +6; AL CR 1; Size Small Magical Beast; HD 1d10+1; hp 6; Init
Lawful Evil; Str 15, Dex 15, Con 15, Int 6, Wis 10, +4; Spd 20 ft./fly 20ft (poor); AC 17; Base
Cha 12 Attack/Grapple +1 /+0; Attack Slam +5 melee
Special Attacks: Dancing chains, unnerving gaze (1d4+4); Space/Reach 5ft/5ft; SV Fort +3, Ref +2,
Skills and feats: Climb +13, Craft (blacksmithing) +17, Will +0; AL Neutral; Str 16, Dex 10, Con 13, Int 2,
Escape Artist +13, Intimidate +12, Listen +13, Spot Wis 10, Cha 10.
+13, Use Rope +2 (+4 with bindings), Alertness, Special Attacks: Darkness, improved grab, constrict
Improved Critical (chain), Improved Initiative, 1d4+4
Damage reduction 5/silver or good, darkvision 60 ft., Skills and feats: Hide +10, Listen +5, Spot +5,
immunity to cold, regeneration 2, spell resistance 18. Improved Initiative

Kytons are humanlike devils, wrapped in chains instead of Thed ark ma ntleha ngsf rom ac eil
ingb yamus cular foot
a t
clothing. A chain devil is 6 feet tall and weighs about 300 the top of its body. It can look like a stalactite, by holding its
pounds, chains included. Chain devils speak Infernal and tentacles stiffly under itself, or like a lump of rock, spreading
Common. its tentacles so the membrane between them covers its body. Its
shell and skin usually resemble limestone, but a darkmantle
Combat can change its colour to match almost any type of stony
A chain devil attacks by flailing away with the spiked chains background. A darkmantle is about 4 feet long from the tips of

Page 60
its tentacles to the top of its head. It weighs about 30 pounds. either its Strength modifier or Dexterity modifier for grapple
checks, whichever is better.
Combat
A darkmantle attacks by dropping onto its prey and wrapping Poison (Ex): A monstrous scorpion has a poisonous sting. The
itstenta clesa roundt heo ppo ne ntshead .Onc ea tt
ached ,it Fort save DC is 13 with 1d3 Con damage on a failed roll.
squeezes and tries to suffocate the foe. A darkmantle that
misses its initial attack often flies up and tries to drop on the
opponent again. Monster: Fiendish Hawk
CR 2; Size Tiny; HD 1d8; hp 4; Init +3; Spd 10 ft./fly
Darkness (Su): Once per day a darkmantle can cause darkness 60ft (average); AC 17; Base Attack/Grapple +0/-10;
as the darkness spell (caster level 5th). It most often uses this Attack Talons (magic weapon) +5 melee (1d4-2);
ability just before attacking. Space/Reach 2ft/2ft; SV Fort +2, Ref +5, Will +2; AL
Chaotic Evil; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha
Improved Grab (Ex): To use this ability, a darkmantle must 6.
hit a Large or smaller creature with its slam attack. It can Special Attacks: Smite Good
then attempt to start a grapple as a free action without Skills and feats: Listen +2, Spot +14, Darkvision
provoking an attack of opportunity. (60ft), Resistance to cold and fire, spell resistance equal
If it wi
nstheg r ap p
lec heck,itattac he
stot heoppo nentshe ad to HD+5 (max 25), -5 point damage reduction.
and can constrict.

Constrict (Ex): A darkmantle deals 1d4+4 points of damage


Monster: Giant Octopus
with a successful grapple check. CR 7; Size Large Aquatic Animal; HD 6d8+11; hp 40;
Init +2; Spd 20 ft., (Swim 30ft); AC 16; Base
Bl indsight( Ex):A d ark ma ntleca n seeb ye mitti
nghi g h- Attack/Grapple +5/+13; Attack Tentacle +10 melee
frequency sounds, inaudible to most other creatures, that (1d4+5); Full Attack 8 tentacles +10 melee (1d4+5)
allows it to ascertain objects and creatures within 90 feet. A and bite +5 melee (1d8+2); Space/Reach 10ft/10ft
silence spell negates this ability and effectively blinds the (20ft with tentacles); SV Fort +6, Ref +6, Will +3; AL
darkmantle. Neutral; Str 19, Dex 15, Con 13, Int 2, Wis 12, Cha 3.
Special Attacks: Improved grab, constrict
Skills: A darkmantle has a +4 racial bonus on Listen and Skills and feats: Escape Artist +12, Hide +12, Listen
Spot checks. +4, Spot +6, Swim +13, Alertness, Skill Focus (Hide),
Toughness
These bonuses are lost if its blindsight is negated. The
cr
eaturesv a r
iab
lecol
or at
iong iv
esi ta+4r aci
alb onuso n These creatures are aggressive and territorial hunters, with
Hide checks. arms reaching 10 feet or more in length. Their tentacles are
studded with barbs and sharp-edged suckers.

Monster: Fiendish Giant Combat


Ano p pone ntc ana ttackag ianto ct
opus
ste
ntacl
eswi t
ha
Scorpion sund era tt
e mp ta si ft heywe r
ewe a p
ons.Thegiantoct
o p
us
s
CR 3; Size Large/Monstrous; HD 5d8+10; hp 32; Init tentacles have 10 hit points each. If a giant octopus is
+0; Spd 50 ft.; AC 16; Base Attack/Grapple +3/+11; currently grappling a target with the tentacle that is being
Attack Claw +6 melee (1d6+4), 2 claws +6 melee attacked, it usually uses another limb to make its attack of
(1d6+4) and sting +1 melee (1d6+2 plus poison) opportunity against the opponent making the sunder attempt.
(magic weapons); Space/Reach 10ft/5ft; SV Fort +6, Severing one of a giant octo pusst e
ntacl
esde
als5p ointsof
Ref +1, Will +1; AL Chaotic Evil; Str 19, Dex 10, Con damage to the creature. A giant octopus usually withdraws
14, Int -, Wis 10, Cha 2. from combat if it loses four tentacles.
Special Attacks: Smite Good, Constrict 1d6+4,
improved grab, poison Constrict (Ex): A giant octopus deals 2d8+6 points of damage
Skills and feats: Listen +2, Spot +14, Darkvision with a successful grapple check.
(60ft), Resistance to cold and fire, spell resistance equal
to HD+5 (max 25), -10 point damage reduction, Improved Grab (Ex): To use this ability, a giant octopus must
Tremorsense 60 ft., Vermin traits. hit an opponent of any size with a tentacle attack. It can then
attempt to start a grapple as a free action without provoking
Combat an attack of opportunity. If it wins the grapple check, it
Constrict (Ex): A monstrous scorpion deals automatic claw establishes a hold and can constrict.
damage on a successful grapple check.
Ink Cloud (Ex): A giant octopus can emit a cloud of jet-black
Improved Grab (Ex): To use this ability, a monstrous scorpion ink 20 feet high by 20 feet wide by 20 feet long once per minute
must hit with a claw attack. A monstrous scorpion can use as a free action. The cloud provides total concealment, which

Page 61
the octopus normally uses to escape a losing fight. All vision An adult Grick is about 8 feet long from the tips of its tentacles
within the cloud is obscured. to the end of its body and weighs some 200 pounds. Its body
coloration is uniformly dark, with a pale underbelly.
Jet (Ex): A giant octopus can jet backward once per round as a
full-round action, at a speed of 200 feet. It must move in a Combat
straight line, but does not provoke attacks of opportunity while Gricks attack when hungry or threatened. They hunt by
jetting. holing up near high-traffic areas, using their natural
coloration to blend into convenient shadows. When prey
Skills: A giant octopus can change colours, giving it a +4 (virtually anything that moves) ventures near, they lash out
racial bonus on Hide checks. A giant octopus also can squeeze with their tentacles. A Gr i
ck
srubbery body seems to shed
and contort its body, giving it a +10 racial bonus on Escape blows of any kind. Its jaws are relatively small and weak
Artist checks. A giant octopus has a +8 racial bonus on any compared to its body mass, so rather than consume its kill
Swim check to perform some special action or avoid a hazard. immediately, a grick normally drags its victim back to its lair
It can always choose to take 10 on a Swim check, even if to be eaten at its leisure.
distracted or endangered. It can use the run action while A Gr icksnatural weapons are treated as magic weapons for
swimming, provided it swims in a straight line. the purpose of overcoming damage reduction.

Skills: A grick has a +8 racial bonus on Climb checks and can


Monster: Goblins always choose to take 10 on a Climb check, even if rushed or
CR 1; Size Small; HD 1d8+1; hp 5; Init +1; Spd 30 ft., threatened.
(Swim 30ft); AC 15; Base Attack/Grapple +1/-3;
Attack Morningstar +2 melee (1d6) or javelin +3 Their coloration affords Gricks a +8 racial bonus on Hide
ranged (1d4); Space/Reach 5ft/5ft; SV Fort +3, Ref checks when in natural rocky areas.
+1, Will -1; AL Neutral Evil; Str 11, Dex 13, Con 12,
Int 10, Wis 9, Cha 6.
Special Attacks: none Monster: Harpy
Skills and feats: Hide +5, Listen +2, Move Silently +5, CR 4; Size Medium Monstrous Humanoid; HD 7d8;
Ride +4, Spot +2, Alertness, Darkvision (60ft) hp 31; Init +2; Spd 20 ft./fly 80ft (average); AC 13;
Base Attack/Grapple +7/+7; Attack Club +7 melee
A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 (1d6); Space/Reach 5ft/5ft; SV Fort +2, Ref +7, Will
pounds. Its eyes are usually dull and glazed, varying in colour +6; AL Chaotic Evil; Str 10, Dex 15, Con 10, Int 7,
fromr edt oy el
low.Ag oblin
ss ki
ncolour ranges from yellow Wis 12, Cha 17.
through any shade of orange to a deep red; usually all Special Attacks: Captivating Song
members of a single tribe are about the same colour. Goblins Skills and feats: Bluff +11, Intimidate +7, Listen +7,
wear clothing of dark leather, tending toward drab, soiled- Perform (Oratory) +5, Spot +3, Dodge, Flyby Attack,
looking colours. Goblins speak Goblin; those with Intelligence Persuasive, Darkvision (60ft).
scores of 12 or higher also speak Common.
Harpies like to entrance hapless travellers with their magical
Combat songs and lead them to unspeakable torments. Only when a
Being bullied by bigger, stronger creatures has taught goblins ha r
pyha sfinishe dp l
a yingwi thitsne w toyswi llit release
to exploit what few advantages they have: sheer numbers and them from suffering by killing and consuming them.
malicious ingenuity. The concept of a fair fight is meaningless
in their society. They favor ambushes, overwhelming odds, Combat
dirty tricks, and any other edge they can devise. When a harpy engages in battle, it prefers to use Flyby Attack
Goblins have a poor grasp of strategy and are cowardly by and strike with a melee weapon.
nature, tending to flee the field if a battle turns against them. Captivating Song (Su): The most insidious ability of the
harpy is its song. When a harpy sings, all creatures (other
than harpies) within a 300-foot spread must succeed on a DC
Monster: Grick 16 Will save or become captivated. This is a sonic mind-
CR 3; Medium Aberration; HD 2d8; hp 9; Init +2; Spd affecting charm effect. A creature that successfully saves cannot
30 ft.; AC 16; Base Attack/Grapple +1/+3; Attack bea ff
ecteda gainb yt hes ameha rpyss ongf or2 4ho urs.The
Tentacle +3 melee (1d4+2); Full Attack 4 tentacles +3 save DC is Charisma-based.
melee (1d4+2); bite 2 melee (1d3+1); Space/Reach
5ft/5ft; SV Fort +0, Ref +2, Will +5; AL Neutral; Str A captivated victim walks toward the harpy, taking the most
14, Dex 14, Con 11, Int 3, Wis 14, Cha 5 direct route available. If the path leads into a dangerous area
Special Attacks: None (through flame, off a cliff, or the like), that creature gets a
Skills and feats: Climb +10, Hide +3*, Listen +6, Spot second saving throw. Captivated creatures can take no actions
+6, Alertness, Track, Damage reduction 10/magic, other than to defend themselves. (Thus, a fighter cannot run
darkvision 60 ft., scent away or attack but takes no defensive penalties.) A victim

Page 62
within 5 feet of the harpy stands there and offers no resistance Stunning Shock (Su): Once per round, a shocker lizard can
tothemo nstersa tt
a c
ks.Thee ff
ectc ontinuesf ora slo nga sthe deliver an electrical shock to a single opponent within 5 feet.
harp ys ing sandf or1r oundt her e
a f
ter.Ab a rdsco unt ersong This attack deals 2d8 points of nonlethal damage to living
ability allows the captivated creature to attempt a new Will opponents (Reflex DC 12 half ). The save DC is Constitution-
save. based.

Skills: Harpies have a +4 racial bonus on Bluff and Listen Lethal Shock (Su): Whenever two or more shocker lizards are
checks. within 20 feet of each other, they can work together to create a
lethal shock. This effect has a radius of 20 feet, centred on any
one contributing lizard. The shock deals 2d8 points of
Monster: Ogre electricity damage for each lizard contributing to it, to a
CR 3; Size Large; HD 4d8+11; hp 29; Init -1; Spd 30 ft. maximum of 12d8. A Reflex save (DC 10 + number of lizards
in hide armour; AC 16; Base Attack/Grapple +3/+12; contributing) reduces the damage by half.
Attack Greatclub +8 melee (2d8+7) or javelin +1
ranged (1d8+5); Space/Reach 10ft/10ft; SV Fort +6, Electricity Sense (Ex): Shocker lizards automatically detect
Ref +0, Will +1; AL Chaotic Evil; Str 21, Dex 8, Con any electrical discharges within 100 feet.
15, Int 6, Wis 10, Cha 7
Special Attacks: none Skills: Shocker lizards have a +4 racial bonus on Hide checks
Skills and feats: Climb +5, Listen +2, Spot +2, due to their coloration. Shocker lizards have a +2 racial bonus
Toughness, Weapon Focus (greatclub), Darkvision 60 on Listen and Spot checks. Shocker lizards use their Dexterity
ft., low-light vision. modifier instead of their Strength modifier for Climb and
Jump checks. A shocker lizard has a +8 racial bonus on
Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 Climb checks and can always choose to take 10 on a Climb
pounds. Their skin colour ranges from dull yellow to dull check, even if rushed or threatened. A shocker lizard has a +8
brown. Their clothing consists of poorly cured furs and hides, racial bonus on any Swim check to perform some special
which add to their naturally repellent odour. action or avoid a hazard. It can always choose to take 10 on a
Ogres speak Giant, some may also speak Common. Swim check, even if distracted or endangered. It can use the
run action while swimming, provided it swims in a straight
Combat line.
Ogres favor overwhelming odds, sneak attacks, and ambushes
over a fair fight. They are intelligent enough to fire ranged
weapons first to soften up their foes before closing, but ogre Monster: Spectre
gangs and bands fight as unorganized individuals. CR 6; Size Medium; HD 7d8+8; hp 38; Init +6; Spd 40
ft. Fly 80ft (Perfect); AC 15; Base Attack/Grapple +3/-
; Attack Incorporeal touch +6 melee (1d8 plus energy
Monster: Shocker Lizard drain); Space/Reach 5ft/5ft; SV Fort +2, Ref +5, Will
CR 1; Size Small; HD 2d10+2; hp 13; Init +6; Spd 40 +7; AL Lawful Evil; Str , Dex 15, Con , Int 14,
ft.; AC 16; Base Attack/Grapple +2/-2; Attack Bite +3 Wis 14, Cha 10.
melee (1d4); Space/Reach 5ft/5ft; SV Fort +4, Ref +5, Special Attacks: Energy drain, create spawn
Will +1; AL Neutral; Str 10, Dex 15, Con 13, Int 2, Skills and feats: Hide +13, Intimidate +9, Listen +14,
Wis 12, Cha 6 Search +12, Spot +14, Alertness, Blind-Fight,
Special Attacks: stunning shock, lethal shock Improved Initiative, Darkvision 60 ft., incorporeal
Skills and feats: Climb +11, Hide +11, Jump +7, traits, +2 turn resistance, sunlight powerlessness,
Listen +4, Spot +4, Swim +10, Improved Initiative, undead traits, unnatural aura.
Darkvision 60 ft., electricity sense, immunity to
electricity, low-light vision. A spectre is roughly human-sized and is weightless.

A shocker lizard has a pale grey or blue underside, shading to Combat


a darker hue on its back. It has blue-black markings along its In close combat a spectre attacks with its numbing, life-
back and tail. A shocker lizard is about 1 foot tall at the draining touch. It makes full use of its incorporeal nature,
shoulder and weighs about 25 pounds. moving through walls, ceilings, and floors as it attacks.

Combat Ene rgy Dr ain( Su):Li ving c re


a t
ur e shi
tb yas pectre
s
A shocker lizard relies on its electricity abilities in combat. A incorporeal touch attack gain two negative levels. The DC is
lizard tends to bite only after its shock has rendered an 15 for the Fortitude save to remove a negative level. The save
opponent unconscious or when the shock seems to have no DC is Charisma-based. For each such negative level bestowed,
effect at all. A solitary lizard flees once it delivers its shocks, the spectre gains 5 temporary hit points.
but if other shocker lizards are nearby, they all home in on
the irc omr a de
sd ischarg esa nda tt
emp tt oa dmi nistert heir Create Spawn (Su): Any humanoid slain by a spectre becomes
shocks to the foe.

Page 63
a spectre in 1d4 rounds. Spawn are under the command of the
spectre that created them and remain enslaved until its death.
They do not possess any of the abilities they had in life.

Unnatural Aura (Su): Animals, whether wild or


domesticated, can sense the unnatural presence of a spectre at
a distance of 30 feet. They do not willingly approach nearer
than that and panic if forced to do so; they remain panicked as
long as they are within that range.

Sunlight Powerlessness (Ex): Spectres are powerless in natural


sunlight (not merely a daylight spell) and flee from it. A
spectre caught in sunlight cannot attack and can take only a
single move or attack action in a round.

Monster: Undead Dire Bear


CR 6; Large Undead; HD 6d12+3; hp 42; Init +1; Spd
30 ft. (can't run); AC 19; Base Attack/Grapple
+9/+15; Attack claw +15 melee (2d4+8); Full Attack 2
claws +19 melee (2d4+8), and bite +13 melee (2d8+5);
Space/Reach 10ft/5ft; SV Fort +12, Ref +9, Will +9;
AL Neutral Evil; Str 33, Dex
10, Con -, Int -, Wis 10, Cha 1
Special Attacks: Slam (1d8)
Skills and feats: Toughness, Undead traits

The omnivorous dire bear usually does not bother creatures


that try to avoid it, but this zombified dire bear is extremely
aggressive and has undead traits. The zombie dire bear has
poor reflexes and can perform only a single move action or
attack action each round. It can move up to its speed and
attack in the same round but only if it attempts a charge. The
dire bear is 12 feet long and weighs 8,000 pounds.

Combat
A dire bear attacks by tearing at opponents with its claws or
using its slam attack.

Monster: Unseen Foe


CR 1; Size unknown/Undead; HD 1d12; hp 5; Init +0;
Spd 30 ft. Fly 30ft (perfect).; AC 11; Attack/Grapple
+2/+2; SV Fort +2, Ref +0, Will +0; AL Chaotic Evil;
Str 13, Dex 11, Con 11, Int 8, Wis 11, Cha 8.
Languages Spoken: Common, Orc.
Skills and feats: Hide +0, Listen +0, Move Silently +0,
Spot +0; Undead Traits

The unseen foe is the malevolent poltergeist of a dead half-orc.


Unlike a standard ghost, the poltergeist is capable of inflicting
damage on non-ethereal characters and can pick up and hurl
manifest objects. The poltergeist lacks most of the special
abilities of a ghost, such as horrific appearance, or frightful
moan.

Page 64
DARK SIDE OF THE SUN ~ PRINTABLE VERSION
This version of the module should be printed and stapled together to form an easy reference booklet for use
during gameplay. The GM should read through the original file first, to familiarise him/herself with the
adventure. Where possible we have kept this printable version in black and white to save on printer ink.

excellence. In crafting their spell, though the casting had killed


CHRONICLE INFORMATION
them, Earheart and Graya had unveiled the foundations of one of
Thaumatourgos the most astounding secrets ever to be uncovered through
sorcerous dabbling.
Thaumaturgy is a word embedded in legend. Magic users of Nobody knows what became of the wizards of Mohan,
Opus refer to their art as thaumaturgy. Items resonating with though it is likely they eventually suffered the same fate as the
magical energies, spell scrolls or items imbued with magic are twins. The true nature of the secret was never fully revealed, or
known as thaumaturgic artefacts. Thauma is even the name passed on, though a select few were probably privy to limited
given to the goddess of magic, sorcery and illusion. versions of the truth. Through these few, rumours somehow
Earheart and Graya Thaumatourgos were surprisingly filtered down to the general populace of Opus, and rumours
unassuming wizards, given the magnitude to which their name became a kind of truth, embedded in the collective memory of a
has grown in the centuries since their death. Identical twins and world, languishing as uncertain yet fantastic tales in folklore and
both members of the wizarding Order of Mohan, the pair were myth, emerging in the words of bardsong, or appearing in the
young sorcerers, each eager to learn, but unwilling to share their occasional line of mythical poetry.
discoveries with other wizards. Their peers recognised them as Thaumaturgy is the craft of magic and evocation is the
magic users of considerable skill, and men of many qualities, but tapping of potent and mystical energies. Both terms derived from
unlikely to achieve greatness, particularly in the fields of magic the time of the twins and the unveiling of a great but long
they endeavoured to study. The brothers lacked any compunction forgotten secret.
to confer with the gathered minds of their own order, and in so
doing lost out on a great well of arcane knowledge which might
Player Introduction
otherwise have provided them with the vital methods and spell-
crafting techniques their flawed experiments sorely needed.
The party are travelling in the shadow of the Greymist Mountains
Where most of the order occupied impressive stone towers
when they happen across a small settlement named
or enigmatic citadels constructed on high peaks in the Greymist
Stantionbridge, a village of diminutive thatched cottages huddled
Mountains, the Thaumatourgos twins lived in a small wooden hut
together within a wooden palisade upon a circular island,
in the middle of Marshdown swamp, an impish familiar and the
surrounded on one side by a natural moat in the shape of a
occasional passing local their only company. There they
horseshoe, and sheltered on the other by the jagged wall of the
developed spells based on their favoured subject, gravity and the
Greymist Mountains. A large raft, which must be called from the
energy force they named 'gravitas'. In their efforts the twins were
inner bank by ringing a large bronze bell situated on the outer
largely successful, and many of the levitation or anti-gravity
bank, ferries visitors across the moat, which itself joins a river
based spells used by modern-day magic users have a firm basis
running south into the mountains.
in the early works of Earheart and Graya, though very few magic
The village is a welcoming spot and the local tavern (The
users are actually aware of the fact.
Turning Mere) serves decent food, making a nice change from
One day, a prominent member of the Order of Mohan was
the trail rations to which the party have probably grown
approached by a woodsman local to the swamp in which the
accustomed. The barman is a bear of a man named Oberon
brothers lived. He seemed agitated and spoke of bright lights and
Fordkeeper who runs the tavern with his two wide-shouldered
strange sounds in the depths of the swamp, specifically in the
sons Frith and Penfirth and his wife Meredrith. He welcomes the
region where the wizard bothers' hut was known to be situated.
group into his premises and serves them free ales as a symbol of
He knew of the Order, and of the twins being members. He
friendship. In return he asks them for news of the outside world
numbered among those rare individuals who considered
and any locations they may have passed through on their way to
themselves friends to the brothers, and thus had they told him
Stantionbridge.
where to go should a violent or unexpected fate befall them.
The group may be surprised to learn that they are not the
Sensing trouble, the wizard called other members of the
only strangers to visit the village this day when Oberon points out
Order to his side and together they stalked into the depths of the
a cloaked figure seated on the far side of the bar. Local patrons
swamp, there to discover the laboratory of the twins apparently
are giving him a wide berth and he sits alone, sipping carefully
empty of all furnishings. The walls, ceiling and floor were
from a flagon of ale.
smeared in a strange red mass which oozed and trickled with the
The figure spies the party and suddenly leaps to his feet,
consistency of congealed blood. The brothers were conspicuous
hurrying from the tavern by a back door. Oberon explains that the
by their absence. Indeed, upon testing the substance, the wizards
stranger came to Stantionbridge earlier that day, accompanied by
were horrified to discover that this mass constituted the remains
a group of ruffian types who, at this time he believes, are resting
of the pair, each mixed with wood, metal, glass and fabric
and watering their horses behind the tavern. Normally, the guards
reduced to mere particles, so that the result seemed like a paste
who operate the ferry would never allow such a group of obvious
spread thickly upon every visible surface.
cut-throats passage across the moat, but this worthy and his
A search of the house ensued and revealed, among other
cohorts somehow managed to convince them to let him in.
things, the nature of the twins' most recent experiments and a
Oberon wonders if the shifty stranger isn't some kind of wizard
variety of newly constructed spells. The wizards were tentative in
and he gained access across the moat by using magic on the
testing each spell, afraid they would suffer the same fate as
guards.
Earheart and Graya. Eventually, however, and through cautious
The front door of the inn bursts open at this moment and
trial and error, they identified the spell responsible for the wizard
the stranger enters. A group of thugs accompanies him, each
brothers' annihilation and endeavoured to test it themselves. The
man brandishing a weapon of some sort. They glare at the player
wizards of Mohan wished to understand the nature of the magics
characters with unconcealed menace.
the Thaumatourgos twins had been dabbling in and sought to
recover as much of the brothers' work as they could, testing it
Read aloud to the players:
with safer methods and in so doing compiling a steady picture of
the spell responsible for their deaths. From this spell came
numerous other spells and the crafting of a single magical His voice barely louder than a whisper, the stranger
artefact, the Orb of Evocation. The Orb was activated and the sneers, "so, here are Agrovar's pets at last, scurvy
magic of Thaumatourgos tested. A secret was revealed. dogs upon my heel. Taller than I expected, which, I
So great was this revelation that the name Thaumatourgos suppose, is why you have done well to cover such a
would soon become synonymous with magical discovery and

Page 65
distance in so short a time." you are struck by the GM Overview
dark colour of his face and the sharpness of his
features. There is something of the hawk about this This adventure introduces the players to a historical aspect of the
Opus setting by sending them on a dungeon crawl in search of a
man, with his hooked chin, beaky nose and beady lost artefact, the Orb of Evocation, whose potent magical powers
eyes. His hair too, thick and lustrous, flows away will present them with a startling revelation and inject an exciting
from his head like the downy feathers of a bird and twist into their game.
his cape billows around him like nothing less than a The artefact itself was buried many centuries ago by the
wizards of Mohan, an alliance of magic users responsible for
pair of long black wings, albeit wings more akin to developing the magical spells of the Thaumatourgos brothers as
that of a bat than a bird. described in the Chronicle on page 4. The wizards soon
discovered that the magic of the Orb harboured an astonishing
Even as the party profess their innocence and try to explain that secret and feared the secret would be used by the power
the stranger has them mistaken for somebody else, locals will mongers of Mohan for evil purposes. The Orb was subsequently
scramble out of the way and the thugs will draw weapons. A fight buried in a deep tomb on the outskirts of the Greymist Mountains,
is unavoidable as the PCs' protests fall on deaf ears. along with the remains of the Thaumatourgos brothers
Oberon Fordkeeper will vault the bar and join the fight on themselves.
the side of the player characters. He will attack the stranger, who The caves around the burial chamber were fitted with
will subsequently deal him a mortal blow, killing him outright. The various devious traps designed to prevent would be thieves
stranger will then turn and flee, his cohorts closing ranks behind finding and taking the Orb. Chambers surrounding these caves
him to prevent the PCs giving chase. were then populated with an assortment of magical creatures
who would guard the traps and prevent easy access into the
tomb. The entrance to the caves was covered and all trace of its
location removed from the records of the Order. The wizards
Canker's Mercenaries never spoke of it again, though rumours surrounding the
Male human Fighters Lvl 2: CR 2; Size M (5 ft., 10 in. Thaumatourgos brothers, the order of Mohan and the mystical
tall); HD 2d10; hp 11; Init +4 (+4 Improved Initiative); Spd Orb of Evocation endured, long after the wizards themselves had
30 ft.; AC 10; Attack +2 melee, or +2 ranged; SV Fort +3, taken the secret resting place of the artefact to their graves.
Ref +0, Will +0; AL NE; Str 11, Dex 11, Con 10, Int 10, In the time since, many treasure hunters have sought the
Wis 10, Cha 10. caves leading to the tomb of the orb. None have succeeded. But
recently, a parchment of notes, penned by treasure hunter on the
Oberon Fordkeeper trail of the Orb, came to light in the northern district of Carthidge.
Male human Commoner (Innkeeper) Lvl2: CR 1; Size M Here it passed through the hands of two treasure hunters, Canker
(5 ft., 8 in. tall); HD 2d4; hp 7; Init +0; Spd 30 ft.; AC 10; Dern, an evil wizard whose life has been spent attempting to
Attack +1 melee, or +1 ranged; SV Fort +0, Ref +0, Will locate the Orb, and Agrovar the dwarf, a paladin who knows little
+0; AL NG; Str 11, Dex 11, Con 10, Int 10, Wis 11, Cha of the Orb's history or power but who recognises the sound of an
10. expensive magical item when he hears it.
By coincidence, Canker and Agrovar are age-old enemies,
sworn to battle one another whenever they meet. Now the pair
have set off in search of the lost tomb and will stop at nothing to
Once the battle is won and players have rushed out of the tavern locate and claim the Orb of Evocation for themselves. Having
to find the stranger, they will learn that an agitated man dressed learned that Canker is also on the trail of the Orb, Agrovar is now
in a black cape was seen racing out of the tavern just moments more determined than ever to find the item and keep it from the
before. He promptly transfigured into a great bird of prey and rose evil wizard's clutches.
into the air, flying south toward the mountains. The entrance to the tomb, once buried and forgotten, has
At this point the players will have a motive to give chase, since been eroded away by the presence of water flowing down
but no lead to go by (unless one of the thugs has been spared for through a natural culvert formed several centuries ago by the
interrogation- see below). Even the best tracker among the player movement of a particularly vast glacier in the Greymist
characters could not follow a bird. However, Frith and Penfirth are Mountains. The entrance is now open, but hidden underwater,
enraged by the murder of their father and soon deem to set off specifically in the moat of Stantionbridge village where the waters
along the Mohan trail into the mountains to find the evil 'shape- culminate in a small circular mere and drain into a subterranean
shifter' and bring it to justice. It is likely the players will opt to take cave. This cave marks the entrance hall into the tomb.
up with them on their journey, however if they do not, they will To access the tomb, any would be treasure hunter would
shortly be approached by Meredrith, beside herself with grief for need to throw caution to the wind and dive into the mere, there to
her dead husband and terrified for the fate of her sons. She will be swallowed by the whirlpool draining water into the entrance
beg the PCs to follow Frith and Penfirth into the mountains, to hall of the caves. Though this may seem suicidal, it is in fact quite
watch over them and make sure they come to no harm. If players possible to manage without drowning. Once the water has
are feeling in a particularly mercenary mood, she will offer them a passed out of the mere and through the drainage hole in the
handful of emeralds as payment for their trouble, and promise bottom of the moat, it pours into a lake, the surface of which is
more if they bring her sons safely back to the village. level with the floor of the cavern. Anyone falling into the well will
If the players decide to stay in the village for a while longer, be pushed under by the force of the tumultuous waters cascading
or explore the surrounding countryside instead of chasing the down on them from above, but will then be free to swim away
bird, they may hook up with Agrovar the dwarf - see below. from the epicentre of the falls and surface at the edge of the well.
Both Agrovar and Canker Dern know Stantionbridge is an
important location, but neither knows the precise location of the
tomb entrance. When the pair arrive, their initial (erroneous)
guess will be that the emerald mine at the rear of the village is
actually part of the tomb. When Canker encounters the player
characters he will already be anticipating the arrival of Agrovar
and will assume they are linked somehow with the dwarf. His
mercenaries will be at the rear of the tavern, preparing to sneak
up to the emerald mine for a closer look. He will subsequently call
them to arms and attack the PCs. When he flees at the end of
the battle he will transfigure into a black hawk and fly into the

Page 66
mountains, there to nurse his wounds and plan his next move. It the region of Paravelly.
isCanker seventualhopet hatAgr ov ar(andt hosewor ki
ngfort he
dwarf, among whom the PCs are now presumed to number) will The PCs take up with Frith and Penfirth Fordkeeper, or agree
follow him, Canker, into the Mohan Trail, at which point Canker to help Meredrith Fordkeeper by following them, and head off into
can take flight back to Stantionbridge and take the opportunity to the mountains. The GM should refer to The Mohan Trail
find the caves before Agrovar and make a head start in his Scenario.
exploration. He has lost his mercenary bodyguard, but Canker is
quite confident he can survive the tomb alone. The PCs stay in Stantionbridge a while longer. The GM
Canker Dern's notes on the Orb of Evocation were should refer to The Barbarian Horde Scenario.
purchased from mercenaries touting a variety of old scrolls to
patrons at a back-alley bar in the city of Carthidge. When Canker The PCs stay in Stantionbridge for several days. The GM
read these particular notes his enthusiasm to purchase them should refer to The Barbarian Horde Scenario before pursuing the
from the mercenaries (who had quite obviously stolen them from following encounter: Agrovar's dwarven adventurers,
some unknown source, and who clearly had no clue as to their
significance) made it painfully obvious to the mercenaries that
they should charge a high price. They also refused to hand over
the scrolls immediately, arranging instead to meet Canker the Agrovar the Dwarf
following day where they could be sure the city militia would not Male dwarf Paladin Lvl5: CR 5; Size M (4 ft., 3 in. tall); HD
be watching the transaction. In fact, during the interim, the 5d10+10; hp 35; Init -1 (-1 Dex); Spd 20 ft.; AC 9 (-1 Dex);
mercenaries copied out the writing on the scrolls, realising that Attack +9 melee, or +4 ranged; SV Fort +8, Ref +2, Will
here was something worth selling more than once. Thus, the +6; AL LG; Str 18, Dex 9, Con 15, Int 12, Wis 17, Cha 14.
content of the scrolls was to fall into the hands of Agrovar the Languages Spoken: Common, Dwarven, Terran.
dwarf, just a day later. Skills and feats: Craft (Armoursmithing) +3, Craft
If the player characters fall in with Agrovar the dwarf, he (Blacksmithing) +3, Craft (Stonemasonry) +3, Craft
will happily show them his version of the notes, keen to have as (Trapmaking) +3, Craft (Weaponsmithing) +3, Diplomacy
much help in recovering the lost Orb as he can get. He's already +8, Disable Device +1.5, Disguise +3, Forgery +2, Hide -1,
found out enough to know that the Orb is a priceless treasure, so Knowledge (Nobility and Royalty) +9, Listen +3, Move
he has no qualms about splitting any wealth with whomsoever Silently -1, Ride +0, Sleight of Hand +1, Spot +3; Combat
chooses to help him in his task. Canker Dern, on the other hand, Reflexes, Power Attack.
will guard his own copy of the notes with his life and has no Possessions: 4,300 gp in gear.
intention of sharing them, or the prize of the Orb, with anybody. If Paladin Spells Per Day: 1.
the notes, or the Orb, are mentioned to any of the Stantionbridge
locals, they will have no information to give. They know nothing of Agrovar's Dwarfs
the lost caves, or the Thaumatourgos brothers and, so far as they Male dwarfs Fighters Lvl 3: CR 3; Size M (4 ft., 2 in. tall);
are concerned, the emerald mines harbour no caverns or HD 3d10+3; hp 24; Init +0; Spd 20 ft.; AC 10; Attack +3
chambers beyond those already excavated. melee, or +3 ranged; SV Fort +4, Ref +3, Will +1; AL NG;
Str 11, Dex 11, Con 13, Int 10, Wis 10, Cha 8.
Languages Spoken: Common, Dwarven.
Skills and feats: Climb +5, Craft (Armoursmithing) +2,
Craft (Blacksmithing) +2, Craft (Stonemasonry) +2, Craft
(Trapmaking) +2, Craft (Weaponsmithing) +2, Handle
Animal +5, Hide +0, Listen +0, Move Silently +0, Ride +1,
Spot +0; Combat Reflexes, Lightning Reflexes, Quick
Draw, Rapid Reload (crossbow, light).
Possessions: 2,500 gp in gear.
Outcomes
The following is a list of possible plot hooks for snagging the
players into the adventure. Any one or a combination of a few
should have the desired effect.
The Notes
One of Canker's thugs is spared and interrogated. He claims
to be a mercenary from the northern region of Carthidge, hired by (The next page should be printed and given to players)
the stranger, a wizard by the name of Canker Dern, to
accompany him down from the north to the Greymist Mountains, The Orb of Evocation- prized artefact, priceless
there to help him explore an ancient cave system and recover a Magical object of abjuration
lost artefact. The thug has no knowledge of the particulars of the Twin brothers of Thaumatourgos
plan, and doesn't know the location of the caves, but he does 'Gravity of the situation?'
know the artefact is highly prized. A second group, led by a Ask Ulnar the wizard - Wizard Order of Mohan
dwarven paladin named Agrovar, is also travelling down from the Thaumatourgos- lived in Bleaktonne swamp?
north, having learned of the artefact's location and set off to Last resting place of the Orb, hidden, secret caves,
recover it at precisely the same time as Canker. The thug buried to keep from power mongers of Mohan
believes Canker mistook the player characters for Agrovar's men, Stantionbridge important, secret resting place
or at least assumed them to be some kind of advance party hired Somewhere in the Greymist Mountains (is
by the dwarf to stop Canker before he could reach the caves. Stantionbridge in the Greymist Mountains??)
Other than this, the thug has very little additional information to
Follow the river to the last resting place (what is last
impart. Once his interrogation is over, he will probably be locked
resting place??!)
up by the villagers and tried for the murder of Oberon
What does the Orb do?
Fordkeeper, then sent north by caravan to face justice in
The Mohan Trail- are the caves hidden on the Mohan
Carthidge. Taking the thug to Carthidge could be an adventure in
Trail?
itself, and the villagers may attempt to charge the PCs with the
Getting to the trail - go to Stantionbridge (!) Ring the
task (since they were involved in the fight and therefore partly to
bell for the ferry and cross the moat. The door unto
blame for the barman's death). In this case, we recommend the
the Mohan Trail stands at the rear of the village.
GM introduce the Opus adventure, Escape From Carthidge and
Chains In The Dark, which can be played along the way through

Page 67
Page 68
accompanied by Agrovar himself, arrive in Stantionbridge three
days after the barman's murder.
Agrovar will be most distressed to hear of Canker's evil act,
and will endeavour to compensate the village by vowing to hunt
down the evil wizard and exact revenge on behalf of the barman
and his family. When Agrovar learns of the brothers Frith and
Penfirth, he will set forth along the Mohan Trail immediately,
intent on finding both them and Canker before he continues on
his quest for the caves. (See Agrovar's Dwarfs in the NPC
section). The PCs may opt to accompany Agrovar's group at this
stage. If the barman and the Fordkeeper brothers are not part of
the adventure, Agrovar will be most interested to hear of the PCs'
encounter with Canker Dern, but will not venture into the
mountains in search of him. Instead he and his fellow dwarfs will
set about negotiating with the head of the village for a chance to
inspect the emerald mine. Since the villagers value their mine
above all else, the dwarfs' request may be turned down. Little
does he know, the mine is not the site of the lost caves anyway.

The players learn of Ulnar the wizard from Agrovar's notes.


Of all the villagers, Mortise the fisherman is most familiar with
Ulnar, being the only one who routinely trades with the wizard
(although he only appears to trade, in fact he has other motives
for his deliveries to the Talus Citadel - see Stantionbridge details,
location 9), and if the PCs ask locals about the wizard, they will upon the jetty well enough to decide whether crossing the river is
likely be deferred to Mortise who may offer to act as guide in worth the risk. The area directly in front of the moat and the
return for payment. The GM should refer to The Wizard of Talus village is a vast open tract of land, with no places for attackers to
Scenario. hide from the approaching ferry, so anyone who wants to cross
must stand exposed and visible. The guards will usually be out of
The players discover the site of the lost caves and explore, sight on the inner bank, where they spend much of their time in a
with or without Agrovar the dwarf, though the chances of them small hut next to the arrival jetty. This hut, unlike the buildings
finding the cave entrance without him are extremely slim. The GM inside the village, is made of stone, the roof flat and surrounded
should refer to The Tomb of Thaumatourgos Scenario. by crenulations. A ladder inside the building leads to the roof
where the guards can go in the event of an attack and where they
The players show no interest in pursuing the matter of can fire down on intruders with an assortment of bolts and arrows
Canker or the murder of Oberon Fordkeeper, or, the PCs have stored there for just such an eventuality.
completed their adventure and returned to Stantionbridge. The Stantionbridge village stands on the top of a man-made
GM should refer to General Rumours for a collection of escarpment, the houses and buildings grouped together within a
alternative adventure seeds. high palisade constructed from sharpened wooden stakes. Two
watch towers stand at the front of the palisade and between them
stands the main gate, a hefty wooden door which can be thrown
CAMPAIGN INFORMATION shut and locked at a moments notice. Both the palisade and gate
display evidence of past attacks, the wood scarred and scorched
The Greymist in places where flaming arrows and hand-held weapons have
Mountain Region bitten deep.
The buildings within the village are made from a mixture of
Stantionbridge clay and mud, most of the roofs thatched with dried grass
harvested from the Jejune Flatlands, and a handful sporting clay-
Stantionbridge is a friendly, but isolated mining settlement, often tiles. Most of the thatch looks clean and new, the houses
the target of wild creatures and lawless barbarians who roam underneath well maintained. In fact, almost all of the buildings in
freely in the wide sweeping plains of the Jejune Flatlands to the Stantionbridge have recently been re-thatched and rebuilt after a
north. The village is well protected by the mountains at its back massive attack by barbarian hordes where flaming rocks and
and the moat and river. A contingent of two guards man the ferry torches were fired over the fence by wooden trebuchet brought to
raft, which is large enough for two wagons, plus horses. The raft bear on the outermost bank of the moat. Quite where the
is conveyed across the moat using a winch which itself is barbarians managed to procure the trebuchet is unknown, but of
attached to a sturdy rope spanning the moat from one bank to the considerable worry to the inhabitants of Stantionbridge who,
other. If the rope were cut while the raft was in motion, the raft previously, have had nothing worse to contend with than arrows
would be set adrift and unable to cross. The current flows fairly and slingshot. Various meetings have been held in the village
quickly from south to north, so the raft would drift anti-clockwise over how to deal with the increasing intensity of the barbarian
around the moat until it either grounded on the outer bank or attacks, and most villagers are in agreement that the thatch
coasted full circle and stopped on the western side of the village. should be replaced with baked clay tiles. Efforts to do this are
Here the water pools in a small mere which itself empties into a already evident in the newly constructed rooftops adorning a
subterranean reservoir (the entrance to the lost cave of the Orb of couple of buildings.
Evocation- see above). A whirlpool spins permanently in the The party may also observe the ongoing construction of
centre of the mere, which could cause problems for anyone some kind of convecting mechanism being built on the western
trapped on the drifting raft but which is not powerful enough to side of the village. When finished and operational, this
suck the raft underwater. mechanism will convey buckets filled with water up the bank of
The raft is too large and too ungainly to steer or the escarpment and through a hatch in the wooden fence to the
manoeuvre using conventional methods. Two small jetty used for waiting hands of villagers, who will then be able to pass the
offloading and boarding the raft stand on respective sides of the buckets along a human chain to the source of any fire. Before
moat. A bronze bell mounted on a wooden post stands on the now, the gathering of water has taken too long and fires have
outermost jetty and visitors or villagers must ring this in order to simply raged unchecked until their source of fuel is spent. In most
call over the raft. At night, the raft will only come if a password is cases, this has meant the destruction of thatched roofs, and
yelled out. By day, the guards are usually able to see who stands some of the building beneath, though the clay and mud of outer

Page 69
The Stantionbridge community is polytheic, worship
encompassing Jetava, Lorka, Drom, Thauma, Almighty Sen, and
Gaya with respectful recognition of Gorum (god of the dwarves)
and Ethrayall (goddess of elves). Villagers attend the temple
situated at the rear of the village at least once a day to offer
prayers and oblation to whichever deity is in particular favour.
During the winter months the villagers focus on Jetava, praying
for mild weather and for the moat to remain unfrozen. The worst
barbarian attacks have occurred when the waters have turned to
ice and the village's main defence is no longer a barrier against
the invading hordes. Most of the village's food supply also comes
from the moat, in the form of fish and crustaceans. However, the
loss of the moat does not necessarily spell doom for the villagers,
who also source grain from the farmlands of Paravelly, far in the
north, and meats, vegetables and fruit from the swamp-dwellers
of Bleaktonne. When they are really desperate they will hunt wild
hart in the alpine woods below The Talus Citadel, though this is
rare because few villagers possess decent hunting or tracking
skills.
In the summer the villagers focus most of their attention on
Almighty Sen, whom they believe has a general divine influence
over the other gods. The names of individual gods may be
evoked by villagers at appropriate moments. 'By Almighty Sen' is
a popular phrase used to convey enthusiasm or surprise. 'By
Jetava's Grace' is a term used when hoping for divine favour, and
walls is fairly impervious to fire, so the basic structures of most 'by Lorka's will' is a traditional precursor to any hopeful wish, such
affected buildings have remained undamaged. as "by Lorka's will we shall harvest many emeralds this season'
Behind Stantionbridge can be found the doorway into the or 'by Lorka's will shall the barbarian hordes leave us in peace
Mohan Trail, a winding path which chews a snaking route into the this week."
craggy mountains and rises steadily across the flanks of
Greymist. This trail, treacherous and crumbled in many places, The Jejune Flatlands
eventually descends into the Kingdom of Mohan where it crosses
the downs of Shiredawn until arriving at the northern gate of The sweeping plains of the Flatlands are home to the barbarian
Mardor, capital city of Mohan. hordes of Jejune, lawless creatures devoid of morality who live in
Few travellers come from this direction, for the mountains nomadic caravans, moving ceaselessly across the plains,
are perilous, and filled with many enemies. A hefty wooden gate attacking anything and anyone unlucky enough to cross their
stands where the trail meets the rear of the village, a fortified path. There are actually six barbarian tribes, the Soza, Efgar,
doorway guarded at all times by at least one villager standing on Uhrtuk, Jegga, Mengol and Mansard. All six are engaged in a
the adjacent watchtower. This door rarely comes under attack, constant war with one another, fighting over everything from
serving to keep out wandering creatures and wild animals more hunting grounds to physical prowess. All six are also eager to get
than anything else. Orcs and goblins sometimes launch sporadic their hands on the emerald mine at Stantionbridge, which has
and half-hearted attacks on the door. In these instances villagers become something of a trophy irrespective of its monetary worth.
will range along the two ledges overlooking the trail where it cuts In truth, the barbarian tribe who succeeded in taking the mine
a deep channel into the mountains and rain stones and arrows could spend their newfound wealth on superior weaponry and
down upon the would-be invaders. This method is extraordinarily reinforcements, using both to destroy the other five tribes once
effective and has even been used to see off ogres and trolls. and for all. But the Jejune barbarians lack such simple guile and
The village of Stantionbridge is home to just fifteen human see the mine as nothing more than a prize, to be taken before it
families and is therefore a frail patch of civilisation in the middle can fall into the hands of an enemy clan.
of so much wild wasteland. For this reason the fortifications and The plains are vast, and anyone crossing them without
defences are of paramount importance to the inhabitants who sticking to the road from Bleaktonne is unlikely to meet the
spend much of their time maintaining, fixing and improving on the barbarians unless they are very unlucky (4% chance on d100
measures in place. The rest of their time is spent weaving, covering the entire journey). At night scouts roam the plains and
preparing food and toiling in the emerald mine. There is a single may spot camp fires. In this instance an attack before daybreak
metalsmith in the village, with a crude yet operational forge which on the PC camp is extremely likely (1-18 on 1d20). Anyone
provides the community with minor metalwork, including hinges, travelling the Ingleford road (the main road joining Stantionbridge
swords, arrow heads, belt buckles, picks, shovels and so forth. and Bleaktonne), by day or night, risks coming under attack from
Most trade within the village is based on food, clothes and barbarian raiding parties (1-16 on 1d20, one roll covering the
services. Currency is rare in Stantionbridge, except where visitors entire journey). This will usually involve 1d20+10 barbarians
seek to trade their gear, in which case the village treasury - the mounted on horseback. The barbarians sometimes spare the
destination of all emeralds sourced in the mine - may be raided in lives of those they rob if their victims hand over goods, gold and
order to procure much needed items. The village trades routinely any other items of value without fighting back. The barbarians
with farmers in the distant north and sometimes with the swamp- know that most travellers on the road are merchants or traders
dwellers of Bleaktonne, the former trading grain for emeralds, the and killing them would simply cut off all possibility of robbing
latter trading food for clothes and weapons. Player characters them again at a later time. If the PCs are quite obviously
who present the villagers with something particularly interesting adventurers or show belligerence in handing over what the
or useful, may find themselves trading it for an entire emerald barbarians merely consider to be a form of 'fealty' for crossing
stone worth a small fortune in gold. In this respect, the villagers their territory, the barbarians are less likely to show mercy.
have very little concept of monetary worth.
Halain Dervish is the leader of Stantionbridge, being the Inglenook Woods
eldest of the original founding family. He lives in the largest
building, and the village treasury is situated in a large metal safe A small area of dense woodland to the north east of
in the undercroft beneath this house. The treasury, filled with Stantionbridge, Inglenook is a cursed region, the site of an
gems from the emerald mine at the rear of the village, is the ancient magical battle between wizard enemies, it is now home to
reason for the barbarian raids. various magical creatures who thrive upon the dark energies still

Page 70
prevalent within the woods. empires, but war and ruin has long since seen the vanishing of
The trees here are huge, with bark as black as night, men, dwarves, elves and halflings from the worlds of the north
trunks twisted into strange shapes, branches spreading like and the lush countryside of Imera. Now only Mohan remains as a
monstrous tentacles and thorny leaves of a deep, muddy colour seat of culture, though even the borders of the kingdom seem to
merging overhead to create a thick canopy through which no light shrink with each day, creatures of chaos and evil infringing ever
can penetrate. The floor of the woods are covered in various further into the domain of the king.
types of moss and fungus, many of which are poisonous to touch The mountains are wild and dangerous. On the outer
and fatal to eat. reaches of the mountains stand craggy peaks of sharp grey flint,
Almost all the wild animals living in Inglenook are of the difficult to traverse and treacherous for the uninitiated. Further in,
dire variety, including badgers, bats, weasels, boars, rats and the mountains grow ever taller, their summits covered in snow
wolves. An enormous Dire Wolverine pack also live here, though and ice where temperatures plummet and raging storms erupt
they tend to keep to the heart of the woods where they hold without warning.
dominion over the lesser animals, and rarely venture beyond the Various trails and tracks lead through the mountains,
perimeter of Inglenook's tree-line. ancient byways fallen into disuse and disrepair since the demise
of the three great empires. Some of these roads only pass
Bleaktonne halfway through the mountains, ending abruptly at the edge of a
cliff where once a bridge spanned an impassable chasm, or a
Some twenty five miles south of the Paravelly Farmlands, and wall of stone where an avalanche has buried the way ahead.
almost one hundred miles north of Stantionbridge, is the town of Others cross the entirety of the mountains, but are well known by
Bleaktonne, a collection of rough-hewn houses and buildings local creatures who monitor the trails for unwary travellers or set
raised on stilts above the swampy waters of Marshdown. The traps upon the road.
people of Bleaktonne are a strange breed and largely keep
themselves to themselves. They are hostile to outsiders, but used The Alpine Forests
to seeing travellers on the Idlingford road.
Despite their reserved attitude to strangers, the Dense woodland of fir and larch grow on the outermost slopes of
Bleaktonnians understand the need to trade with nearby Greymist, creating a vegetation buffer between the rising foothills
settlements. Their main export is meat, vegetables and fruit and the plains of Jejune. The forests contain the usual wild
harvested from the swamps. The Ongo is a gooey orange fruit animals and wandering monsters, including the occasional goblin
which grows only on the vines of certain swamp trees and is or ogre. Wild hart inhabit the woodland in great numbers,
traded routinely with both the people of Stantionbridge and the providing additional food source for Stantionbridge in times of
farmers of Paravelly in return for clothing and equipment (the need, though the villagers lack hunting skills and fear also the
people of Bleaktonne have little use for gold or emeralds). The Dryad who dwell among the firs.
swamps are also home to a variety of edible creatures including Though the Alpine Dryad pay little heed to those who hunt
an unusual species of marsh-chicken, but the Bleaktonnians for hart or game, they have been known to attack huntsmen
source most of the meat they trade by hunting wildlife on the carrying axes in the past, mistakenly believing them to be
plains to the north and east of their village, favouring boar, oxen lumberjacks intent on felling trees.
and wild hart.

Orktusk Hills

the Orktusk hills are a wilderness where only the fearless, the
brave or the foolhardy dare to tread. The hills are home to many
dangerous creatures and several clans of feral centaur are known
to live on the southern edge of the region.
Rumours Abound
Talus
The Player Rumours page (page 16 of the main document)
The citadel of Talus is home to the powerful hermit wizard Ulnar, should be printed, along with the map, and handed to players
a healer and scholar known to the people of Stantionbridge as an when they enter Stantionbridge. Some rumours are specific to
enigmatic ally upon whom they can call in times of dire this adventure module, others refer to other adventures in the
emergency. The citadel is actually a wooden mansion Opus series and some are simply adventure seeds relating to the
constructed on a jutting outcrop of stone overlooking an alpine general region around the village and the mountains.
forest on the lower mountain slopes of Greymist. Sometimes sick
or injured villagers will be taken to the wizard's home for healing The area upon which Stantionbridge is founded has long
and recuperation. He is a goodly magic user, welcoming to been associated with rumours of an ancient artefact of great
travellers who approach him in a friendly manner but ruthless with power, said to be hidden in secret caves somewhere within
those who show him aggression or seek to cause harm to him or the region. The artefact, known as the Orb of Evocation, is
his home. Though most believe Ulnar lives alone, this is not the believed to be a priceless magical jewel originating from a
case. Beneath his mansion is a large network of caverns within time of great sorcery. None have ever located the caves. True
which live a colony of lepers. This unfortunate tribe of social rumour: CR 3/5
outcasts are cared for by Ulnar whose magical studies are almost
entirely focused on finding a cure for their disease. The lepers are Strange lights and noises have been seen late at night by
rarely seen, though they move freely in the forest beneath the locals living in the Paravelly Farmland region to the north of
citadel, and sometimes visit the mansion itself. Whenever Bleaktonne. (Opus adventure module: Chains In The Dark) True
villagers from Stantionbridge or passing travellers attend the rumour: CR 5/6
citadel, the lepers hide from view in the caves. (See also The
Talus Wizard Scenario). The swamp town of Bleaktonne has been suffering visits
from a strange winged beast. The creature is said to sing a
The Greymist Mountains strange song which seems to have a hypnotic effect on the
townsfolk, causing them to wander into the swamp and
The largest mountain range on the continent, stretching from become lost. (The winged beast is a harpy - see NPCs/Enemies.
Derroton to Lakmarr in South Opus, the mountains act as She has been entrancing townsfolk late at night by flying over the
borderlands between the North Opus Grasslands, the Kingdom of rooftops and singing her magical song. The hapless
Mohan and the wilderness of Imera. All three were once mighty Bleaktonnians have been sleep-walking, trance-like, out of the

Page 71
villager is now serving time in Carthidge Fortress- Opus
adventure module: Escape From Carthidge. The GM will need to
Monster: Harpy adapt one of the NPC characters in that module to fit the
CR 4; Size Medium Monstrous Humanoid; HD 7d8; hp 31; description of the missing villager). True: CR 1/3
Init +2; Spd 20 ft./fly 80ft (average); AC 13; Base
Attack/Grapple +7/+7; Attack Club +7 melee (1d6); Inglenook woods is said to be haunted by the ghost of a long
Space/Reach 5ft/5ft; SV Fort +2, Ref +7, Will +6; AL dead wizard. Many strange creatures have been seen there,
Chaotic Evil; Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha in particular a pack of enormous wolves, each creature said
17. to be twelve feet in length, with huge shaggy heads and
Special Attacks: Captivating Song
thickset bodies covered in downy grey fur. (See notes above
Skills and feats: Bluff +11, Intimidate +7, Listen +7,
on Inglenook Woods) True rumour: CR 4
Perform (Oratory) +5, Spot +3, Dodge, Flyby Attack,
Persuasive, Darkvision (60ft).
The woods that grow on the lower slopes of the Greymist
Mountains in the shadow of the Talus Citadel are rumoured
Harpies like to entrance hapless travellers with their
to be home to a tribe of undead zombies. Hunters tracking
magical songs and lead them to unspeakable torments.
Onl ywhenahar pyhasf ini
shedplayingwi thi t
snew t
oy s deer within the woods have seen the creatures moving
will it release them from suffering by killing and around near caves set into the cliff directly beneath the
consuming them. citadel, home to the mighty wizard Ulnar. Rumours abound
that the wizard, once a goodly healer known well to the folk
Combat of Stantionbridge, has turned to the side of evil and the
When a harpy engages in battle, it prefers to use Flyby zombies are under his control. (The 'zombies' are the lepers
Attack and strike with a melee weapon. who have colonised a cave beneath Ulnar's home, see notes on
Captivating Song (Su): The most insidious ability of the the Talus Citadel above). False rumour: CR-
harpy is its song. When a harpy sings, all creatures (other
than harpies) within a 300-foot spread must succeed on a
DC 16 Will save or become captivated. This is a sonic Monster: Dark Mantle
mind-affecting charm effect. A creature that successfully CR 1; Size Small Magical Beast; HD 1d10+1; hp 6; Init
savescannotbeaf f
ect edagainbyt hesamehar pyssong +4; Spd 20 ft./fly 20ft (poor); AC 17; Base Attack/Grapple
for 24 hours. The save DC is Charisma-based. +1 /+0; Attack Slam +5 melee (1d4+4); Space/Reach
5ft/5ft; SV Fort +3, Ref +2, Will +0; AL Neutral; Str 16,
A captivated victim walks toward the harpy, taking the Dex 10, Con 13, Int 2, Wis 10, Cha 10. Special Attacks:
most direct route available. If the path leads into a Darkness, improved grab, constrict 1d4+4. Skills and
dangerous area (through flame, off a cliff, or the like), that feats: Hide +10, Listen +5, Spot +5, Improved Initiative
creature gets a second saving throw. Captivated
creatures can take no actions other than to defend Thedar kmant l
ehangsf rom acei li
ngbyamuscul arf
oot
themselves. (Thus, a fighter cannot run away or attack at the top of its body. It can look like a stalactite, by
but takes no defensive penalties.) A victim within 5 feet of holding its tentacles stiffly under itself, or like a lump of
the harpy stands there and offers no resistance to the rock, spreading its tentacles so the membrane between
monst ersattacks.Theef f
ectcont i
nuesf orasl ongast he them covers its body. Its shell and skin usually resemble
harpy sings and f or 1 r ound t her eaf t
er . A bar ds limestone, but a darkmantle can change its colour to
countersong ability allows the captivated creature to match almost any type of stony background. A
attempt a new Will save. darkmantle is about 4 feet long from the tips of its
tentacles to the top of its head. It weighs about 30lbs.
Skills: Harpies have a +4 racial bonus on Bluff and Listen
checks. Combat
A darkmantle attacks by dropping onto its prey and
wr appi ngi t
st entaclesaroundt heopponent
shead.Once
town and the harpy has been drawing them to their deaths in the attached, it squeezes and tries to suffocate the foe. A
treacherous bogs and quicksands of the marsh.) True rumour: darkmantle that misses its initial attack often flies up and
CR 4 tries to drop on the opponent again.

The Stantionbridge emerald mine has been forced to close Darkness (Su): Once per day a darkmantle can cause
due to the sudden appearance of a strange, tentacled darkness as the darkness spell (caster level 5th). It most
creature in the entrance shaft. e creature is a dark mantle. See often uses this ability just before attacking.
NPCs/Enemies.) True rumour: CR 1/2 Improved Grab (Ex): To use this ability, a darkmantle
must hit a Large or smaller creature with its slam attack. It
A travelling fighter from the west, recently passing through can then attempt to start a grapple as a free action
Stantionbridge, claimed to have fought and killed a blue without provoking an attack of opportunity.
dragon living in the Babax Desert. (Partly true. A blue dragon If it wins the grapple check, it attaches tot heopponent
s
named Rubicon lives in the Babax desert, and the fighter did head and can constrict.
witness the dragon first hand, but he did not kill, or even fight the Constrict (Ex): A darkmantle deals 1d4+4 points of
creature) Partially True Rumour: CR- damage with a successful grapple check.
Bl indsight( Ex):A dar kmant l
ecan seebyemi t
ti
nghi gh-
Several villagers speak of their friend with grave concern. He frequency sounds, inaudible to most other creatures, that
set out for the northern city of Carthidge several months allows it to ascertain objects and creatures within 90 feet.
ago, looking to buy metal-ore for use in the village smith. But A silence spell negates this ability and effectively blinds
he has not returned, and this is most unlike him. The village the darkmantle.
has never before traded with Carthidge, but recent success
Skills: A darkmantle has a +4 racial bonus on Listen and
in the mines has prompted them to consider spreading their
Spot checks. These bonuses are lost if its blindsight is
wings further than Bleaktonne and Paravelly. The villager's
negat ed.Thecr eaturesv ariabl
ecol orat
iongivesi ta+4
greatest worry is that the barbarian hordes of Jejune
racial bonus on Hide checks.
intercepted him as he made his way north. (The unfortunate

Page 72
much of their time fishing the river Motep or trawling the moat for
crustaceans and useful algae. They trade much of what they
catch with other villagers in return for services, clothing, tools and
other items of worth. The algae they find is stored in jars and
given to the wizard Ulnar. Many years ago, when Mortise's wife
Aglan fell pregnant with their youngest son, Gan, complications
during labour cost Aglan her life and nearly the life of her newly
born son. Mortise took Gan to Ulnar who cast healing magic and
saved the child. Ever since that day, Mortise has attempted to
repay Ulnar by providing him with as much algae as he needs.
Ulnar uses the stuff in his magical experiments. 10 Mansion The
largest house in the village belongs to Quent Harshbreadth,
foreman at the emerald mine. Quent is a blunt, plain speaking
man with huge calloused hands and a flattened face covered in
scars and bruises. Most of the time his skin is black with dust, as
are his clothes, leather hauberk and tin helmet. He is responsible
for keeping the mine operational and maintains the rota which
decides who works in the mine and when. Quent is unpopular
with most of the villagers, most of whom have been yelled at or
insulted by him at some point in the past. But he is an essential
member of the community and therefore afforded appropriate
respect. 11 Temple Little different to the other buildings in
Stantionbridge, this unassuming temple is where the villagers go
to pay their respects to their gods. The temple will be occupied by
at least one villager and the priest Chela Vedas, a pious
individual with an uncanny memory for scripture. 12 Villager
Stantionbridge Homes A collection of clay-brick houses with thatched roofs,
Map and Key Details home to some of the fifteen families living in Stantionbridge.
13 Grain Store An empty house with a hole in the floor which
1 The Crossing A small wooden jetty positioned on each bank leads to a cave. It is extremely cold within the cave, and here the
provides a platform from which to board the raft which conveys village hoards its winter stores of meat, grain, cheese and
visitors and villagers across the moat. A bronze bell mounted on vegetables. Mortise the fishmonger also uses the store to keep
a wooden post stands on the outermost bank. If the bell is rung jars filled with strange algae which he sources in the moat. The
the guards who occupy the stone building on the inner bank will door to the Grain Store is locked at all times. Only Halain
emerge and bring the raft across. The raft is large enough to Dervish, the Miller Quern Headrace, and Mortise hold keys.
house two wagons, plus horses and operates by way of a rope 14 The Millhouse The water wheel attached to the side of the
(which spans the moat) and a winch. 2 The Main Gate A large mill powers a great grinding wheel which crushes wheat to make
wooden door which can be closed and barricaded at a moments grain for bread and flour. The wheat is purchased in bulk from the
notice, sealing the village within the palisade of sharpened Paravelly farmlands with every fresh harvest. The mill is run by
wooden stakes. A steep shingle covered road leads up to the Quern Headrace, his son Terracotta and his wife Mirvus.
gate and two tall watchtowers on either side of the door offer 15 Mere Here the moat culminates in a small mere which drains
guards a good view over both the road and the area directly into a subterranean river. A powerful whirlpool spins permanently
beneath the escarpment. 3 Watchtowers Manned at all times by in the centre of the mere. Anyone unfortunate enough to fall into
at least one guard in each tower. The men of the village take it in the moat will be pulled by strong currents into this whirlpool and
turns to stand guard in the towers, using a round-the-clock shift will eventually be dragged underground where they will fall into a
system. 4 The Turning Mere tavern and inn owned by Oberon deep subterranean lake. Eventually they will surface in a large
Fordkeeper, his two sons Frith and Penfirth and his wife cavern- the entrance to the lost caves of the Orb of Evocation.
Meredith. The tavern, its name referencing the whirlpool in the The GM should refer to The Tomb of Thaumatourgos Scenario.
moat, is a welcoming spot for visitors and serves good food and 16 Ambush Gate This barricaded gate is concealed from view,
home brewed ale. Stables at the rear of the building provide built to look like part of the palisade wall. It provides villagers with
space for horses or wagons. 5 Homes Homes to some of the a means to escape the compound if the main gate is blocked or
Stantionbridge villagers. Small, but well maintained buildings with captured. It also provides an ambush spot for flanking enemies
thatched rooftops and clay/mud brick walls. 6 Water Conveyer A approaching the village along the main road leading up to the
newly constructed water convecting mechanism for bringing front gate. 17 Jetty Mor tiseEdgbast on
ssi xf i
shingboat sandt he
buckets laden with water up from the moat at speed. The miller's rowing boat are moored here, tethered to a wooden post
buckets are then passed along a human chain and used to douse at the end of the jetty. The miller only ever uses his boat to reach
fires. The mechanism is unfinished and still needs work. The the millwheel situated in a deep watercourse just to the left of the
villagers may be prepared to pay player characters an emerald or jetty, and only when he needs to exact repairs or unblock the
two if they can get the mechanism working. (Appropriate Craft roll watercourse. For the most part this jetty is only used by
required, DC 20). 7 Forge Home and forge of Stokescroft Edgbaston and his family. 18 The Rear Gate and Watchtower
Hammerblow the metalsmith, his young daughter Apple and his This locked gate, barricaded and fortified with a single
wife Lucia. Stokescroft can manufacture minor metalwork items, watchtower, blocks the way into the Mohan trail, a long winding
like hinges, door handles, belt buckles, stirrups and arrow heads, path which cuts a deep channel into the mountains before
and if pushed can also craft slightly larger items like swords or climbing across the treacherous spine of Greymist to the
shields, though his skills are limited and such items would be of Kingdom of Mohan. The door acts to keep predators and
low quality. 8 Manor Home to Halain Dervish, his daughter Ethy, enemies out of the village, rather than villagers away from the
his two sons Bram and Pein, and his wife Edmie. Halain is the trail. If PCs pass through the gate. See The Mohan Trail
leader of Stantionbridge, being the eldest member of the original Scenario. 19 Mine Entrance to the emerald mine. A horizontal
founding family. He is a calm, magnanimous individual, eager to shaft leads deep into the low tunnels of the mine. The mine is
serve his community and determined to beat the barbarians who currently closed due to the appearance of an aggressive Dark
seem intent on destroying everything he holds dear. Mantle in one of the lower tunnels. If the Dark Mantle has been
9 Fishmongers Stantionbridge relies on Mortise Edgbaston and dealt with, at least two villagers, overseen by the foreman Quent
his five sons (Mortise the Younger, Gan, Griot, Nirvan and Harshbreadth (see location 10) will be digging away at the latest
Pandit) for most of its food. These accomplished anglers spend seam. A rail track runs along the floor of the main shaft, a hefty

Page 73
iron wagon attached to the track and filled with 1d4 emeralds toward the catapult and 2 through 8 counting clockwise around
worth 6d20gp each. If the Dark Mantle is still at large, PCs may the target square. Then, count 3 squares away from the target
be able to earn a few emeralds by getting rid of it for Quent. This square for every range increment of the attack. Loading and
might also be a good excuse for players to investigate the mines setting the catapult requires one full round, with four barbarians
and rule them out as a possible entrance to the lost caves. working to pull back the winch and reset the mechanism. If less
20 Turrets These high turrets provide a vantage point barbarians are able to perform this operation, the round increases
overlooking the two innermost arms of the moat. In the event of by 1 increment for each missing barbarian.
barbarian attack, the villagers will use the turrets, firing arrows or
bolts and throwing stones down on any attackers who come 2) A contingent of 2d20+5 barbarians start to shimmy along
within range of the far bank. The easternmost turret stands taller the rope spanning the moat, hanging upside down with ankles
than its western counterpart, but is the weakest spot in the crossed, pulling themselves forward hand over hand.
village, being constructed on the bedrock of the mountains and If PCs attempt to cut the rope, they will be stopped by
undefended by the full width of the moat. In an attempt to make villagers who know this will cause the raft to drift free. Instead
the turret more secure, the villagers have dug a deep trench at they will be encouraged to throw stones at the barbarians in an
the foot of the cliffs and have filled the ditch with sharpened attempt to knock them into the moat (use rules for standard
wooden stakes. sling). Alternatively, PCs may use their own ballistic weapons.

3) The barbarians launch two boats, each filled with 6


warriors, across the moat to meet the jetty at location 17 (see
Stantionbridge details).
The barbarians come under cover of darkness and with no
lights. They will be spotted by a lookout on the easternmost turret
The Barbarian at location 20 when they are halfway across the moat. Once this
Horde Scenario attack has been used it cannot be used again.

If PCs remain in Stantionbridge for more than a day, they will be 4) A volley of flaming arrows arc over the palisade and land
woken late at night by the sounds of shouting voices and running within the village.
feet. The village has come under attack by a barbarian horde and 1d4 land in thatch and start fires. For each PC in the open
the villagers are rallying one another to the defences. roll 1d10, on a roll of 1-2 the PC is struck by an arrow. (1d6
If PCs are afforded a view of the ground beyond the moat, piercing damage, critical x3 +1d4 burns damage).
they will see many crackling fires and the shadowy figures of the
barbarians moving to and fro (1d20+180 barbarians). Every so 5) A barbarian has swum the moat under cover of darkness
often an attack may start a fire in the thatched rooftops of and comes ashore at the water conveying mechanism,
Stantionbridge's buildings. If the water conveying mechanism is clambering up onto the wooden platform there then hurrying
operational at this point (it will only be working if the PCs have up the steps.
fixed it, see Stantionbridge Details, location 6) a human chain can He will smash the mechanism with his club before
be formed and the fires doused, otherwise the flames will take attacking the first villager he meets. If the platform in question is
hold and the affected buildings will burn. Only the rooftops and guarded, he will probably swim around to the north and climb
contents of the buildings will burn as the clay brick of the walls is ashore at the first opportunity, attacking any defenders guarding
largely impervious to fire. the ferry station.
The GM should refer to the following list of attacks until the
barbarians are either defeated, successful in gaining entrance 6) A volley of flaming arrows arc over the palisade and land
into the village (at which point Stantionbridge's defeat is assured within the village.
and the smart PC will do his/her best to flee), or give up and 1d4 Land in thatch and start fires. For each PC in the open
return to the Jejune Flatlands. Either roll 1d10 for events to occur roll 1d10, on a roll of 1-2 the PC is struck by an arrow. (1d6
randomly, or execute each attack in turn, returning to the start of piercing damage, critical x3 +1d4 burns damage).
the list after the tenth attack in the sequence.
7) 1d10+10 barbarians gather at the foot of the westernmost
1) The barbarians have two trebuchet (catapult) which they
turret (location 20, see Stantionbridge details) under cover of
fire simultaneously. Each trebuchet fires a ballistic object
wooden shields.
(usually a stone doused in oil and aflame) as per light catapult
The lookout posted on this turret will fire down arrows on
rules (below). There is a 15% chance a missile will hit one of the
the attackers, but a sniper will shoot the defender, leaving the
buildings within the village, setting the thatch on fire. Even if the
turret open to attack. Seizing their chance, the barbarians will
water conveying mechanism is working (see Stantionbridge
throw three grappling hooks up onto the battlements, swing
details, location 6) the villagers will be unable to douse the flames
across the ditch filled with stakes and start to climb the wall.
sufficiently to put out the fire. The barbarians have brought a
supply of 25 missiles. Once their supply runs out, they will stop
8) Barbarians launch four rafts from the outermost bank of
using the trebuchet.
the moat, punting the rafts across the moat's narrowest
A light catapult is a large engine capable of throwing rocks
point, west to east (directly opposite location 5, see
or heavy objects with great force. Because the catapult throws its
payload in a high arc, it can hit squares out of its line of sight. To Stantionbridge map).
fire a heavy catapult, the barbarian operating the machine makes This location marks a blind spot in the village defences,
a special check against DC 15 using only his base attack bonus with the palisade blocking all view of the boats, and the high bank
(see NPCs/Enemies for barbarian stats), Intelligence modifier, of the escarpment at this point preventing any ground defence.
range increment penalty, and the appropriate modifiers. If the The rafts will be steered upstream to land on the first available
check succeeds, the catapult stone hits the square the catapult patch of grass. 18 Barbarians will then stream toward the path
was aimed at, dealing the indicated damage to any object or leading to the front gate and launch an all out attack. Any
character in the square. Characters who succeed on a DC 15 defenders situated at the ferry station will be ambushed from
Reflex save take half damage. Once a catapult stone hits a behind, the barbarians rushing through the narrow channel
square, subsequent shots hit the same square unless the between the defensive hut next to the jetty and the steep wall of
catapult is re-aimed or the wind changes direction or speed. the escarpment. Once this attack has been executed, it cannot
be used again. (i.e., roll again).
If a catapult stone misses, roll 1d8 to determine where it lands.
This determines the misdirection of the throw, with 1 being back

Page 74
9) A volley of flaming arrows arc over the palisade and land Stealth and Detection
within the village. As a guideline, the maximum distance in mountain terrain at
1d4 Land in thatch and start fires. For each PC in the open which a Spot check for detecting the nearby presence of others
roll 1d10, on a roll of 1-2 the PC is struck by an arrow (1d6 can succeed is 4d1010 feet. Certain peaks and ridgelines afford
piercing damage, critical x3 +1d4 burns damage). much better vantage points, of course, and twisting valleys and
canyonshav emuchshor terspot ti
ngdi stances.Becauset here
s
10) It would seem the barbarians have gotten their hands on little vegetation to obstruct line of sight, the specifics on the map
some arcane scrolls. provided are your best guide for the range at which an encounter
They possess the following spells and the ability to use could begin. As in hills terrain, a ridge or peak provides enough
each spell only once. If things are going well for them, the cov ertohidef rom any onebel owt hehi ghpoi nt
.It
seasi ertohear
barbarians will likely save their spells. faraway sounds in the mountains. The DC of Listen checks
increases by 1 per 20 feet between listener and source, not per
List of barbarian spells 10 feet.

Flare - blinding light bursts across the sky above Stantionbridge. Avalanches (CR 5/7)
Successful Fortitude save required, or victim dazzled for 1 minute The combination of high peaks and heavy snowfalls means that
(6 rounds). Sightless characters/characters already dazzled are avalanches are a deadly peril in many mountainous areas. While
unaffected. avalanchesofsnow and i ce ar e common,i t
sal so possi blet o
have an avalanche of rock and soil. Some avalanches may be
Ghost Sound - a ghoulish shriek fills the air, causing all villagers triggered deliberately by enemies, or mischievous creatures.
to abandon their posts and run for shelter. Only Halain Dervish, An avalanche can be spotted from as far away as
Mortise the fishmonger and Quent Harshbreadth will remain 1d10500 feet downslope by a character who makes a DC 20
stalwart and man their positions. The spell should have no Spot check, treating the avalanche as a colossal/large/medium
noticeable effect on PCs. creature depending on the size of the rockfall or a colossal
creature only in the case of a snow-avalanche. If all characters
Summon Monster I - summons an extraplanar monster. If the fail their Spot checks to determine the encounter distance, the
barbarians want to attack defenders standing on jetties, in boats avalanche moves closer to them, and they automatically become
or on the ferry raft, they will summon a Fiendish Octopus, if the awar e ofi twhen i tcl oses to hal ft he ori
ginaldi stance.I t
s
gates to the village have been breached, they will summon a possible to hear an avalanche comi ngev eni fyoucan tseei t.
Fiendish Giant Scorpion (small) and if the gates are not yet Under optimum conditions (no other loud noises occurring), a
breached and an ally fighting from the air would be useful, the character who makes a DC 15 Listen check can hear the
barbarians will summon a Fiendish Hawk which will fly over the avalanche or landslide when it is 1d6500 feet away. This check
palisade wall and attack the first character it sees. See might have a DC of 20, 25, or higher in conditions where hearing
NPCs/Enemies for monster details. This spell can only be used is difficult (such as in the middle of a thunderstorm).
once, so the barbarians will choose the nature of the summoned A landslide or avalanche consists of two distinct areas: the
monster with care. bury zone (in the direct path of the falling debris) and the slide
zone (the area the debris spreads out to encompass). Characters
in the bury zone always take damage from the avalanche;
characters in the slide zone may be able to get out of the way.
Characters in the bury zone take 8d6 points of damage, or half
that amount if they make a DC 15 Reflex save. They are
subsequently buried (see below). Characters in the slide zone
The Mohan take 3d6 points of damage, or no damage if they make a DC 15
Trail Scenario Reflex save. Those who fail their saves are buried.
Buried characters take 1d6 points of nonlethal damage per
The Mohan trail is a rugged mountain path leading across the minute. If a buried character falls unconscious, he or she must
Greymist range to the kingdom of Mohan and, eventually, the make a DC 15 Constitution check or take 1d6 points of lethal
capital city of Mardor. For purposes of this adventure module, the damage each minute thereafter until freed or dead.
trail is a set scenario, with a definitive boundary at which point the The typical avalanche has a width of 1d6100 feet, from
PCs will need to turn back in order to continue the adventure. If one edge of the slide zone to the opposite edge. The bury zone in
the GM is playing a loose, non-linear game, then the PCs should the cent reoft heav alanchei shal faswi deast heav al
anche sf ull
be allowed to pass beyond location 8 on the trail map unheeded. width.
At this point the trail will become a narrow, crumbling ledge To determine the precise location of characters in the path
following the outer contours of the mountains before climbing of an avalanche, roll 1d620; the result is the number of feet from
sharply into the snowline. Here the trail will vanish beneath thick the centre of the path taken by the bury zone to the centre of the
drifts of snow and PCs will need to cross the mountains and hook par tysl ocat ion.Av alanchesofsnow andi ceadv anceataspeed
back up with the path on the far side of Greymist. This will require of 500 feet per round, and rock avalanches travel at a speed of
tracking or survival skills. 250 feet per round.

General Mountaineering Information Mountain Travel


(Adapted from the d20 SRD) High altitude can be extremely fatiguingor sometimes deadly
tocr eaturest hatar entusedt oit
.Col dbecomesex t
reme,and
The three mountain terrain categories are alpine meadows, the lack of oxygen in the air can wear down even the most hardy
rugged mountains, and forbidding mountains. As characters of warriors.
ascend i nt
o a mount ainous ar ea,t heyrel ikelytof ace each Acclimated Characters: Creatures accustomed to high
terrain category in turn, beginning with alpine meadows, altitude generally fare better than lowlanders. Any creature with
extending through rugged mountains, and reaching forbidding an Environment entry that includes mountains is considered
mountains near the summit. The Mohan trail passes through native to the area, and acclimated to the high altitude. Characters
terrain classed as 'alpine meadows' even though the path is can also acclimate themselves by living at high altitude for a
surrounded on all sides by mountainous ground. If the player month. Characters who spend more than two months away from
characters ever choose to leave the path, their movement should the mountains must reacclimatise themselves when they return.
be appropriately affected as though travelling over 'rugged Undead, constructs, and other creatures that do not breathe are
mountains'. immune to altitude effects.

Page 75
Altitude Zones
In general, mountains present three possible altitude bands: low
pass, low peak/high pass, and high peak.
Low Pass (applicable to the mapped section of the Mohan
trail)is a zone consisting largely of alpine meadows and forests.
Travellers may find the going difficult (which is reflected in the
movement modifiers for travelling through mountains), but the
altitude itself has no game effect.
Low Peak or High Pass (5,000 to 15,000 feet): Ascending
to the highest slopes of low mountains, or most normal travel
through high mountains, falls into this category. All nonacclimated
creatures labour to breathe in the thin air at this altitude.
Characters must succeed on a Fortitude save each hour (DC 15,
+1 per previous check) or be fatigued. The fatigue ends when the
character descends to an altitude with more air. Acclimated
characters do not have to attempt the Fortitude save.
High Peak (more than 15,000 feet): The highest mountains
exceed 20,000 feet in height. At these elevations, creatures are
subject to both high altitude fatigue (as described above) and
altitude si ckness,whet herornott hey
re accl imat ed to hi gh
altitudes. Altitude sickness represents long-term oxygen
deprivation, and it affects mental and physical ability scores. After
each 6-hour period a character spends at an altitude of over
15,000 feet, he must succeed on a Fortitude save (DC 15, +1 per
previous check) or take 1 point of damage to all ability scores.
Creatures acclimated to high altitude receive a +4 competence
bonus on their saving throws to resist high altitude effects and
altitude sickness, but eventually even seasoned mountaineers
must abandon these dangerous elevations.
PCs from where they can hurl down more stones. They may also
The Mohan Trail take great delight in setting traps for the party, dislodging large
Details and Map boulders from precarious perches above the trail, or setting off
rockfalls and miniature avalanche just as the party are passing
1 The Gate into Stantionbridge This barricaded gate prevents beneath. 5 Encounter At the Bridge The same event should
wandering creatures gaining access to Stantionbridge. It is occur here, whether the PCs are converging with the bridge itself,
locked at all times. A guard will usually be posted on the wooden or travelling the path passing beneath the bridge some forty feet
watchtower overlooking the trail. 2 The Old Mountain Tracker's below. The brothers Frith and Penfirth (see Player Introduction)
Hut This ruined house once belonged to Ebrair the mountain have been ambushed halfway across the bridge by Canker Dern
guide. Ebrair died many years ago, and has since risen as a in bird form. He is repeatedly bombarding them from the air,
zombie. He wanders around the ruins, feeding on whatever small lashing out with sharp talons and pecking at them with his beak.
morsel he can catch. When he hears the PCs approach he will If the PCs attempt to bring Canker down with an arrow or bolt, he
lurch inside the house and hide himself. The interior of the hut is will fly to the far side of the bridge and transfigure into human
damp and dilapidated. A wooden table covered in half-eaten form. Here he will draw a sharp dagger and begin sawing through
meats and the rib cages of rats stands next to a rusty stove and the rope holding the bridge in place. Frith and Penfirth will be
a broken chair. A bedraggled curtain of red velvet covers the unable to reach either side before the rope snaps, and unless the
doorway into Ebrair's old bedroom. If one of the party opens the PCs can do something, they will both fall to their deaths. If he
curtains, they will find Ebrair lurking behind. 3 Canyon Bridge An finishes the brothers, he will transfigure again and fly away, this
arm of the river Mohep runs along the floor of a deep canyon, time heading back toward Stantionbridge. As he flies overhead
ending in a spectacular waterfall which cascades into the dark he will laugh down at the PCs (and Agrovar, if the dwarf is
belly of a chasm. A rickety rope bridge spans the gap and would present)
appear to be the only way across. In fact, the bridge is old but
"fare thee well fools. I return to Stantionbridge to
quite solid and will bear up to six characters at a time before it
starts to creak and groan as the rope strains against the excess take the prize. Pleasant journey!"
weight. The bridge is likely to break (1-15 on d20) if more than
eight characters attempt to cross at once. 4 Goblin Gully The
path dips down into a deep, oval-shaped gully with high walls Frith Fordkeeper
covered in dense foliage and trees. At the base of the gully is a Male human Commoner Lvl 1: CR 1; Size M (5 ft., 11 in.
veritable garden of Eden, the floor covered in a soft, spongy tall); HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Attack +0
moss, will-o-wisps flitting to and fro above the surface of a crystal melee, or +0 ranged; SV Fort +0, Ref +0, Will +0; AL NG;
clear pool. A huge willow tree grows from the bank of the pool, its Str 11, Dex 10, Con 10, Int 11, Wis 10, Cha 10.
curtain-like leaves and branches trailing in the water and upon the Skills: Hide +0, Listen +0, Move Silently +0, Spot +0.
bank, creating a natural chamber within which anyone who rests
will feel strangely tranquil. PCs may bathe in or drink the water Penfirth Fordkeeper
and benefit from its magical healing powers (1HP per character Male human Commoner Lvl 1: CR 1; Size M (6 ft., 0 in.
who bathes, +1HP if they also drink the water). As the PCs make tall); HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Attack +0
to leave via the only exit point, they will hear a cackling coming melee, or +0 ranged; SV Fort +2, Ref +0, Will +2; AL NG;
from somewhere above and will spy the faces of six goblins Str 11, Dex 10, Con 10, Int 10, Wis 11, Cha 11.
peeking over the edge of the gully. The goblins will proceed to Skills: Hide +0, Listen +0, Move Silently +0, Spot +4; Iron
hurl down insults, followed by sharp stones (treat as a ranged Will.
attack as per slingshot, 1d2 bludgeoning damage per successful For more comprehensive statistics on NPCs and
strike). As the PCs reach the top of the gully, the goblins will turn monsters, see NPCs/Enemies in main file.
tail and scarper. They may appear again from time to time, but
always out of reach and always somewhere above the travelling

Page 76
destroyed any possibility of proceeding safely beyond this point. If
PCs opt to continue from here the terrain becomes classed as
Monster: Fiendish Hawk 'rugged mountains' and climb checks will be required. The ground
CR 2; Size Tiny; HD 1d8; hp 4; Init +3; Spd 10 ft./fly 60ft will slope upwards at ever steeper degrees until eventually the
(average); AC 17; Base Attack/Grapple +0/-10; Attack party will need to climb vertically. At this point the terrain
Talons (magic weapon) +5 melee (1d4-2); Space/Reach becomes 'forbidding mountains'. Higher up they will meet the
2ft/2ft; SV Fort +2, Ref +5, Will +2; AL Chaotic Evil; Str 6, snow line, and all that entails. 8 The Rest of the Trail Here the
Dex 17, Con 10, Int 2, Wis 14, Cha 6. Special Attacks: trail straightens into a single path which rises sharply into the
Smite Good. Skills and feats: Listen +2, Spot +14, mountains proper. Here the terrain becomes classed as
Darkvision (60ft), Resistance to cold and fire, spell 'forbidding mountain' and movement is affected appropriately.
resistance equal to HD+5 (max 25), -5 point damage The trail bypasses all vertical ascents by climbing in a zigzag
reduction. fashion. Such pathways are incredibly dangerous, crumbling at
the edges and sometimes no wider than half a foot. Eventually
the path will enter the snowline and disappear under drifts of
powdery snow. Characters who lack survival or tracking skills will
6 Woodland The side of this mountain is covered in dense need to make their best guess as to the continuing direction and
woodland, home to a clan of goblins and various nocturnal location of the path and hope they hook up with the trail again
animals, including bears and wolves. During the day the when it emerges from the snowline on the far side of the
creatures of the woods remain out of sight, but if the party camp Greymists.
anywhere near here at night they risk a 90% chance (d100) of
encountering a wandering animal or a goblin raiding party. If the
group enter the woods there's a 90% chance (1-18 on d20) the
goblins who live here will hear them and track them down (allow
1d6 goblins for each character level). The goblins know their own
hunting ground well and will ambush the PCs, surrounding them
on all sides, cutting off any chance of retreat. The Wizard
of Talus Scenario
Monster: Goblins The 'hermit wizard' Ulnar lives in a large wooden mansion
CR 1; Size Small; HD 1d8+1; hp 5; Init +1; Spd 30 ft., constructed on an outcrop of rock overhanging an alpine forest
(Swim 30ft); AC 15; Base Attack/Grapple +1/-3; Attack some thirty miles west of Stantionbridge. He is a benevolent
Morningstar +2 melee (1d6) or javelin +3 ranged (1d4); character, friendly and peace-loving, though local superstition
Space/Reach 5ft/5ft; SV Fort +3, Ref +1, Will -1; AL and rumour have dealt him an unfair hand and most who live in
Neutral Evil; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. the region around Stantionbridge, and indeed the villagers
Special Attacks: none. Skills and feats: Hide +5, Listen themselves, believe the wizard was once goodly, but can no
+2, Move Silently +5, Ride +4, Spot +2, Alertness, longer be trusted.
Darkvision (60ft) The probable reason for this would be sightings of the
lepers, collectively known as the Elgar people, who live in
A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 caverns beneath the citadel home of the wizard. Hunters in the
pounds. Its eyes are usually dull and glazed, varying in woods around the caves have spied the Elgar and mistaken them
colourf rom r edt oy el
low.A gobl in
sskin colour ranges for undead zombies and ghouls, spawning rumours that the
from yellow through any shade of orange to a deep red; woodland is haunted. Upon hearing such hearsay most have
usually all members of a single tribe are about the same invariably reached the conclusion that the wizard must be
colour. Goblins wear clothing of dark leather, tending involved.
toward drab, soiled-looking colours. Goblins speak Goblin; In fact, the lepers are just as benign as Ulnar himself. They
those with Intelligence scores of 12 or higher also speak have chosen to live deep in the woods and caves of Greymist, cut
Common. off from the outside world where the ravages of their disease
cannot be witnessed and there is no danger of contaminating the
Combat fit and healthy. This altruistic self-exile has greatly touched Ulnar,
Being bullied by bigger, stronger creatures has taught who has taken the lepers to his heart. He spends most of his time
goblins to exploit what few advantages they have: sheer these days conjuring potions and crafting spells in an attempt to
numbers and malicious ingenuity. The concept of a fair find a cure for their disease. So far he has been unsuccessful,
fight is meaningless in their society. They favor but he refuses to give up trying, certain there must be some
ambushes, overwhelming odds, dirty tricks, and any other combination of magic capable of relieving the lepers of their
edge they can devise. miserable plight.
Goblins have a poor grasp of strategy and are cowardly A wagon trail - two tracks gouged in the earth with a
by nature, tending to flee the field if a battle turns against tussock of grass between - leads from Stantionbridge, through
them. the alpine woods and into the lower slopes of Greymist before
arriving at the foot of a long staircase. These steps climb to a
plateau upon which the Citadel of Talus stands. This enormous
wooden house is five stories high and topped with an assortment
7 Rockfall The path ends at a solid wall of fallen rocks and of baroque spires, gothic-style turrets and crooked rooftops, all
boulders. If PCs climb over this obstacle they will discover the surrounding a single roof of grey shingles, a sweeping affair
rocks have been deliberately placed here to form the wall of an which curls up in four extravagant loops at each corner and which
ogre's nest (see NPCs/Enemies). There's a good chance (1-13 rises to a steep pinnacle at its dead centre, mirroring the craggy
on d20) the ogre will be waiting for them on the other side of the mountains serving as a picturesque backdrop to the house. The
wall (having already heard them approach) if they explore this walls are formed from wood but plastered in a surface of white
location during the day. At night the nest will be empty, the ogre's clay, the facets broken up by long wooden beams painted a deep
meagre possessions, a few gnawed bones and some straw black and decorated with runes edged in gold. Here and there are
bedding, betraying his recent presence. The nest smells awful, rows of small windows surrounded by black wooden shutters,
and anyone entering to fight the ogre within must make a glass grey with age, cobwebs glittering in the corners. Several tall
Fortitude save or suffer the effects of nausea (automatic fatigue) chimneys protrude from the apex of the main roof and smoke
until they leave. The trail ends here, more rocks having fallen trails lazily into the sky from the tallest of these. Visitors
across the path on the other side of the ogre's nest and approaching from the road may fancy they can see shapes and

Page 77
faces moving in the smoke. those algae have
To reach the citadel, visitors must climb the steps to the
plateau. Here they will find themselves in a magnificent garden,
unusual medical
surrounded by neatly trimmed lawns, babbling streams, abundant properties."
mountain ferns, topiary hedges and flowering trees. A grey gravel The Lepers
path cuts a perfectly straight line through the gardens and ends at "They are the
a grand staircase. This leads to the front door of the house, an
enormous portcullis made of wood and reinforced with iron
Elgar" Ulnar
bars. says, in a
Ulnar will know of the PCs' approach long before they matter - of - fact
arrive in his garden, and as they head for the portcullis it tone. He beckons
will start to rise slowly, revealing the wizard who stands in one of the shadowy,
deep shadow on the other side.
cloaked figures who
An Interview With Ulnar shuffles out of the huge
dining room and onto the balcony.
Ulnar is a gracious host and welcoming of visitors. If he is "They live in the alpine woods, in
threatened, or he deems the behaviour of his guests to be in any
way insulting, he will dismiss them with a flick of the wrist and a
caves beneath the citadel to be more
casual spell. They will find themselves teleported outside the specific. I have need of staff, however, in
citadel and back in the garden, the portcullis now firmly closed such a large house. My dear, please remove
(spell equiv. Teleportation Circle 9th level Wizard). your cowl," the wizard says. The figure complies,
The wizard will invite the party into his reception hall, a vast
and luxurious room containing a long dining table and chairs
revealing a face ravaged as though by the talons and
more befitting the throne room of a king than the dining chamber fangs of rabid wolves. The eyes, though obviously
of a wizard. Windows five times as tall as a man and furnished feminine, are bloodshot and jaundiced, red rimmed
with dusty velvet drapes, overlook the majestic vista of the and sorrowful. The mouth droops horribly, lips
Greymist Mountains. Ulnar will lead the group through double distended beyond the outline of the face. The nose is
doors and out onto a semicircular balcony of grey stone
overlooking a deep canyon thick with fir trees and vegetation. A squashed, as though smeared, across the flesh of
table stands on the balcony surrounded by chairs carved from the creature's right cheek, and one ear seems to be
ivory. Here Ulnar will bid the group sit, rest and refresh missing. "She is Aleel," Ulnar explains, extending
themselves. With a clap of his hand, Ulnar will summon a small fingers covered in extravagant rings and taking the
meal of delicate tasting pastries and goblets filled with wine. As
the PCs eat and drink the wizard will enquire as to the purpose of creature's malformed hand in his own, "a leper. All
their visit. the Elgar are lepers. Don't worry," he hastens to add
As the group talk, every so often they will spot movement upon seeing the looks on your faces, "it is no longer
in the dining room behind them; hunched figures dressed in dull contagious. My magical experiments have thus
brown robes shuffling to and fro, cleaning ornaments and statues,
or simply watching the PCs, their faces hidden in shadow. These,
cured the disease so far, but only so far. Try as I
of course, are members of the leper colony, some of whom are might I can do nothing to relieve the disfigurement or
employed by Ulnar as casual cleaning staff, but many of which sores, nor the occasional death." The wizard looks
have just wandered into the citadel, as they are oft wont to do, sad as he dismisses the girl. She pulls her hood over
and are showing a curious interest in the wizard's guests. The
her face and shuffles back into the building.
more mischievous GM may afford a PC the occasional glimpse of
a ruined face, parchment coloured skin or bloodshot eyes Gabreal "I seem to remember speaking with a man
beneath the cowl of the figures' robes. of that name once. A cleric, seeking treasure in the
Whatever questions the PCs may have, Ulnar has mountains." Gabreal's Notes (Ulnar will ask to look
important information with regard to the Orb of Evocation. Use
the list of likely answers below as a guide to Ulnar's knowledge
at the notes) "Intriguing. I believe these belonged to
and impart as much as you believe the players need in order to a cleric I once met travelling in the mountains." He
figure out some of this adventure's enduring mysteries. Each returns the note with an enigmatic smile. "How did
phrase or word is accompanied by a paragraph which you should you come by these notes?" Ask Ulnar The Wizard
read aloud to players. If the players ask a question or raise an
issue for which there seems to be no response, you should make
(from the notes) "Here I am," Ulnar grins, a
up an answer as you see fit. mischievous twinkle in his eye, "what question would
you ask? I am at your disposal until such time as I
Stantionbridge become indisposed. When that may be, I cannot
"I know the village well. I have been there many say." Priceless Magical Object of Abjuration
times, though not in the last fifty years. I find the (from the notes) "There is only one priceless
current collection of locals somewhat superstitious magical object of abjuration in Opus. It is the Orb of
and possibly a little too gods-fearing for their own Evocation." Ulnar folds his fingers in his lap and
good. I do, however, have a soft spot for Mortise the smiles serenely. Abjuration (generally) "This is an
fishmonger. He came here some years ago after the object imbued with the magical elements of a spell, a
birth of his youngest son. You may know the story. magical item, if you will," Ulnar holds up his hand,
His wife perished during labour, poor thing, and the displaying many glistening rings, "magical rings.
boy was himself upon the brink of death. It was a Each serves a different purpose and contains a
simple matter to recover him from the brink and now, different spell. Truth be known, I rarely use them
I believe, he is as fit and healthy as his four brothers. these days- but they are abjurated objects. Magical
Mortise comes by from time to time, bringing algae by nature, but possessing of an ability to create the
samples from the moat around the village. Some of effects of a specific spell."

Page 78
Thaumatourgos/Thaumaturgy "Well now," Ulnar since lost. As I grow older, people matter to me more
chuckles, "that is quite a question. Thaumaturgy, of than furthering wizardry. I have the Elgar to worry
course, is the study of magic. Indeed, you all know about. They are my world now." The Order of
that Thauma is the goddess of magic, she of Mohan "It is long since I heard that phrase used,"
sorcerous magnificence, may her robes forever Ulnar clears his throat, stands and raises one hand,
shimmer and her manna bring good fortune to us all. as though addressing the mountains themselves,
But Thauma was not always known thusly. Once she "for the king and the kingdom, we members of the
was Sorcera, goddess of spell-craft. Before this she order of Mohan do solemnly swear oath that our
was known as Sorestus, goddess of the art, as combined powers shall never be used for ill, nor the
magic once was known. Thaumaturgy, also, was not downfall of Mohan. Long live the king!" The wizard
always known to be so. Sorcery was long the chuckles as he resumes his seat, "ah it feels good to
common term for the practising of magic. Much slip back into an old outfit sometimes, don't you
changed when the brothers Thaumatourgos crafted agree?" The Lost Caves That which is lost, is only
the orb and gave unto Opus the great secret of lost until it is found. Look here," Ulnar slips a ring
Evocation." Ulnar sits back and takes a sip from a from his finger and tosses it casually over the
silver goblet of wine. The Thaumatourgos Twins "It balustrade of the balcony. "A prized ring of mine. It
is an ancient story, I am sure you know at least some falls hundreds of feet to the woodland below. There it
of it, perhaps only in part? It has a particular will lie among the bracken and the twigs. It is lost
resonance for me because, you see, I was there."... now to me, but not to the bracken and twigs." He
"The Thaumatourgos twins were wizards of snaps his fingers and the ring reappears in place on
intermediate skill. To give them higher credit would his right thumb, "I'm rather fond of this ring, if you'll
be tempting, but erroneous. In truth, they were never excuse the extravagance." Keep From
more than mere artisans, dabbling with their craft in Powermongers of Mohan "Did I recite the oath of
no great way. That is to say, their intentions, their the order?" Ulnar asks, (if not, he will do so, see The
goals, were great, but their abilities were not. They Order of Mohan). "We kept our oath, we wizards of
were members of the order of Mohan, a brotherhood the brethren. It is a shame that the kingdom did not
of wizards dedicated to the king of the kingdom of keep its oath. We remained of the order and of
Mohan, dedicated to the study of magical effects, Mohan to the end, but we lost our love for the
dedicated to pushing forth the boundaries of magical kingdom when imperial war and blood became of
limitation. But the twins, for all their charisma and paramount importance. It is why we buried the Orb of
intent, disliked the company of other wizards and Evocation. To keep them from using it."
kept to themselves in their swamp home of The Mohan Trail "A road leading from
Marshdown, to such an extent that we of the order Stantionbridge to Mohan. Have you been to Mohan?
oft forgot they were members at all." Ulnar laughs at Lovely place. Beautiful in the summer." Caves
this, "it was to be their undoing, for their magic went Hidden in the Mohan Trail? "I would imagine there
horrendously wrong- you see. They were spread like are many caves hidden in the Mohan trail," Ulnar
butter upon toast. We buried them in their tomb not nods. "The ground rises and falls like waves upon
within a sarcophagus but within a glass jar," he the tide of time, and hollows shall form. Lucky for the
laughs once again, "a sad truth, though it makes me bear that they do, for where otherwise would the
laugh after all these years. In our efforts to decipher poor fellow live?" Barbarians "Yes," Ulnar looks sad,
the scroll spells of the twins, we of the order learned "they personify the dirge of men. And here, in our
the secret. The Secret It was a long time ago - six midst, the beautiful minds of the Elgar hide in
hundred years. My old brain has aged somewhat darkness. They lack the bright face and fierce
since then and I fear to tell you I have all but temperament of the plains-men, but their hearts are
forgotten the nature of the secret. Something to do no less human. I would trade a thousand barbarians
with a great force, a mirror and the sun. Beyond for a single Elgar." Marshdown/Bleaktonne "A quiet
that," he shrugs and smiles, "it is the curse of being little village of swamp folk, some way north if I
ancient, memory like a sieve and flesh like dry recall." Inglenook Woods "A small woodland, some
hessian." Orb of Evocation "A mystical orb, black distance west of Bleaktonne if I'm not much
as pitch- about the size of your fist. We crafted it, we mistaken."
of the order of Mohan, in order to contain the magic
of the twins, for there was much to be contained! It Ulnar's Responses to Rumours
was powerful stuff, you see - too powerful for one
wizard to cast safely. That's why they died: the twins. The area upon which Stantionbridge is founded has long
They lacked the power. Don't ask me what the Orb been associated with rumours of an ancient artefact of great
power
does. My memory is not what once it was, and such
things no longer interest me anyway, though I "Yes, I would imagine so. The Orb of Evocation. We
remember the force of it; the power of it; the crafted it to contain the magic of the twins. They
tremendous, terrifying energy! Forces, energies, would have done well to do the same. They might
power; all the folly of youth and worlds I have long

Page 79
have lived longer. Instead they kept their work to Inglenook woods is said to be haunted by the ghost of a long
themselves and ended their days as so much goo on dead wizard. Many strange creatures have been seen there,
in particular a pack of enormous wolves, each creature said
the walls. Well, we can but hope we will have a to be twelve feet in length, with huge shaggy heads and
happier ending ourselves, eh?" He chuckles. thickset bodies covered in downy grey fur.

Strange lights and noises have been seen late at night by "You describe the wolverine. But I know nothing of
locals living in the Paravelly Farmland region.
wizards, long dead or long lived, in connection with
"That does sound odd. I have not been in the vicinity the woods. It is an ugly place, as woodlands go, but
of Paravelly in many long moons. Strange things spectacular enough by the light of a decent sunrise
seem to be eclipsing the usual. Bizarre noises and and some morning mist. Some have oft said the
lights cast doubt upon the solidity of the norm. same of me!" Ulnar laughs.
Though I have always believed, one should value the The woods that grow on the lower slopes of the Greymist
vista before ones own eyes before trusting in the Mountains in the shadow of the Talus Citadel are rumoured
second hand yarn of a local gossip." to be home to a tribe of undead zombies.

The Stantionbridge emerald mine has been forced to close "Zombies? No. I am sure I would have noticed,"
due to the sudden appearance of a strange, tentacled Ulnar smiles to himself.
creature in the entrance shaft.

"How very unfortunate. Have you investigated this


yourselves?" The Wizard Ulnar
Male human Wizard Lvl13: CR 13; Size M (6 ft., 0 in. tall);
The swamp town of Bleaktonne has been suffering visits HD 13d4; hp 33; Init +0; Spd 30 ft.; AC 10; Attack +6/+1
from a strange winged beast. melee, or +6/+1 ranged; SV Fort +4, Ref +4, Will +8; AL
NG; Str 10, Dex 10, Con 11, Int 15, Wis 10, Cha 11.
Languages Spoken: Common, Mohanian Ancient
"A creature of dark malevolence harangues the Skills and feats: Concentration +5, Decipher Script +9,
north," Ulnar closes his eyes, chants under his Hide +0, Knowledge (Dungeoneering) +12, Knowledge
breath for a moment then gasps, "yes, yes. I see her (History) +18, Knowledge (The Planes) +18, Listen +0,
clearly. Black against the sunset. She spreads her Move Silently +0, Spellcraft +18, Spot +0; Brew Potion,
Enlarge Spell, Leadership, Maximize Spell, Quicken Spell,
wings wide across the Marshdown, her song is [Scribe Scroll], Silent Spell, Still Spell, Weapon Focus
terrible as the banshee's wail, but she does not (quarterstaff).
portent death, she hungers it." The wizard opens his Possessions: 35,000 gp in gear. Citadel of Talus.
eyes and sighs deeply. "The poor folk of Bleaktonne Wizard Spells Known (4/5/5/4/4/3): 0th -- Acid Splash,
Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect
appear in need of help. But I cannot leave the Elgar."
Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage
Hand, Mending, Message, Open/Close, Prestidigitation,
A travelling fighter from the west, recently passing through
Ray of Frost, Read Magic, Resistance, Touch of Fatigue.
Stantionbridge, claimed to have fought and killed a blue
1st -- Animate Rope, Charm Person, Colour Spray,
dragon living in the Babax Desert. Comprehend Languages, Disguise Self, Magic Missile,
Protection from Chaos, Protection from Good, Reduce
"The dragon's name is Rubicon. She is a magnificent Person, Shield, Sleep, Ventriloquism. 2nd -- Bear's
beast, quite beautiful, startlingly violent." Ulnar Endurance, Blindness/Deafness, Blur, Invisibility,
dismisses the rumour with a wave of his hand, "any Misdirection, Scare, Summon Monster II, Summon
Swarm. 3rd -- Deep Slumber, Displacement, Fireball,
man could brag that he has destroyed a dragon. Greater Magic Weapon, Heroism, Keen Edge, Magic
Only the immortal, only the divine or the fiendish Circle against Chaos, Phantom Steed, Protection from
could actually undertake the deed. Such creatures Energy, Secret Page, Wind Wall. 4th -- Charm Monster,
do not generally 'pass through' anywhere, not unless Contagion, Dimensional Anchor, Fire Trap, Greater
Invisibility, Lesser Geas, Mnemonic Enhancer, Rainbow
the place they pass is left in a steaming crater, a
Pattern, Resilient Sphere, Shadow Conjuration, Shout,
blackened pit of charred remain and smoking bones. Stoneskin, Wall of Fire. 5th -- Animal Growth, Cone of
Did Stantionbridge resemble such a vision after this Cold, Fabricate, Persistent Image.
fabled dragon-slayer passed along his way?"
Several villagers speak of their friend with grave concern. He
set out for the northern city of Carthidge several months
ago, looking to buy metal-ore for use in the village smith. But
he has not returned, and this is most unlike him. Lepers/The Elgar
CR 1; Size M (5 ft., 5 in. tall); HD 1d4-3; hp 4; Init +0; Spd
"I have heard tidings of the evil in Carthidge, this is 30 ft.; AC 10; Attack +2 melee, or +0 ranged; SV Fort -3,
not the first such story to meet mine ears. Avoid the Ref +0, Will -1; AL NG; Str 14, Dex 11, Con 4, Int 8, Wis
8, Cha 8.
city, unless go there you must beyond all choice. Languages Spoken: Common.
Many who enter the curtain wall of old Carthidge do Skills and feats: Hide +0, Listen +1, Move Silently +0,
not return in this day and age. They languish instead Spot +5, Alertness.
within the jail of the fortress. This, I fear, is where Affliction: non-contagious leprosy
your missing man shall be found."

Page 80
upward, the character loses 1d6 HPs of non-lethal damage. If
HPs reach zero the character falls unconscious and eventually
drowns. If the character manages to break the surface, all HPs
are restored.
Once the character has broken the surface of the
underground lake, they can move freely using a normal Swim
check at DC 10. For purposes of recovering discarded gear, or
rescuing sinking characters, the lake should be considered
bottomless. The bowl within which the lake resides is actually a
vertical shaft many hundreds of feet deep. Discarded gear will
continue to sink until it hits the bottom at which point it will be
sucked by strong currents into various fissures, finally being fried
when the water expels into a magma filled reservoir at many
thousands of feet depth. This should only be relevant if PCs have
the ability to breathe underwater. Even in this instance, they will
only be able to chase discarded gear or sinking characters so far
before water pressure forces them to turn back.

The Caves, Detailed Map and Key

Each cavern includes a room description which the GM should


read aloud to players.

1 Subterranean Lake
A large cavern with vaulted ceiling rising to an apex some sixty
feet above and filled with the thunderous roar of water. Here a
thick column of water falls through a natural hole in the roof,
cascading down to a large underground lake in the centre of the
cave. The lake is approximately ninety feet wide, turbulent in the
centre where the water pours in, but calm beyond this point.
Though many tonnes of water must be pouring in through the roof
The Thaumatourgos Tomb Scenario every second, the surface level of the lake remains constantly
flush with the ground of the cavern, suggesting the water is
The caves leading to the tomb of Thaumatourgos were covered draining at a precisely equal rate somewhere below. The bank of
many hundreds of years ago, but have since been eroded by the the lake is covered in stalagmites large and small, some so small
flow of water running down from the river Mohep and are open they hardly rise beyond mere bumps in the uneven ground, some
once again. The river culminates in the moat surrounding the so tall that where they taper to a point they meet the downward
village of Stantionbridge, curving around the escarpment upon pointing tip of a stalactite attached to the roof. These conical
which the village stands in the shape of a horseshoe then ending columns of stone, and the walls surrounding them, are covered in
at a small swirling mere. Here the water drains into a rift in the a strange red algae which seems to pulsate and glow, giving off
bottom of the moat, the true entrance to the tombs (See also an eerie crimson glow and enough light by which to see. Here
Stantionbridge Details and Map). and there, dotted around the room like macabre statues and
Anyone who wishes to enter the tomb will need to plunge bathed in the same red light, you can see a variety of skeletons,
into the mere and allow themselves to be dragged under by the some dressed in armour, others merely naked bone covered in
permanent whirlpool spinning in the centre of the pool. A column ragged clothing, flesh stripped away by the passage of time. All
of water cascades through the rift and into an open cavern are seated on the floor, or propped in awkward kneeling
beneath the mere, dropping some sixty feet into a small positions, as though they had slumped to their knees and died
subterranean lake. Characters who drop through the rift will be where they fell.
driven underwater by the force of water falling upon them from Peering toward the walls of the cavern you can see two
above and carried 1d20 feet under the surface plus an additional very definite caves, one ten to twelve feet wide and twenty feet
2 feet for every 50lbs in weight they carry, including the weight of high, the other much narrower but just as tall.
their own body. If the weight of gear and/or armour is unknown, Characters able to see in the dark will have perfect vision
the GM should impose 1ft for every item ten medium sized in this cave. All other characters will have their line of sight
objects carried (limited only to the type of gear characters are reduced by 10 feet but should still be able to see well enough to
likely to carry in backpacks, satchels and pouches). Metal move around without lighting lanterns.
weapons such as swords, and armour including worn armour The lake harbours no perils, though it is filled with fish and
(chain, scale, banded etc.), helms and/or shields must be crustaceans that have fallen in from the moat above. The
discarded by the PC otherwise they will continue to sink. skeletons are nothing more sinister than the putrefied corpses of
Removing an item of worn armour will take one full round. previous tomb-raiders, or victims of the whirlpool in the moat,
Removing specific items from a backpack without discarding the trapped in the caves and starved to death.
whole backpack will also take one full round. Removing a full suit
of armour will take 3 rounds. Discarding helms, shields and 2 Room of Electric Burning
weapons counts as a free action. For every round spent
discarding items, the PC will sink a further 2 feet. This way the All the passageways leading to this room slope down at a steep
player and GM should be able to calculate the depth the angle before opening out some fifty feet above the floor of a huge
character plunges before he/she can begin to swim back up to pit. The various doorways are at a uniform height, but there are
the surface of the underground lake. no ways to reach one doorway from another.
Characters can swim upward at a rate of 1 foot per round
for every 5 points of Strength rounded down to the nearest 5
(5,10,15,20 etc.). They can hold their breath for 60 seconds/6
A vast cavern opens before you, the roof so high it
rounds plus an additional 10 seconds/1 round per Con modifier resides in total darkness somewhere above. The
(or negative ten seconds/round if the Con modifier is a negative floor, a chamber-wide pit some fifty feet below the
level). If the character cannot reach the surface in time they will level of the opening where the passage terminates,
breathe in water and start to drown. For every foot left to swim
is also shrouded in shadow. Dotted about the

Page 81
shadows you can see ten or twelve tiny red dots, like
rubies glistening in the dark. They could be rubies, Monster: Barghest
but for the fact they seem to be moving around. CR 4; Size Medium Outsider; HD 6d8+6; hp 33; Init +6;
Every now and then a pair wink out then return. Spd 30 ft.; AC 18; Base Attack/Grapple +6/+9; Attack Bite
+9 melee (1d6+3)); Full Attack Bite +9 melee (1d6+3) and
2 claws +4 melee (1d4+1); Space/Reach 5ft/5ft; SV Fort
The walls here are covered in the same red algae, +6, Ref +7, Will +7; AL Lawful Evil; Str 17, Dex 15, Con
but less so than before, making the darkness deeper 13, Int 14, Wis 14, Cha 14. Special Attacks: Spell-like
somehow. You can hear the steady drip dripping of abilities, feed. Skills and feats: Bluff +11, Diplomacy +6,
water, a rhythmic, staccato sound that echoes Disguise +2 (+4 acting), Hide +11*, Intimidate +13, Jump
+12, Listen +11, Move Silently +10, Search +11, Sense
around the great space before you. Motive +11, Spot +11, Survival +11 (+13 following tracks),
Combat Reflexes, Improved Initiative, Track, Change
Suddenly the hairs on the back of your neck prickle shape, damage reduction 5/magic, darkvision 60 ft., scent.
and you feel a tingling sensation crawling across
A barghest is a lupine fiend that can take the shape of a
your skin. The room seems to tremble and a wolf or a goblin. In its natural form, it resembles a goblin
grumbling sound emanates from somewhere high wolf hybrid with terrible jaws and sharp claws. Their skin is
above. Light bursts in on the cavern, illuminating the strange blue colour. A full-grown barghest is about 6 feet
rugged walls and arched roof of a huge chamber. longandwei ghs180pounds.A bar ghest
seyesgl ow r ed
in the dark.
For the briefest moment you see strange, squat,
dog-like shapes crawling across the floor of Barghests speak Goblin, Worg, and Infernal.

the pit, maybe five or six of them, spines unnaturally Combat


Barghests can claw and bite, no matter what their form,
long, forelimbs more human than dog, heads hidden and usually disdain weapons. Though they love killing,
under a shaggy mane of blue fur from beneath which they have little stomach for direct combat and attack from
peer two red eyes filled with a burning malevolence - ambush whenever possible. Barghests start a combat by
the 'rubies' you saw before. A blast of electric-blue using crushing despair and charm monster to keep
opponents off balance. They try to stay away from the
lightning as thick as a man's arm forks down from enemy
smai nst rengt
h.A bar ghest
snaturalweapons,as
the middle of the roof and grounds on a point in the well as any weapons it wields, are treated as evil-aligned
dead centre of the cave floor. With a shocking bang and lawful-aligned for the purpose of overcoming damage
the lightning is spent and the light is gone. reduction. Its natural weapons are treated as magic
weapons for the purpose of overcoming damage
reduction.
A jagged after burn of blazing blue dances on your
retina as you scour the floor of the cave for a better Spell-Like Abilities: At willblink, levitate, misdirection (DC
look at the creatures lurking down there. But you can 14), rage (DC 15); 1/daycharm monster (DC 16),
crushing despair (DC 16), dimension door. Caster level
see nothing. Only shadow and the deliberate equal sthebar ghest
sHD.
movement of those red, blinking eyes. You fancy you The save DCs are Charisma-based.
hear some of the creatures murmuring and cackling
under their breath, but the sound is short-lived. Feed (Su): When a barghest slays a humanoid opponent,
it can feed on the flesh and life force, for a full-round
There seem to be three other doorways in the walls act ion.Feedi ng dest royst he v icti
m sbodyand pr events
of the cavern around you, three caves, all at the any form of resurrection that requires part of the corpse.
same height as the one you currently occupy and all There is a 50% chance that a wish, miracle, or true
with no discernable method of reaching them. resurrection spell can restore a devoured victim to life.
Check once for each destroyed creature. If the check fails,
This is the room of electric burning. The creatures squirming the creature cannot be brought back to life by mortal
across the floor are Barghest, lupine fiends that can take the magic. A barghest advances in Hit Dice by consuming
shape of a wolf or a goblin but which resemble a mixture of the corpses in this fashion. For every three suitable corpses a
two in their natural form. If the Barghest spot the PCs, they will barghest devours, it gains 1 Hit Die, and its Strength,
change into goblins and try to scale the walls to reach their prey. Constitution, and natural armour increase by +1. Its attack
The Barghest feed on blood and souls, growing stronger the bonus and saves improve as normal for an outsider of its
more they devour. As the PCs explore this area they will hear the Hit Dice, and it gains skill points, feats, and ability score
creatures muttering to themselves in Infernal. They can also improvements normally. The barghest only advances by
speak Goblin and Worg. consuming the corpses of creatures whose Hit Dice or
The lightning blast is a magical eruption of energy which levels are equal to or greater than its own current total. A
comes from a tiny crystal 'manna sink' situated in the dead centre barghest that reaches 9 Hit Dice through feeding
of the roof. Every minute (6 rounds) the charging crystal releases immediately becomes a greater barghest upon completion
its pent up energies in the form of the lightning which grounds of the act.
with a second crystal set in the middle of the pit floor. The Change Shape (Su): A barghest can assume the shape of
lightning will also barb outward and ground with any metallic a goblin or a wolf as a standard action. In goblin form, a
object occupying the cavern, excluding anything situated on the barghest cannot use its natural weapons but can wield
threshold of the four doorways or in the passageways beyond. weapons and wear armour. In wolf form, a barghest loses
Thus, any character traversing the room and wearing metal its claw attacks but retains its bite attack.
armour or carrying metal items (remember to include belt and Pass Without Trace (Ex): A barghest in wolf form can use
backpack buckles, coins and metal jewellery) will be struck by a pass without trace (as the spell) as a free action.
fork of lightning when next the crystal expends its energy. Skills: *A barghest in wolf form gains a +4 circumstance
bonus on Hide checks.

Page 82
Each strike acts in much the same way as a 3rd level save DC 12 applicable for PCs, but not ghouls). Ghouls hit by a
Wizard/sorcerer Lightning Bolt spell, but without the Reflex save, shocker lizard will instantly burst into flame and start to burn for
since the lightning is grounding on the metal the PC wears/carries 1d6+6 HPs per round. They will continue to attack or move
and is not aimed at them per say. Each minor bolt will cause 3d6 normally even as they burn, but as soon as all HP are depleted
points of electricity damage. If a character steps over the crystal they will drop to the ground. PCs fighting a burning ghoul will take
in the floor of the pit, or reaches down to pick it up when the bolt an additional 1d4 burns damage on a successful hit.
is firing, they take full damage from the main lightning blast (10d6 The GM should make a note of the number of shocker
points of electricity damage). lizards and the direction each one takes. Lizards that dash into
The lightning bolt sets fire to combustibles and damages room 5 will find the doorway on the far side and keep going,
objects in its path. It can melt metals with a low melting point, continuing into cavern 6 where they will find the nearest shadowy
such as lead, gold, copper, silver, or bronze. If the minimum corner and hide (Hide +11). Lizards that run into rooms 4 or 5 will
damage that could be caused to an interposing barrier would continue running around like mad things and the GM should
shatter or break through it, the bolt will continue through the continue to roll 1d20 per lizard for each character/monster in the
barrier, as if the barrier were not there; otherwise, the bolt will not room. On a roll of 15-20 the lizard dashes back through the
fire at all, the connection between the two manna sinks being portcullis into room 3a (anyone there must check for the risk of
broken. bumping into the lizard again) and then finds the cave leading to
room 1 and jumps into the lake. If characters press themselves
3 The Bronze Key flat against walls the d20 risk of a hit can be decreased by one.
Once the ghouls and shocker lizards have been
Situated on a hook on the far wall of this large despatched, the portcullis will rise into the ceiling and the party
will be free to move on, taking the bronze key with them.
square cave is a huge bronze key the size of your
hand. As far as you can tell, the room is empty. 4 Empty cave
The ghouls lurking unseen in the walls of this cave will remain
If the key is taken, a moment will pass, followed by an ominous hidden unless the key is taken from the wall in room 3.
rumbling. Heavy iron portcullis (Hardness:10, 45HPs) fall over the
entrance to this room and the thresholds of rooms 1, 4 and 5 as 5 Empty cave
well, effectively cutting off rooms 3 and 4, restricting access to
rooms 1 and 5 and creating a virtual cage between the four 6 Lair of the Lizard
rooms (3a).
The walls in rooms 3 and 4 will suddenly appear to move.
1d10+4 ghouls, divided as equally as possible between the
A vast square cavern with three exits. The same
rooms, will seem to appear from nowhere, emerging somehow strange red algae covers walls and ceiling, affording
from the grey stone of the walls and advancing on those trapped you enough light to see by. Plumes of hot steam vent
within each respective room. If nobody is in room 4, the ghouls from fissures in the floor of the cavern, jets of grey
will shuffle across the chamber, reach through the bars of the
portcullis and groan loudly. (See NPCs/Enemies for ghoul stats).
mist that shoot several feet into the air before
Simultaneously a small hole will slide open in the roof of evaporating. Several hundred shocker lizards
the central chamber (3a) and a thin trickle of water will start to occupy the cave, favouring areas around the
pour into the room. Every now and then a shocker lizard will drop fissures. Their curious clicking language fills the air,
through the hole (up to a maximum 2d6+6 lizards) and land in the
growing pool of water on the floor of the cave with a small crackle
which is charged with electricity and muggy with heat
of electricity and a complaining squeal. from the steam vents. A cloying dampness settles on
The lizards are about half a foot in height and a deep blue your clothing and skin as soon as you enter the
in colour, with large amber-coloured eyes. They stand on four cave; a close humidity which seems to press in from
legs, two long back limbs and two skinny forelimbs, but when
they move they lift themselves up to full height and dash forward
all sides, suffocating and claustrophobic.
in a mad whirl of legs and webbed feet, emitting a series of loud
clicks as they run. There are many hundreds of shocker lizards in this
Shocker lizards know of no transition between running and cave, small blue reptiles with big yellow eyes, each
standing still. At any given time, they will either be doing one or
the other.
glowing with an electric blue light and crackling with
As soon as a lizard hits the ground it will sprint off in a pent up energies. The creatures, each no taller than
frenzied fashion, electricity arcing off it in every direction. For your knees, seem to be clumped together near the
each PC occupying chamber 3a and each new lizard arrival, roll fissures and you can see clear channels running
1d20. On a roll of 1-3 a shocker lizard will accidentally bump into
the PC in their enthusiasm to rush across the room (Reflex save
between them where you may tread safely. Provided
DC 12 applicable for PCs, but not ghouls). The PC will take 2d8 the reptiles stay where they are, you should be able
points of non-lethal electricity damage from the subsequent to weave your way through them to one of the other
electric shock. If the PC attempts to retaliate, the shocker lizard exits.
can fire its shock effect up to five feet in any direction and will use
this as a defence mechanism, causing a further d8 points of non-
lethal electricity damage, but this time with a half Reflex DC12 A lizard close to you glances around with a quick
save. Shocker lizards prefer to avoid combat and will run away snap of its neck, yellow eyes turning toward you. It
from, rather than turn and fight, an aggressor. picks up one back leg and slaps the ground
Once the above has been determined, the GM should roll
repeatedly with a webbed foot, clucks its tongue and
1d4 for each lizard. On a roll of 1 the lizard runs into room 1,
races around the lake and dives into the water. It will miss emits a strange warbling sound. A few other lizards
anyone standing in that cave. On a roll of 2 the lizard runs into here and there seem to tense, the muscles in their
room 3, on a roll of 3 it runs into room 4 and on a roll of 4 it runs legs bunching, their eyes rolling. One or two also
into room 5. slap the ground with their feet. But then the lizard
If a lizard runs into an occupied room (except room 1), roll
1d20 for each character/monster present. On a roll of 1 a looks away and a calm returns to the creatures. You
Shocker will dash into them, causing appropriate damage (Reflex sense one wrong move could set off a mass panic,

Page 83
leading to chain reaction of mad, dashing lizards. from east to south or west to south, must make 5 rolls. On a
failed roll one lizard will sense the passing PC and bolt in the
PCs must tread very carefully through this room. The lizards are opposite direction. All lizards it leaps over will react in the same
skittish creatures, prone to panic. If one feels threatened it will way, until eventually the entire cavern is in an uproar. For each
leap onto its hind legs and race away. This one will set off every round the PCs stay in the cavern after the initial lizard bolts, the
other lizard in the cave, leading to a mass eruption of dashing GM should impose an increment of +1 to all HP damage,
creatures, each capable of dealing any PCs caught in their midst representing the ever increasing numbers of moving lizards.
2d8 non-lethal points of electricity damage. If this happens while
the party are traversing the room, they will take a minimum 10d8 7 Room of Bones
points non lethal damage plus a further 4d8 damage if they fail a
Reflex save DC 15. This largish cavern is square in shape, thick pillars of
Players should use Move Silently as an opposed check a strange, irregular shape, rising from the floor to
against the Shocker Lizards' collective Listen skill +4. One roll support the arched ceiling overhead. As your light
should be made for every ten feet traversed. The cavern is
approximately 100 feet wide, meaning a PC travelling between passes over the interior of the room, you realise the
east and west doorways must make 10 rolls, while a PC travelling reason for the irregular shape of the pillars. Each is
made from human skulls, thousands crammed one
atop the other to form a solid mass so dense that it's
Monster: Shocker Lizard strength seems capable of supporting the roof.
CR 1; Size Small; HD 2d10+2; hp 13; Init +6; Spd 40 ft.;
AC 16; Base Attack/Grapple +2/-2; Attack Bite +3 melee
(1d4); Space/Reach 5ft/5ft; SV Fort +4, Ref +5, Will +1; The roof too, you see now, is formed from human
AL Neutral; Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6 skulls which leer down with sightless sockets and
Special Attacks: stunning shock, lethal shock permanent rictus grins. The walls are made from
Skills and feats: Climb +11, Hide +11, Jump +7, Listen more skulls, while the floor consists of a matrix of
+4, Spot +4, Swim +10, Improved Initiative, Darkvision
60 ft., electricity sense, immunity to electricity, low-light bones, each criss- crossing the one below to create
vision. a macabre weave effect.
A shocker lizard has a pale grey or blue underside, The eye sockets of a skull in the dead centre of the
shading to a darker hue on its back. It has blue-black
markings along its back and tail. A shocker lizard is nearest pillar suddenly blaze with a strange green
about 1 foot tall at the shoulder and weighs about 25 light. The jaw moves with a jerky motion and a
pounds. deathly voice issues forth. "What do they want?"
Combat
A shocker lizard relies on its electricity abilities in Another skull, this time embedded in a nearby wall,
combat. A lizard tends to bite only after its shock has seems to come to life, its own eyes glowing red, jaw
rendered an opponent unconscious or when the shock rattling as it speaks, "they seek the prize of kings,
seems to have no effect at all. A solitary lizard flees once hidden by the treacherous wizard scum!"
it delivers its shocks, but if other shocker lizards are
near by ,theyal lhomei nont hei
rcomr ade sdi scharges
and attempt to administer their shocks to the foe. "They dare not tread through the room of bones," a
Stunning Shock (Su): Once per round, a shocker lizard new voice rasps, and now you see a third skull
can deliver an electrical shock to a single opponent speaking. Others seem to be coming to life, more
within 5 feet. This attack deals 2d8 points of nonlethal
damage to living opponents (Reflex DC 12 half ). The eyes blazing in the shadows.
save DC is Constitution-based.
Lethal Shock (Su): Whenever two or more shocker "Test us, tomb raiders," the original skull sneers,
lizards are within 20 feet of each other, they can work "step lightly upon our ribs and feel us crunch
together to create a lethal shock. This effect has a radius
of 20 feet, centred on any one contributing lizard. The
beneath your feet. We will embrace you. We will bite
shock deals 2d8 points of electricity damage for each you! Come, test us."
lizard contributing to it, to a maximum of 12d8. A Reflex
save (DC 10 + number of lizards contributing) reduces Each skull is under the influence of a fourth level wizard Animate
the damage by half. Undead spell. The skulls have been commanded to spit wrathful
Electricity Sense (Ex): Shocker lizards automatically insults at anyone appearing at either of the doorways. They will
detect any electrical discharges within 100 feet. taunt the PCs in an attempt to goad them into entering the room.
Anyone setting foot on the floor will begin to sink into the bones
Skills: Shocker lizards have a +4 racial bonus on Hide which have the same cumulative effect as a pit of quicksand. The
checks due to their coloration. Shocker lizards have a +2 victim should be considered 'helpless' at this point, with an
racial bonus on Listen and Spot checks. Shocker lizards effective Dex of zero. They will be sucked down at a rate of 1 foot
use their Dexterity modifier instead of their Strength depth for every combat round. Thus a 6ft character will last 6
modifier for Climb and Jump checks. A shocker lizard rounds before vanishing beneath the bone floor. If huge amounts
has a +8 racial bonus on Climb checks and can always of strength are applied in an attempt to tear the victim free, the
choose to take 10 on a Climb check, even if rushed or victim's legs or feet will simply be ripped from their sockets. A 6th
threatened. A shocker lizard has a +8 racial bonus on level wizard Anti-Magic Field spell protects the room. The field
any Swim check to perform some special action or avoid suppresses any spell or magical effect used within, brought into,
a hazard. It can always choose to take 10 on a Swim or cast into the area, but does not dispel it. The field has been
check, even if distracted or endangered. It can use the carefully constructed within the walls of the room, thus the
run action while swimming, provided it swims in a animated skulls remain unaffected, albeit protected from magical
straight line. attacks by the effective barrier of the field.
Time spent within the chamber will count against all

Page 84
suppr essedspel l
sdur ati
ons.Summonedcr eatur
esofanyt ype
and incorporeal undead wink out if they enter the room. Time
spent winked out counts normally against the duration of the Monster: Spectre
conjuration that is maintaining the creature. A normal creature CR 6; Size Medium; HD 7d8+8; hp 38; Init +6; Spd 40 ft.
can enter the room, as can normal missiles. Furthermore, while a Fly 80ft (Perfect); AC 15; Base Attack/Grapple +3/-;
magic sword does not function magically within the area, it is still Attack Incorporeal touch +6 melee (1d8 plus energy
a sword (and a masterwork sword at that). The spell has no effect drain); Space/Reach 5ft/5ft; SV Fort +2, Ref +5, Will +7;
on constructs that are imbued with magic during their creation AL Lawful Evil; Str , Dex 15, Con , Int 14, Wis 14,
process and are thereafter self-supporting (unless they have Cha 10. Special Attacks: Energy drain, create spawn
been summoned, in which case they are treated like any other Skills and feats: Hide +13, Intimidate +9, Listen +14,
summoned creatures). Elementals, corporeal undead, and Search +12, Spot +14, Alertness, Blind-Fight, Improved
outsiders are likewise unaffected unless summoned. These Initiative, Darkvision 60 ft., incorporeal traits, +2 turn
creat ur esspel l-like or supernatural abilities, however, may be resistance, sunlight powerlessness, undead traits,
temporarily nullified by the field. Dispel magic does not remove unnatural aura.
the field.
The skulls will cackle madly if anyone becomes ensnared Combat
in the bone-quicksand. When all attempts to get the victim out In close combat a spectre attacks with its numbing, life-
have failed, the skulls will offer to release him if one of the PCs draining touch. It makes full use of its incorporeal nature,
makes an offering to the room of bones. Offerings must be in the moving through walls, ceilings, and floors as it attacks.
form of a bone sacrifice and the skulls will take nothing less than
a whole hand or foot which must be severed and thrown into the Ener gy Dr ai
n( Su) :Li vi
ng cr
eatures hi tby a spect re
s
room. The skulls will not accept a hand or foot of the sinking incorporeal touch attack gain two negative levels. The DC
victim, only that of someone who stands safely on the threshold is 15 for the Fortitude save to remove a negative level.
of the room. The save DC is Charisma-based. For each such negative
If a sacrifice is made (see below for damage results) the level bestowed, the spectre gains 5 temporary hit points.
sinking PC will be released and all life will seem to fade from the Create Spawn (Su): Any humanoid slain by a spectre
skulls. The sacrificed body part will sink into the bones and becomes a spectre in 1d4 rounds. Spawn are under the
vanish from view. A PC who attempts to cut off his/her own body command of the spectre that created them and remain
part must make a DC18 Will save or lose their nerve. enslaved until its death. They do not possess any of the
abilities they had in life.
Severed Sword-hand - 4 negative points to base attack bonus, - Unnatural Aura (Su): Animals, whether wild or
1d6 permanent points to Dex, 3d10 immediate HPs loss and DC domesticated, can sense the unnatural presence of a
15 Fort save or fall unconscious from shock. Loss of 1 HP per spectre at a distance of 30 feet. They do not willingly
day thereafter, unless the wound can be cauterized or healed approach nearer than that and panic if forced to do so;
magically. DC 12 Fort save at the end of every in-game day for they remain panicked as long as they are within that
1d20+20 minus CON days, or the wound becomes infected with range.
additional 1d6HP loss and 1d4 CON points per day. The victim Sunlight Powerlessness (Ex): Spectres are powerless in
will recover after a number of days equal to 1d20+40 minus CON, natural sunlight (not merely a daylight spell) and flee from
at which point HP loss will cease and healing begins. it. A spectre caught in sunlight cannot attack and can take
only a single move or attack action in a round.
Severed Non Sword-hand - 1 negative points to base attack
bonus, -4 negative points for all two handed weapon attacks, -1d6
permanent points to Dex, 3d10 immediate HPs loss and DC 15
Fort save or fall unconscious from shock. Loss of 1 HP per day 8 The Chasm
thereafter, unless the wound can be cauterized or healed
magically. DC 12 Fort save at the end of every in-game day for The tunnel opens into a huge cavern. You find
1d20+20 minus CON days, or the wound becomes infected with yourself standing at one end of a narrow, crumbling
additional 1d6HP loss and 1d4 CON points per day. The victim
will recover after a number of days equal to 1d20+40 minus CON, ledge which runs around one corner of a deep
at which point HP loss will cease and healing begins. chasm-like pit whose sheer walls drop into
unfathomable depths and deepest shadow below. At
Severed Foot - 1d10 permanent points to Dex, movement rate the other end of the ledge is an exit.
decreased by a factor of three. No running feats/abilities such as
bull rush apply. Penalties for Jump, etc. 3d10 immediate HPs
loss and DC 15 Fort save or fall unconscious from shock. Loss of A light shimmers in the air, a few feet away directly
1 HP per day thereafter, unless the wound can be cauterized or above the ledge. The light seems to twist and drift
healed magically. DC 12 Fort save at the end of every in-game like mist. Whorling shapes within the mist resolve
day for 1d20+20 minus CON days, or the wound becomes
infected with additional 1d6HP loss and 1d4 CON points per day.
themselves into an incorporeal figure, a young
The victim will recover after a number of days equal to 1d20+40 human male dressed in rags, his flesh semi-
minus CON, at which point HP loss will cease and healing transparent so that you can see the inner workings
begins. The victim will need to walk on a crutch. of organs and blood vessels moving within his body.
It is possible to cross the room by climbing on the walls and
The spectre's eyes are a uniform milky white, and its
shimmying around to the opposite doorway, however, the skulls mouth is twisted into a permanent grimace. A deathly
will do their best to hamper any attempt by biting at the fingers chill seems to fill the air around you, fingers of icy
and feet of the PCs as they climb, causing 1d6 HP damage cold travel the length of your spine.
overall. Anyone wearing metal gauntlets and/or metal solarets
(armoured shoes) can make the climb unscathed.
Suddenly, the air above the chasm shimmers and
fills with hundreds more ghostly characters, varying
in shape, size race and class. Some are barbarians,
others adventurers like you. You can see clerics,

Page 85
bards, wizards and knights, but also orcs and 10 The Stone Forest
goblins, a few gnomes and even an ogre. The ghosts
hang in the air, all eyes turned on you. Many pillars support the strange stone ceiling of this
huge cavern which resembles nothing short of a
The ghostly spectre whispers as it floats slowly forest clearing. The pillars have been carved to
toward you, "in the dark where shadows grow, into resemble tree trunks and the uneven floor is covered
the pit the robbers go." in sinewy, twisting roots of stone. The roof is the
most impressive aspect of the room, consisting of
The spectre will attempt to attack using its numbing, life draining thousands, possibly millions, of intricately carved
touch. It is bound to the confines of this chamber and the pit (the leaves and branches, each meticulously sculpted
bottom of which, some thirty feet deep, is filled with previous from the very bedrock of the roof itself. Closer
victims whose lifeless bodies may be worth investigating for items
of equipment and treasure, but only if the spectre is despatched inspection of nearby pillars reveals the bark-like
first), and cannot follow victims beyond the two doorways. When surface is even detailed with tiny insects and
the room is unoccupied, the spectre will simply vanish. It can go drooling sap.
anywhere within the room, including into the pit.
The spectre is incorporeal, so barriers, obstacles or shields
will not hinder its progress. In the centre of the cave stands a grey stone altar
Any victim slain by the spectre will become a ghost, joining covered in carved vines, and upon which stands a
the many previous victims now bound eternally to haunt the pit. single red candle. Even as you watch, a flame
These ghosts are non-aggressive and incapable of attack, being gutters on the wick of the candle, and a fresh light
little more than wisps of memory and soul.
If the spectre is killed a collective sigh of relief will rise illuminates the room. Where the light falls, colour
from the gathered ghosts who will slowly dissipate into the air, seems to bathe the stone and lend sudden realism to
their souls laid to rest at last. At the GM's discretion, one or two the carvings. The tree trunk pillars become brown
more goodly souls may remain behind to help the PCs in their and organic, grass seems to grow amid the stone
efforts to retrieve the Orb, vanishing to the after life when the task
is complete. roots and browns, greens and other earthy colours
riffle through the canopy. Wherever you look the
9 The Sinking Room forest seems to come to life.
A wide cavern with a high, arched ceiling, smooth, Finally you find yourself looking upon what must
slippery walls and a floor which seems to comprise surely be some kind of illusion. A forest clearing,
entirely of a vast iron grill. The air here is so hot that complete with shafts of sunlight filled with drifting
even as you stand upon the threshold of the motes, filtering down from a sky above the treetops.
doorway you begin to sweat and your eyes begin to The pleasant sound of birdsong and the rustle of
sting. The reason for the heat is obvious, when you leaves shifting collectively in a light breeze reaches
glance down through the bars of the grill and see a your ears, even though you know neither could
swirling red lake of boiling magma, churning and possibly be heard in this deep underground cave.
bubbling in a huge lava-lake some thirty feet below. The altar is the only thing that seems the same as
On the far side of the cavern, hooked to the wall and before, though now the vines growing over its
shimmering in the rising heat haze, hangs a large surface look real enough.
silver key, easily the size of your hand.
Reaching the key without magic will entail stepping out onto the On the far side of the cave, now framed by tangled
grill. The metal is extremely hot and will cause 1d4 burns damage roots and vines, you can see a large wooden door
to anyone with bare feet. But this is not the most perilous aspect furnished with a huge door handle shaped like a
of the grill. cross between a lion's head and a woman's face.
The whole floor is supported at various points around the
walls beneath by stone wheels. Any weight placed on the floor Beneath the handle is a bronze-plated keyhole big
will cause the grill to sink at a rate of 5 feet per round (every 10 enough for a key the size of your hand.
seconds). Simultaneously a heavy iron portcullis (Hardness:10
HPs 45) will drop across the doorway, blocking access into and The door is locked, but can be opened using the bronze key from
out of the room. The grill will stop just one foot above the lava room 3. If the players enter the room, you should read the
and remain there until the weight is removed. Anyone standing on following
the grill at this point will start to roast (1d10+5 HP damage per
round). Remember that the blocked door and the silver key are You hear a roar, followed by the heavy padding of
now approximately thirty feet above and cannot be easily feet on the floor of the cave. Suddenly, a huge
reached. The walls are slippery with a slimy fungus, affording no
foot or handholds for climbing.
creature appears from behind one of the pillar-like-
Simply removing weight from the grill floor will cause it to trees, apparently emerging from thin air. Similar in
rise again. Taking the key from the wall will also cause the grill to size to a horse, the creature has a tawny lion-like
rise. When the grill reaches its original position, the portcullis will body with powerful limbs and muscular flanks. Great
crank back up and the trap will reset.
falcon wings are folded above its back while its feline
face, framed by a sleek mane of brown hair, is
strangely feminine.

"Who enters the wild wood?" the creature asks, her

Page 86
sultry voice deep and powerful so that it seems to this way the players may be able to engage in conversation with
Asslaya, earn her trust or even find out about other rooms in the
reverberate in your skull and echo from every caves. Under no circumstances, however, will Asslaya yield the
surface of the cave. "Know that all envoys of the king doorway into the tombs. Her sole purpose here is to prevent
of Mohan die by my claws. Are you envoys of the anyone, even those with a key, from stepping through the door.
king?" She will do everything in her power to perform this duty and no
amount of bargaining or smart talk will change this. If she fails in
this task, her time in the paradise demiplane will end and she will
be banished permanently to the material plane.
Monster: Asslya the Gynosphinx There is a simple way to get past Asslaya, and it is a
CR 7; Large Magical Beast; HD 8d10+8; hp 45; Init +5; method she is aware of and one she will take great pains to
Spd 40 ft. Fly 60ft (Poor); AC 19; Base Attack/Grapple prevent. This is a failsafe, imposed on the magic of the room by
+8/+16; Attack Claw +11 melee (1d6+4); Full attack 2 the wizards who built it. If the candle on the altar is snuffed out,
claws +11 melee (1d6+4); Space/Reach 10ft/5ft; SV Fort the forest and Asslaya will vanish. The candle will reignite within
+7, Ref +7, Will +8; AL Neutral; Str 19, Dex 12, Con 13, ten seconds, so PCs will need to be swift if they wish to use this
Int 18, Wis 19, Cha 19 time to open the door. Though Asslaya is strong, even she
Special Attacks: Pounce, rake 1d6+2, spell-like abilities cannot break down the door which can only be opened using the
Skills and feats: Bluff +15, Concentration +12, Diplomacy key and which automatically locks when closed.
+8, Disguise +4 (+6 acting), Intimidate +13, Listen +17, Asslaya will guard against the use of this failsafe by
Sense Motive +15, Spot +17, Combat Casting, Improved roaming sentinel-fashion around the altar, making certain to keep
Initiative, Iron Will, Darkvision 60 ft., low-light vision herself between the candle and the PCs. If she engages in
combat, however, she will likely be forced to move away from the
Sphinxes are enigmatic creatures with great, feathery altar, leaving the candle exposed.
wings and leonine bodies. All sphinxes are territorial, but Asslaya is unique among the creatures who inhabit the
the more intelligent ones can differentiate between dungeon in that she knows what the Orb of Evocation does. If
deliberate intrusion and temporary or inadvertent asked about the orb she will reply cryptically:
trespass.
"It evokes passage to the dark side of the sun.
A typical sphinx is about 10 feet long and weighs about Taking the road means that you may never return to
800 pounds. Sphinxes speak Sphinx, Common, and
Draconic. The Gynosphinx is a female sphinx. the world you know, so take care."

Combat She will not elaborate and may become suspicious of the PCs'
In close combat, Gynosphinxes use their powerful claws motives if they press for more information.
to flay the flesh from their enemies. Despite their deadly The locked door can be opened using the bronze key from
nature, they prefer to avoid combat whenever possible. room 3 (Hardness: 6, HPs: 20). The door is strengthened with a
magical enchantment which rebuffs all spells cast against it
Rake (Ex): Attack bonus +11 melee, damage 1d6+2. directly back onto the caster at double strength.

Spell-Like Abilities: 3/day clairaudience/ clairvoyance, 11 Empty Cave.


detect magic, read magic, see invisibility; 1/day This cave stands empty, save for a few stalactites.
comprehend languages, locate object, dispel magic,
remove curse (DC 18), legend lore. Caster level 14th. The 12 Crossroads.
save DC is Charisma-based. A circular cave with a conical roof which tapes to a very fine
point. Four exits lead in four different directions.
Once per week a Gynosphinx can create a symbol of
death, a symbol of fear, a symbol of insanity, a symbol of 13 The Room of Compulsion
pain, a symbol of persuasion, a symbol of sleep, and a
symbol of stunning as the spells (caster level 18th), You are in a large cavern, roughly square in shape,
except that all save DCs are 22 and each symbol remains the walls covered in stone carvings and friezes which
a maximum of one week once scribed. The save DCs are seem to depict some kind of story. You can see
Charisma-based.
another exit to the right/left of the one you entered
by.
The GM should request a DC15 Will save from all players whose
The creature is Asslaya a Gynosphinx and mate to Azuerl the
characters are present in the room. Any who fail will be affected
Criosphinx who occupies room 18. Both creatures belong to a
by a compulsion spell designed to turn them on their fellow
remote demiplane paradise where they have been granted a life
adventurers. Afflicted characters will attack all other characters,
of peace and solitude together by the wizards of the Order of
afflicted or otherwise, and will continue to do so until the
Mohan in return for guardianship of the tomb. They pass into the
enchantment is broken with magic, or they are forcibly removed
material plane when the magical flame of the candle standing on
from the room.
the altar flickers to life and calls them (creating a couterminos
If PCs get the chance they will see that the frieze tells the
point between the two planes). The creatures are sworn to guard
story of two male wizards who seem to be identical twins. Each
the Orb of Evocation and the tomb of the Thaumatourgos
section of the frieze shows a different scene:
brothers and will execute this oath above all other considerations
with one exception: if either creature fears the other is in danger,
1. The twins are shown receiving scrolls from a group of other
they will retreat and allow passage into the tomb.
wizards.
Asslaya will only attack those who purport to be sent by the
2. The twins are seen concocting potions in the middle of what
king, but if she suspects the characters of lying, or trying to pull
looks like a swamp
the wool over her eyes, she will react accordingly. She is a
3. The twins look shocked by an explosion between them. One
powerful creature and players should avoid a fight with her if at all
twin is holding something in one hand, which at first may
possible.
look like a snail-shell, but which upon closer inspection will
Gynosphinx are often willing to bargain for treasure or
seem more like a swirling vortex in the air.
service and constantly seek out new intellectual challenges. In

Page 87
4. A group of wizards are seen mourning over two identical will exist alongside his new canine traits. Once the d4 period of
sarcophagi. hours is up the PC will return to normal and will probably be
5. A group of wizards stand in a circle. Another of the swirling extraordinarily embarrassed by their own behaviour. During the
vortex snail-shell type objects hangs in the air above them, period of loyalty, the affected PC must do anything their master
this one larger than the one in the previous carving. asks of them, even if their player disagrees with the command.
6. A wizard holds a small orb in one hand and another of the
swirling vortex in the other. Other wizards are standing Pig - Whenever the PC sees mud, or anything remotely
nearby, reaching toward him. He seems to be surrounded by resembling mud (quicksand, damp soil etc) he will be filled with a
a circle. mad desire to roll around in it, snorting like a pig and rooting
7. A sun with two crescent moons on either side and a wizard about with his nose. The PC resists on a DC18 Will save.
below. The orb stands on a pedestal in front of him. Furthermore, the PC will suffer a strange craving for raw
vegetables at mealtimes, particularly turnips and swedes. The
14 Cavern of Vengeful Creatures sloppier and more disgusting the meal, the more the PC will
enjoy eating it. The player should be encouraged to inject this
You step into an empty cavern, roughly rectangular new trait into their PC regardless of Will saves.
in shape, with no other visible exits. Ranged around
Goat - The PC will suffer a continual, gnawing hunger in the pit of
the room, some half hidden behind stone columns, his belly and a strange compulsion to eat anything and everything
others in full view, are various statues depicting an for 1d4 hours every day. He will chew fabric, grass, his own
eclectic assortment of wild beasts. These range from leather armour, in fact anything he can get his hands on. And he
natural animals, including a wolf, blood dripping from will need to do this all the time, with respite coming only at the
end of the rolled period. Usual DC18 Will save to resist.
its fangs, a dog with lolling tongue and a docile
expression on its face, a pig rooting around in mud Giant Spider - The PC will no longer gain satisfaction in eating
and a goat chewing on what looks like a piece of anything other than live prey. He will become depressed suffering
fabric, to more monstrous creatures, including a a temporary reduction of 1d4 points in Wis, the reduction lifted
only if he manages to eat a live meal (any animal will do- birds,
hideously realistic giant spider, its huge forelimbs rats, rabbits etc.) The 1d4 reduction and a general depression in
wrapping some unidentified prey in silken web, a the character's mood will prevail until this happens. If the
gigantic rat with beady eyes and an evil expression character misses a live meal the following day, the reduction and
on its face, a snake-like Grick, its tentacles splayed, depression will recur. Will save does not apply to the Spider trait.
beaky jaws wide open as it seems to emerge from Giant Rat - The PC becomes a carrier of The Shakes. Anyone
an aperture (actually just a shallow alcove) at the who touches him will contract the illness. The Shakes causes
back of the cave, and a giant owl perched upon a twitches, tremors and fits, has an incubation period of 1 day (thus
stone carving of a branch, its wings spread wide, the illness will emerge one day after the PC is touched) and
causes 1d8 Dex damage for the duration of the illness. Affected
talons clutching what looks like a small vole. PCs should make a Fortitude saving throw each day in order to
avoid incurring damage for that day. If the victim rolls two
Each statue is carved from stone, and impressively consecutive saves in a row they have recovered from the illness.
realistic. The eyes are formed from gemstones which Dex points can be healed magically, or at the rate of 1pt per day
provided the PC gets adequate rest and food.
reflect the light of your lantern in an eerie way, giving Note: the recovery of lost points occurs even during the
you the distinct impression that the statues are in period of illness, so 1pt of Dex can be recovered each day
fact alive, and watching you. regardless of the Fortitude save. The carrier of the Shakes
benefits from their new affliction by being immune to the effects
The statues are not alive, nor are they watching the PCs. of The Shakes. No Will save for this trait.
However, if any of the gemstones are removed from any of the
statues, the PCs will contract a variety of magical effects specific Grick - The character will begin to find they are only comfortable
to each different statue. The effects of each statue stack, so a PC when resting in the smallest nook or sheltering in the tiniest hole
with the traits of the wolf can also have the traits of a spider and a their body can fit into. They will instantly gain the Dark vision
dog, for example. Effects will prevail until a magical cure can be ability, but will also suffer an irrational terror of being under the
found (any spell designed to break a compulsive magical effect). open sky. They will prefer being indoors, but given the choice
Some effects can be resisted on a successful DC18 Will save. would sooner be underground than anywhere else and will
See below for specific details. endeavour to achieve this wherever possible. Thus, given the
choice between a journey over open plains or a dungeon crawl,
Wolf - when the PC next becomes hungry, he will begin to suffer the PC will choose the dungeon crawl every time. They will
a bloodlust that he will find hard to ignore (DC18 Will save). On a always be on the lookout for caves to duck into and stones to
failed roll, they will attack the nearest character, be that friend or hide under. When travelling under an open sky they will need to
foe, and attempt to bite them. This characteristic will prevail until make a DC18 Will save or suffer a panic attack which will cause
a magical cure is found. The most likely solution will be to provide them to scream in terror and curl up into a tight ball. The victim
plenty of cured raw meat upon which the affected character can should be considered paralysed for 1d4 hours thereafter, after
gnaw during mealtimes. which point they should make another Will save to recover from
their panic attack and function normally.
Dog - The PC will become pathetically loyal to another random
member of the party for 1d4 hours each day (DC18 Will save Giant Owl - The character will gain the uncanny ability to turn his
covers the full duration per day). The GM should either choose a head 360 degrees in any direction, but at the same time he will
PC at random, or roll a dice equivalent to the number of players no longer gain sustenance from regular foodstuffs and must hunt
then allocate a digit to each player sitting around the table in a live prey which he must devour while still alive and raw. Any non-
clockwise fashion. During his period of doting loyalty, the player living food the PC swallows will cause him to regurgitate and
character will follow his 'master' without question and act in a very suffer 1d4 hours of nausea (automatically fatigued). There is no
dog-like fashion, panting and scratching behind his ears one Will save for this trait.
minute, leaping up at his master or chasing an imaginary tail the
next. The PC will retain all human characteristics as well, but they

Page 88
15 Unseen Foe ...A creature suddenly slides into view, blocking the
way ahead. It resembles a long fat snake about 8ft in
A narrow cave with a low ceiling and no other visible length judging by what you can see of its body
exits. The cave appears to be empty. protruding from the cave. But where a snake's head
But is not. This room contains an invisible, magical creature should be are instead a mass of squirming tentacles,
similar to an Unseen Servant (as per 1st level Wizard spell) but a small beaky mouth nestled at their centre. The
with the ability to attack anyone who enters its domain. The mouth opens and the creature emits a menacing
servant cannot leave the room and pursue its victim into the
hiss. It slides toward you, tentacles writhing.
passage beyond, but it may pick up rocks from the ground and
throw them at the victim.
This Grick has made a nest in cave 16 and laid some eggs which
it will assume the PCs are after. If the PCs retreat, the Grick will
also fall back, returning to its cave and remaining there until the
Monster: Unseen Foe next time it hears approaching footsteps.
CR 1; Size unknown/Undead; HD 1d12; hp 5; Init +0; Spd If the Grick kills any of the party, it will attempt to drag
30 ft. Fly 30ft (perfect).; AC 11; Attack/Grapple +2/+2; SV them back into its lair to feed on at a later time.
Fort +2, Ref +0, Will +0; AL Chaotic Evil; Str 13, Dex 11, Room 16 itself comprises the lair of the creature. The floor
Con 11, Int 8, Wis 11, Cha 8. is covered in a variety of materials including torn fabrics and dry
Languages Spoken: Common, Orc. straw. A small circular gathering of straw contains five Grick
Skills and feats: Hide +0, Listen +0, Move Silently +0, eggs, which may be valuable to collectors of such things. As the
Spot +0; Undead Traits eggs are reptilian, they are inedible. Anyone consuming the
gooey stuff inside will suffer nausea and -1d4 Con points. If the
The unseen foe is the malevolent poltergeist of a dead lair is searched, PCs are likely to find 1d10 GPs, 2d20 SPs,
half-orc. Unlike a standard ghost, the poltergeist is 3d20CPs and several pouches containing things like tobacco,
capable of inflicting damage on non-ethereal characters tinder twigs etc. These items are the uneaten remains of the
and can pick up and hurl manifest objects. The poltergeist Grick's previous victims.
lacks most of the special abilities of a ghost, such as
horrific appearance, or frightful moan. 17 The South Cave

You enter a vast cavern, the ceiling so high it is


16 Lair of the Grick shrouded in darkness, the walls so distant their
contours are barely described by the reach of your
You spy an opening in the wall of the passage lantern light. The far side of the cave consists of a
ahead, but then you hear the sound of something huge pit, on the other side of which you can see a
slithering around beyond the opening and stop in ledge and another exit. On this side of the pit you
your tracks... can see another doorway opposite leading to a dark
passage. The pit is approximately 100ft in diameter
and too deep for you to see the bottom.
Monster: Grick
If this is the party's first visit to room 17, they will come under
CR 3; Medium Aberration; HD 2d8; hp 9; Init +2; Spd 30
attack when they are halfway across the cave from Canker Dern
ft.; AC 16; Base Attack/Grapple +1/+3; Attack Tentacle +3
who occupies the far ledge (room 27) and who has armed himself
melee (1d4+2); Full Attack 4 tentacles +3 melee (1d4+2);
with a repeating heavy crossbow (1d10 piercing damage, 19/20x2
bite 2 melee (1d3+1); Space/Reach 5ft/5ft; SV Fort +0,
Critical, range 120ft). See NPCs/Enemies and the Stantionbridge
Ref +2, Will +5; AL Neutral; Str 14, Dex 14, Con 11, Int 3,
introduction for details on Canker Dern.
Wis 14, Cha 5. Special Attacks: None
The evil wizard has gained entry to the tomb chambers by
Skills and feats: Climb +10, Hide +3*, Listen +6, Spot +6,
turning into a hawk and flying across this pit, thus avoiding the
Alertness, Track, Damage reduction 10/magic, darkvision
guardian sphinxes. He knows Agrovar the dwarf will soon find out
60 ft., scent
how to get to the tomb and guesses he will favour the less
intelligent of the sphinxes in gaining access to the locked
An adult Grick is about 8ft long from the tips of its
chambers, so he's set himself up here to watch the far ledge and
tentacles to the end of its body and weighs some 200lbs.
lie in wait for his enemy, planning to launch an ambush when the
Its body colour is uniformly dark, with a pale underbelly.
dwarf (or anyone he assumes to be working with the dwarf or
competing for the Orb of Evocation) comes along.
Combat
Canker has a store of 50 bolts which he will exhaust before
Gricks attack when hungry or threatened. They hunt by he resorts to spell casting. If his quarry move out of range he will
holing up near high-traffic areas, using their natural give up and head back into the tomb to try and break through the
coloration to blend into convenient shadows. When prey main door. He will fail because he doesn't possess the golden
(virtually anything that moves) ventures near, they lash out key and this door is impossible to break.
wi tht heirtentacles.AGr icksrubbery body seems to shed
blows of any kind. Its jaws are relatively small and weak
18 The Room of the Wild Mountains
compared to its body mass, so rather than consume its kill
immediately, a grick normally drags its victim back to its
lair to be eaten at its leisure. A Gricksnat uralweapons You approach a large cavern furnished with several
are treated as magic weapons for the purpose of thick pillars which support a high arched roof. In the
overcoming damage reduction. centre of the chamber is a grey stone altar upon
which stands a single candle. On the far side of the
Skills: A grick has a +8 racial bonus on Climb checks and
can always choose to take 10 on a Climb check, even if room you can see a solid looking door made of
rushed or threatened. Their coloration affords Gricks a +8 wood. The door handle is fashioned to resemble the
racial bonus on Hide checks when in natural rocky areas. face of a lion and beneath this is a huge keyhole

Page 89
which could comfortably accommodate a key the either of their two rooms.
Azuerl will have less to say than Asslaya and will have less
size of your hand. patience for characters who presume to question him about this
or that. He is charged with defending the tomb from robbers sent
If the players enter the cave:
by the king of Mohan, but if he suspects the PCs have come to
raid the tomb and take the Orb of Evocation for some other
A flame suddenly gutters on the wick of the candle reason, he will attack them anyway.
which casts a dim light about the room. Wherever Being a typical Criosphinx, Azuerl is fond of treasure and
the light falls it seems to illuminate a strange, gold which he hoards in caves dotted around his demiplane. He
may be persuaded to part with information, or spare the PCs
incorporeal scene showing mountains in the lives, if they offer to give him all their treasure. Under no
distance, blue sky and clouds. Then you realise, the circumstances will the party be able to persuade Azuerl to let
scene is not the incorporeal element here, the cave them open the locked door. He would sooner die in battle before
is. Now the light seems to be casting a strange letting them do this.
Unlike Asslaya, Azuerl does not know what the Orb of
transparency upon the stone of the cave walls, roof Evocation does, and nor does he care to know.
and pillars, making it seem as though the room were The locked door can be opened using the silver key from
situated on a high, rocky plateau surrounded outside room 9 (Hardness: 6, HPs: 20). The door is strengthened with a
by a vista of tall mountains capped with snow and a magical enchantment which rebuffs all spells cast against it
directly back onto the caster at double strength.
deep azure sky overhead. Soon the walls have faded Like Asslaya, Azuerl can be banished for ten seconds from
altogether and the scene is complete. You can hear the material plane simply by snuffing out the candle on the altar.
the sound of birdsong and feel a cool breeze on your At this point the cave will rush back into existence and the
skin. The sun is warm on your face and the smell of mountain scene will vanish, taking Azuerl with it. The candle will
reignite after ten seconds, at which point an enraged Azuerl will
mountain dew fills the air.
return to deal with the characters.

The altar and candle remain, but seem oddly out of


place. The door also remains, now situated in the
Monster: Azruel the Criosphinx
side of a rocky outcropping and framed by lichen and CR 7; Large Magical Beast; HD 10d10+8; hp 60; Init +0;
ivy. Spd 30 ft. Fly 60ft (Poor); AC 20; Base Attack/Grapple
+10/+16; Attack Gore +15 melee (2d6+6) Full Attack
"Who enters my paradise?" A deep voice growls Gore and 2 claws +10 melee (1d6+3); Space/Reach
10ft/5ft; SV Fort +10, Ref +7, Will +3; AL Neutral; Str 23,
from a point directly in front of you. As you watch, a Dex 10, Con 17, Int 10, Wis 11, Cha 11
form seems to materialise out of thin air. A large Special Attacks: Pounce, rake 1d6+3
creature the size of a horse, with huge falcon wings Skills and feats: Intimidate +8, Listen +11, Spot +1,
upon its back and the body of a muscular lion. Its Alertness, Cleave, Flyby Attack, Power Attack, Darkvision
60 ft., low-light vision.
face, framed by a shaggy mane of brown fur, is
strangely human, with sloping eyes, a small mouth These sphinxes are always male. Neither good nor evil,
filled with fangs and a flat nose like that of a snake or they lack the intelligence and spell craft of the
lizard. "Be you envoys from the king of Mohan? I am Gynosphinx.
sworn to slay such visitors. Such is my duty. Speak
Combat
or begone." Criosphinxes attack with their claws, as do their kin, but
theycanal sobut twit
ht heirhor ns.Theydon tcastspel ls
The creature is Azuerl, a Criosphinx and mate to Asslaya the and employ only the most simple battle tactics.
Gynosphinx who occupies room 10. Both creatures belong to a
remote demiplane paradise where they have been granted a life Rake (Ex): Attack bonus +15 melee, damage 1d6+3.
of peace and solitude together by the wizards of the Order of
Mohan in return for guardianship of the tomb. They pass into the
material plane when the magical flame of the candle standing on
the altar flickers to life and calls them (creating a couterminos
19 Chambers of the Wight, room 1
point between the two planes). The creatures are sworn to guard
the Orb of Evocation and the tomb of the Thaumatourgos
brothers and will execute this oath above all other considerations You step into a wide cavern, roughly square in
with one exception: if either creature fears the other is in danger, shape, with a low slung roof. The corpse of a long-
they will retreat and allow passage into the tomb. If they fail in dead human male is secured to the far wall by
their task to keep the inner sanctum of the tomb safe, they will manacles which hold it at the wrists and ankles. The
lose the right to occupy the paradise demiplane, thus Azuerl is
highly motivated to keep invaders from the locked door in this stench of the putrefying corpse fills the air, forcing
room. you to cover your mouth and nostrils with a free
Azuerl is less intelligent than Asslaya and shares none of hand. As you step forward, your foot lands on what
her enthusiasm for intellectual pursuits. Instead he prefers to you at first assumed to be the blackened soil floor of
spend most of his time wandering in the wild lands of the demi-
plane, exploring the mountains, the forests and the plains. the cave, but which you now realise, with sudden
Occasionally he seeks Asslaya, a task which may take him many horror, is a carpet of bluebottle flies. The flies rise
months of wandering. The demiplane is timeless, so both Azuerl from the floor as one collective mass and fill the cave
and Asslaya are immortal for so long as they occupy the plane. with a deafening buzz. They get in your eyes, your
When they appear in the material plane they become bound to
the passage of time like any other creature, but they cannot mouth, your ears, and no amount of swatting will
appear by their own choice, only by the arrival of others into clear them away.

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Above the roar of the flies you hear a low clanking The spawn will not emerge from the pit, but will instead try to drag
or push their victims into it. The retaining wall is a deliberate
sound and peer as best you can in the direction of design, intended to trip unwary feet and send victims sprawling
the sound to see the dead corpse has been released into the hole. The floor of the pit is actually a thirty foot depth of
from its manacles and is now standing on the far water covered in a membrane of sludge-like muck. More progeny
side of the room, swaying slightly in the hectic cloud lurk under the surface and will drag down anyone who falls in,
drowning them and joining them to their undead ranks.
of flies, its eyes glowering at you with a dark
malevolence. From its desiccated flesh, pocked all 21 Chambers of the Wight, room 3
over with holes and tears in the skin, crawl yet more
flies. A wide cavern with a low roof of uneven stone and a
floor covered in packed earth.
The creature lurches forward, hands rising as if to
throttle the very air and, swatting with annoyance at More spawn of the Wight who resides in room 19 lurk under the
ground in this room. They will remain hidden, even as the party
the flies, moves slowly toward you.
travel overhead, until their master is roused in the room of flies.
See room 19.
The wight will lurch toward the PCs with the intention of attacking
them, and this, combined with the repulsive cloud of flies, may
22 The Chain Devil
prompt the party to retreat into the passageway. If so, the
following should be read aloud to the players:
Here is a large cavern with walls covered in grey
You turn to retreat from the hellish vision of the slate tiles decorated with all manner of runes and
corpse as it staggers toward you, but stumble when hieroglyph. The floor, too, is tiled, and so is the
your foot snags on something on the floor. Looking ceiling. From the latter hang a number of iron chains
down you see a fleshless hand has broken through and shackles, dangling from iron eye hooks, each
the loose earth of the passage floor and is clutching ending in a shard of jagged metal, a hook or a spiked
at the air, making a grab for your ankle. ball. One, furthest from the doorway where you
stand, ends in a huge gold key the size of your hand.
More arms are bursting through the ground up The chains swing gently and in an ominously random
ahead, each in a different state of decay. And further fashion, the air filled with the sound of rattling links
along the passageway still you can see a corpse has and jangling metal. There is no draft in this
pulled itself halfway out of the ground, its skeletal underworld place, thus the chains should be
torso, arms and head already free. motionless.

The ghastly creature lifts its chin and glares at you On the far side of the room, set into the wall some
with milky white eyes, even as another hand gropes three feet above the floor, is a circular alcove
to the surface a few feet behind it. surrounded by keystones and roughly the same
height as an average sized man. Within the alcove a
These ar et he Wi ghts pr ogeny ,prev ious v i
cti
ms who hav e strange green film covers the wall and seems to
become spawn of the wight and whose buried forms are now
clutching toward the surface in order to defend their master.
shimmer with an odd inner-light. This bizarre green
Given the opportunity, the wight will join any dead PCs or NPCs substance seems to be translucent like water, but
to the ranks of these unfortunate undead slaves. moving like some kind of inert gas, suspended
The PCs will need to choose whether they try to fight their way impossibly in place by who knows what magical
through the spawn to the relative safety beyond, or whether they
turn at this point to fight the wight himself. (See NPCs/Enemies
energies.
for stats). The GM should alter the number of spawn to suit
experience, with a guideline of 1d4 spawn for each character A low thrumming sound can just be heard and felt
level. beneath the constant clanking of chains. Every now
If the group opt to fight the wight in the room of flies, they
and then you feel certain this thrumming takes on a
will lose one half of their base attack bonus because of the sheer
number of flies buzzing around the place, reducing visibility and different pitch and becomes the sound of an
forcing combatants to squint to keep the insects out of their eyes. impossibly deep voice speaking to you in an archaic
A successful Concentration check, DC 15, will negate this language.
penalty. The Wight is unaffected by the flies.
The mist is an extraplanar portal, but can only be used by the
20 Chambers of the Wight, room 2 chain devil who possesses this room. A solid stone wall lies
beyond its surface. The wizards of the order of Mohan never
A huge empty room with a stone pit at its heart. The intended to summon such a dastardly creature to protect the Orb
pit, surrounded by a low retaining wall no higher than of Evocation, but in their haste to create guardians, they
inadvertently gained the chain devil's attention and rather than
half a foot, is relatively shallow, being no deeper than make of the creature an eternal enemy, they chose instead to
four feet. bind it to the dungeon where it would, at the very least, have
access to numerous wandering victims.
Beneath the ground lurk the spawn of the wight who resides in The chain devil, Kyton, is an evil being who will emerge
room 19. The spawn will remain hidden until the party encounter from the portal when the PCs leave this room. He thrives on the
the wight and his room full of flies, then, if the PCs retreat to this fear of those he stalks, and will take great delight in frightening
cave, they will burst up through the floor and attack. See room the party long before he materialises fully before them and
19. launches an attack. The wizards have granted the chain devil a

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number of additional special skills including incorporeality-at-will unmistakeable. Words, definitely, but nothing you
(the chain devil cannot fight while incorporeal, but can be harmed
if attacked), outright invisibility and the ability to cast minor
can understand.
illusion spells.
The words are spoken in infernal, and are merely offensive
To begin with the chain devil will simply watch the
threats and insults uttered by the chain devil in an attempt to
progress of the group as they travel through the caves, using his
frighten his prey. If he has heard the PCs refer to one another by
invisibility skill to move unseen. But when there is a lull in activity,
name, he may pepper his diatribe with their names in an effort to
or they stop to rest, he will execute one of the following scare
further unnerve them.
tactics (use in order, or roll 1d6 for a random action. Kyton will
only use each tactic once).
Roll=5: The PCs are walking along a passage/room when they
Roll=1: The PCs hear a sudden clanking sound in the spot a chain link on the floor. When they pick it up, it seems to
turn into something made of living flesh. It pulsates and throbs,
passageway outside the room they currently occupy. When one
before putrefying in their hands, the outer skin desiccating and
or all of the group go to investigate, you should read the following
dissolving, revealing gory tissues within. Blood will stream over
passage:
the PC's hand as the thing liquefies and turns into a bloody mess.
This is an illusion. A few moments later the gore will be gone.
Some way down the passage stands a dark, Any blood on the PC's hands will vanish.
shadowy figure with its back to you. It appears
human in shape and size, but chains wrap it like a Roll=6: The PCs spot what looks like a small white doll made
shroud, every length ending in a hook or a blade, or from chain-linked metal, dangling by its neck from the roof of the
passage/room by a length of steel wire. You should read the
a heavy spiked ball. The chains seem to slither and following passage aloud
slide over the creature's grey flesh as though they
were alive. The doll is made from chain-linked metal. Its face is
a horrible thing of indescribable ugliness with pits for
The creature turns slowly to face you, chain encased eyes and nostrils and a jagged gash for a mouth. Its
face lowered, eyes closed, bald head a mass of tiny hands are furnished with long hinge-jointed
vicious scars sewn closed with thick leathery twine. fingers ending in sharp needles, and its body is oily
The eyes click open and meet your own gaze and covered in etched runes. As you study the
instantly. The eyes are a pale red, piercing and strange doll, you are certain you hear the distant
infinitely cold. To your amazement the chains seem sound of clanking chains and jangling metal; the
to melt away and you find yourself staring into your suggestion of a deep thrumming, a subtle tremor in
own features. It is your face, but the wry smile the ground and a sensation of malignancy that
playing about the lips harbour an alien wickedness makes you want to get as far away from these caves
far beyond your own capabilities. as you possibly can. Mercifully the feeling is short
lived, and the mysterious tremor soon subsides.
All characters present and within 30ft of the creature, will need to
make a Charisma based DC15 save against the chain devil's The doll is an illusion visible only to the party. It will vanish
'unnerving gaze' attack. A failed roll will result in the character eventually, so if a PC stows the doll in his gear or carries it with
being unnerved. They will take a -2 penalty on all attack rolls if him, it will mysteriously disappear at some point and the PC will
ever they meet the chain devil in battle and will suffer a -2 penalty never know where it went.
on any Charisma based rolls for a duration of at least 1d6+2
days. When the PCs reach the tomb of Thaumatourgos brothers and if
they try to use the gold key from this room, the chain devil will
Roll=2: A character (chosen at random) hears the rattle of chains manifest and attack once and for all.
behind and glances around in time to see the back of a dark and
shadowy figure wrapped in chains vanishing into the wall. 23 Caged Beast
Roll=3: Characters hear the rattling of chains and sense a
sudden drop in temperature. They feel an indistinct presence of
This narrow passageway ends at a doorway barred
evil within the vicinity, but cannot place the precise location. by an iron gate, vertical rungs set with some
apparent permanency into the floor and ceiling of the
Roll=4: The GM should read the following passage: doorway. The area beyond is in total darkness. A
headless skeleton sits bolt upright in front of the gate
[To random player], you have been gazing at a and a ribcage lies on the floor just in front of you. A
shadow in the corner of the room when you suddenly musty, bestial smell permeates the air here and you
realise you are looking at the outline of a man can hear what sounds like the deep breathing of a
hunched over and partially hidden in the dark. Just sleeping animal coming from beyond the gate.
as you realise this, the figure rises, but
simultaneously vanishes. Before he disappears If anyone comes within a foot of the bars they will be spotted by
completely you spot a pair of pale red eyes staring at the undead dire bear curled up in the pitch-dark lair beyond. The
you from the darkness of the figure's face. bear will leap to its enormous feet and rush at the bars, buckling
them outward with the sheer weight of its massive bulk. A great
Everybody present suddenly senses a deep, forelimb covered in patches of fur and dead hairless flesh in
thrumming tremor, not entirely heard and not entirely equal measure, will thrust through the bars and the bear will try to
felt, but somewhere in between. It is identical to the seize the character in sharpened talons. The character must
sound you heard in the room of chains. But this time make a DC 15 Reflex save in order to leap backward and away
from the claws. If they fail, the bear will grasp them and slam
a suggestion of words within the sound is them up against the gate where it will try to bite them. It will fail,

Page 92
nature of its familiarity, you don't make the
Monster: Undead Dire Bear connection. Then it hits you- the rock looks like a
CR 6; Large Undead; HD 6d12+3; hp 42; Init +1; Spd 30 huge nose. The two mounds in front of it resemble
ft. (can't run); AC 19; Base Attack/Grapple +9/+15; Attack nothing less than the undulations of a brow, and
claw +15 melee (2d4+8); Full Attack 2 claws +19 melee
(2d4+8), and bite +13 melee (2d8+5); Space/Reach you're willing to hazard a guess that the vague dip in
10ft/5ft; SV Fort +12, Ref +9, Will +9; AL Neutral Evil; Str the floor on the far side of the room is very much like
33, Dex 10, Con -, Int -, Wis 10, Cha 1 the line of a mouth.
Special Attacks: Slam (1d8)
Skills and feats: Toughness, Undead traits Indeed, when looked at from the ledge above, the indents, bumps
and rocks on the ground resolve themselves into a huge face
The omnivorous dire bear usually does not bother some ten feet wide and fifteen feet long. If the party climb to the
creatures that try to avoid it, but this zombified dire bear ledge and look down, the eyes of the face will crumble open to
is extremely aggressive and has undead traits. The reveal stone eyes beneath. The eyes will regard the group and
zombie dire bear has poor reflexes and can perform only the rocky mouth will somehow shift into the shape of a smile, the
a single move action or attack action each round. It can ground around it cracking, but sealing over straight away, as
move up to its speed and attack in the same round but though the earth were somehow breaking then quickly repairing
only if it attempts a charge. The dire bear is 12 feet long itself in order to create the smile.
and weighs 8,000 pounds. When the face speaks it does so very slowly and in a deep,
booming voice, the stone around the mouth breaking and sealing
Combat so quickly that it looks almost like an inert rockslide.
A dire bear attacks by tearing at opponents with its claws
or using its slam attack. "Well, well, well," the face booms, the hard granite
eyes somehow managing to twinkle with life, "small
people of the Elterland. It has been many long years
since it cannot possibly get its huge muzzle through the bars, but since small people visited the parlour of Belagorse.
the PC will suffer 1d6 HP bludgeoning damage (from being Many many long years. I have spent many of them
crushed against the bars) and 1d4+5 slashing damage (from the
claws) nonetheless. The PC will need to succeed against a
asleep, so I have, I believe, lost count with regard to
standard grapple attack in order to pull themselves free of the the precise number. But I know that it has been
bear's grip, or suffer further damage from its claws. many many. As much as that, I am sure I know.
If the character manages to wrest themselves free, the dire What are your names little folk?"
bear will become enraged, slamming repeatedly into the bars,
buckling them outward and roaring so loudly that dust and debris Belagorse is a friendly elemental construct from the Earthly
will rain down from the roof of the tunnel. The creature has been plane. He is perfectly happy being little more than a face in the
locked in its tiny cell for many hundreds of years and only ground, enjoying the darkness of the cave and the feel of stone
occasionally enjoys the odd encounter with a wandering victim, around him. He never grows bored, primarily because he has
so when a moment like this breaks the monotony, the creature about as much perception of the passage of time as the average
tends to make the most of it. The bars are magical and will boulder.
resolve themselves back to their original state once the bear Belagorse has been here ever since these caverns were
calms down and returns to its nest. They are buried in the floor formed many millions of years ago, eroded away by a mixture of
and ceiling to a respective depth of nearly twenty feet, so there is lava and water. He remembers well the formation of the caves,
little chance of the bear tearing them out of their stanchions, and though he has long forgotten why he chose to leave the Earthly
even less chance of it bending them sufficiently wide enough to plane for the floor of this cavern.
get through the gap. Even if it does somehow manage to He will also remember the wizards of the order of Mohan.
squeeze through, it will never fit down the narrow tunnel. They are the 'small people' he often refers to when he speaks of
If the bear is killed, the gate somehow bypassed and the previous occasions when he enjoyed visitors. The wizards were
creature's lair searched, the investigators will find a small hoard most intrigued by Belagorse and saw no harm in telling him what
of torn clothes, dented armour, helms filled with fleshless skulls they were doing in the caves and why they had decided to do it.
and the odd useful spoil, such as iron gauntlets (useful once the Thus, Belagorse has a unique angle on the background story. He
skeletal hands within are removed) and 2d6 random weapons, knows the whole thing, though even he doesn't know exactly what
including swords, crossbows, daggers, and saps. 2d6 pouches, the Orb of Evocation does, nor why or how the Thaumatourgos
each containing 1d20GPs will also be found if the PC uses their twins died.
Search skill. Belagorse will tell the PCs that the tomb containing the
remains of the twins is guarded by two sphinx, but that the sphinx
24 The Face of Belagorse are lovers and can be played one against the other if the
characters are smart. The PCs will need three keys, one silver,
At first this huge square cavern seems to be empty one bronze and the most important golden key. Belagorse
and affords little of any immediate interest. The grey doesn't know where the keys are, but he knows they are crucial in
stone roof is arched and furnished with stalactites, gaining access to the inner sanctum of the tomb.
Eventually the elemental will tire of telling stories and
the floor uneven and rocky. On the far side of the speaking to 'small people' and will request an opportunity to enjoy
room a flight of stone steps rises in a gentle curve to a "short nap". The party may not realise the slim grasp Belagorse
a stone ledge some twenty feet above. You can see has on the nature of time, however. They will witness him close
no other exits up there, or indeed any visible reason his eyes with a satisfied, "hummmm" and see him fall asleep, but
they will never see him open his eyes again and any attempts to
to want to climb the staircase. wake him up will meet with abject failure. Balagorse will not rouse
from his nap for another two hundred years. At which time he will
A single wedge shaped rock rises in the centre of the be most perplexed to find the group have gone without saying
room, looking oddly familiar, but for some time, goodbye, and will cluck his stone tongue in disappointment.
though you stare at it and attempt to identify the

Page 93
25 Room of Scrolls the bottom of which is too far away and too dark to
discern. Some twenty feet below the level of the
The walls of this huge square cavern are lined with ledge upon which you stand, on the far side of the
row upon row of scroll cases, each case containing chasm and some hundred feet or so distant, is
hundreds upon hundreds of rolled up parchments. another wide ledge. Here you can make out two
Letters etched into metallic plates fixed to individual doorways in walls on either side.
shelves suggest the scrolls are categorised in
alphabetical order, A through to Z. Furthermore, a This is the other half of the great pit. Players may have already
plaque at the top of each case provides a subject. visited the southern side (location 17) in which case the ledge
they currently occupy will be the one from which Canker Dern
shot at them with his crossbow. If this is the case they may find
None of the words scribed onto these plaques mean signs of Canker's presence in the form of fumbled crossbow
anything to you. Not only are they written in some bolts, or discarded food. If they haven't had that encounter,
unknown tongue, they seem to be words no Canker will have given up waiting for them by now and will be in
language would readily use in an everyday context. room 28 (see below).
Most are at least thirty letters long, with multiple 28 Canker's Retreat
instances of Qs and Zs.
You enter a low ceilinged antechamber, the floor
An ancient and dust covered ladder mounted on paved with flagstones, walls covered with grey slate
small metal wheels is attached to the cases. This tiles and the stone ceiling furnished with thick
looks like it can be moved to and fro to gain access wooden beams. A large altar stands in the middle of
to the higher shelves. But the wood looks the room, the sides covered in runes and glyphs, the
suspiciously grey and rotten and the wheels are so surface draped with a thick red cloth edged with gold
thick with rust you doubt they would turn if the ladder tassels. Resting on the altar is a grubby jar
were pushed. stoppered with a cork. The jar seems to be filled with
some kind of red viscous fluid.
The scrolls in this room contain the collected studies of the
wizards of the Order of Mohan, placed here to be preserved and
protected from the ravages of time. The order possessed its own "All that remains of the great Thaumatourgos
bizarre language, which it used to encrypt its spells and prevent brothers," says a snide voice from a shadowy corner
their use by other wizards. Only a spell designed to translate of the room. The owner of the voice steps forward
magical languages will decipher this coded script and even then
the spells are so complex that understanding the translation
and you find yourself face to face with Canker Dern,
would be very difficult. the shape-shifter from Stantionbridge. "But this is not
Unfortunately most of the scrolls have suffered the effects of the treasure I came for, and nor is it the prize you
erosion and time, despite being stored here. If touched, 19 out of
every 20 scrolls will crumble to dust. The ones that survive will
require a painstaking reconstruction of the parchment material
Canker Dern
before they can be read. If they are simply unrolled, the stale
Male half-human Wizard Lvl 5: CR 5; Size M (5 ft., 3 in.
parchment will crack and break into pieces.
tall); HD 5d4+15; hp 29; Init +2 (+2 Dex); Spd 30 ft.; AC
Combined, the scrolls within this chamber provide the
12 (+2 Dex); Attack +3 melee, or +4 ranged; SV Fort +4,
magical combination of spells now stored as a single entity within
Ref +5, Will +5; AL CE; Str 13, Dex 14, Con 16, Int 14,
the Orb of Evocation. Anyone who possesses the orb possesses
Wis 12, Cha 9. Languages Spoken: Common, Draconic,
the ability to evoke a magical effect in a single, simple spell that
Gnome. Skills and feats: Concentration +9, Craft
would otherwise require the arduous recital of every scroll in this
(Weaponsmithing) +10, Hide +2, Knowledge (Arcana) +8,
room, in precisely the right order and with precisely the right hand
Knowledge (Nature) +10, Knowledge (Nobility and
movements, incantations and rituals.
Royalty) +10, Knowledge (The Planes) +6, Listen +1,
Move Silently +2, Spot +1; Craft Magic Arms and Armour,
26 Cavernous Chamber
Lightning Reflexes, Maximize Spell, [Scribe Scroll], Silent
Spell.
A vast empty chamber with a high vaulted roof Possessions: 4,300 gp in gear.
covered in an array of spectacular stalactites. The Wizard Spells Known (4/4/3/1): 0th -- Acid Splash,
floor of the room is perfectly flat and smooth, littered Arcane Mark, Dancing Lights, Daze, Detect Magic,
Detect Poison, Disrupt Undead, Flare, Ghost Sound,
with bones and debris and signs here and there that
Light, Mage Hand, Mending, Message, Open/Close,
previous visitors have set up and stamped out camp Prestidigitation, Ray of Frost, Read Magic, Resistance,
fires. There are two exits through two open apertures Touch of Fatigue. 1st -- Colour Spray, Magic Aura, Magic
in the cavern walls. Missile, Protection from Chaos, Protection from Evil,
Shield, Sleep. 2nd -- Alter Self*, Knock, Owl's Wisdom,
27 The North Cave Shatter, Spectral Hand. 3rd -- Fly, Protection from
Energy.
At first this looks like another huge cavern with a *The Alter Self spell is what Canker uses to shapeshift
high arched roof and a smooth expanse of stone into the form of a bird. This is not strictly the purpose of
floor. But then you notice a suspiciously uniform this spell, but Canker is the progeny of a human and a
edge to the floor about eighty feet on the far side of shape shifter and therefore has a predilection to shape
the cave. Approaching this you discover that you are shifting magic.
actually on a vast ledge overlooking a deep chasm,

Page 94
seek. you and I want the same thing. So let us put suddenly appear and attack them. See NPCs/Enemies. Read the
following aloud:
our differences aside and work together. If you can
breach the door into the inner sanctum, I know how As soon as you insert the key, you feel the ground
to survive the traps protecting the Orb of Evocation. beneath your feet begin to tremble and hear a
What do you say?" distant, resonant noise, just below the surface of
If Agrovar the dwarf is with the group, he will attack Canker at this normal hearing, the sound like a gargantuan stone
point (see NPCs/Enemies). PCs will need to decide whether their being dragged across a rocky floor somewhere
loyalty to the dwarf is more important to them than finding the within the depths of the earth. The sound seems to
Orb, or learning more from Canker about the story behind the
orb. If the latter two are more important they may need to rescue
the wizard from the dwarf.
Monster: Chain Devil
Remember that even Canker doesn't know the nature of the
CR 6; Medium Outsider; HD 8d8+16; hp 52; Init +6; Spd
orb itself, or the secret it supposedly harbours. Nor does he have
30 ft.; AC 20; Base Attack/Grapple +8/+10; Attack Chain
any knowledge of the traps beyond the gold door. He merely
+10 melee (2d4+2/1920) Full Attack 2 chains +10 melee
wants to see if the PCs can open the door, at which point he will
(2d4+2/1920); Space/Reach 5ft/5ft (10ft with chains); SV
turn on them if he can. If he cannot (if the PCs have been smart
Fort +8, Ref +8, Will +6; AL Lawful Evil; Str 15, Dex 15,
and bound his hands or taken similar precautions), he will
Con 15, Int 6, Wis 10, Cha 12
continue to bluff them into believing he has some knowledge that
Special Attacks: Dancing chains, unnerving gaze
will help them eventually and will continue to give them
Skills and feats: Climb +13, Craft (blacksmithing) +17,
information about the Thaumatourgos brothers.
Escape Artist +13, Intimidate +12, Listen +13, Spot +13,
The jar on the altar, of course, contains the remains of the
Use Rope +2 (+4 with bindings), Alertness, Improved
Thaumatourgos twins. All that was left of them after their magical
Critical (chain), Improved Initiative, Damage reduction
experiments went hideously wrong.
5/silver or good, darkvision 60 ft., immunity to cold,
regeneration 2, spell resistance 18.
29 The Tomb
Kytons are humanlike devils, wrapped in chains instead of
The door opens onto a vast, cathedral-sized clothing. A chain devil is 6 feet tall and weighs about 300
chamber with a vaulted ceiling some seventy feet pounds, chains included. Chain devils speak Infernal and
above your heads. Unlike the caves you've seen so Common.
far, this room has clearly been worked by craftsman.
Combat
The walls are tiled with an ochre-coloured slate and A chain devil attacks by flailing away with the spiked
decorated with colourful pennants and tapestries. chains that serve as its clothing, armour, and weapons.
Arched tympanum, decorative recesses containing
candle-sticks as tall as a man and dripping with long A chai ndev i
l
snatural weapons, as well as any weapons
it wields, are treated as evil-aligned and lawful-aligned for
fingers of tallow, line the walls, with two at the the purpose of overcoming damage reduction.
southern end of the room, harbouring doors. The
intricate stonework, corbels and trefoil vaults within Danci ng Chai ns ( Su):A chai n dev i
l
s mostawesome
the ceiling above are truly staggering in design, with attack is its ability to control up to four chains within 20
feet as a standard action, making the chains dance or
archways dividing into smaller archways, interlacing move as it wishes. In addition, a chain devil can increase
with larger ones and intersecting with the overall these chainsl engt hbyupt o15f eetandcauset hem t o
curve of the roof to create an eye-twisting effect. sprout razor-edged barbs. These chains attack as
effectively as the devil itself. If a chain is in another
creat urespossessi on,t hecr eaturecanat t
emptaDC 15
You can see various exits around the room, with two Wi l
lsav et obreakt hechai ndev i
l
spowerov erthat chain.
open archways in the east wall, two doors furnished If the save is successful, the Kyton cannot attempt to
with keyholes in the south wall and a wide control that particular chain again for 24 hours or until the
shouldered arch in the west wall opening onto some chai nl eavest hecr eature
spossessi on.Thesav eDC i s
Charisma-based.
kind of shrine. A chain devil can climb chains it controls at its
normal speed without making Climb checks.
Within the shrine, resting on a marble altar, Unnerving Gaze (Su): Range 30 ft., Will DC 15 negates. A
accessible by a short flight of wooden steps, is a chain devil can make its face resemble one of an
opponent sdepar tedl oved ones or bitter enemies, or the
huge leather bound book. opponent themselves. Those who fail their saves take a
2 penalty on attack rolls made against the Chain Devil
The door in the southeast corner leads to the inner sanctum; the when/if they fight him, the effect lasting for 1d3 rounds.
rooms protecting the Orb of Evocation, and the chamber of the The save DC is Charisma-based.
Orb itself. The door is made of reinforced wood (Hardness: 8, Regeneration (Ex): Chain devils take normal damage from
HPs:54) and magically enchanted for toughness. A magical ward silvered weapons, good-aligned weapons, and spells or
also protects the door against spell casting, rebounding any effects with the good descriptor. A chain devil that loses a
magic back upon the caster at double strength. The ward has piece of its body regrows it in 2d6x10 minutes. Holding
been placed here by a 13th level wizard and will rebuff all magic the severed member against the stump enables it to
from 9th level down. The gold door handle is shaped like a globe reattach instantly.
and directly beneath is a large keyhole which the gold key from
room 22 will fit. If anyone inspects the door handle more closely Skills: Chain devils have a +8 racial bonus on Craft
they may have enough cartographic knowledge to recognise it as checks involving metalwork.
a carving of Opus itself, with the various continents mapped out.
If the key is inserted into the keyhole, the chain devil who should
have been haunting the group continuously up to this point, will

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resolve itself and you realise words are being recognise spells in their own arsenal as originating from
studies by the Order of Mohan.
spoken. The noise is actually a voice; impossibly
deep, guttural and demonic. The Thaumatourgos twins joined the order. They were
skilled, but not particularly noteworthy in their efforts. The
"The door is closed," speak the words. The language book notes them as being hermits and 'unwilling to share
their discoveries or learn from the collective knowledge of
is ancient and terrible, but somehow your ears the brotherhood.'
translate, "I am the guardian of the door and the
guardian of the Orb of Evocation. The way to the The twins, living in the swamp of Marshdown next to the
dark side of the sun is barred to you, tomb robbers." town of Bleaktonne, create a powerful magical theory which
they work to develop. But they lack the skill or power to do
so and inadvertently destroy themselves. You should read
A dark shadow forms in the air at the centre of the the following passage to the players:
great room, a black mist swirling and twisting around
itself before billowing outward to reveal a creature "The magic of Thaumatourgos, we learned, was
standing within. The creature resembles a large man based on this curious discovery of theirs, an energy
shrouded in chains, every length ending in a hook or they named gravitas, the force that causes all things
a blade or a spiked metal ball. The chains seem to to fall to the ground. Gravitas, the twins learned,
slither and slide over the creature's flesh, almost as if could actually cause things to fall in any direction if
they were alive. His bald head is slashed with vicious the 'core of the well' as they called it, was moved to a
scars, sewn closed with leathery twine, and what fixed point using magic. Normally the 'core of the
skin you can see on his body appears to be similarly well' resided at the heart of the world and for this
lacerated. He stares at you with deep hatred reason, all things fell downward. The brothers
glistening in eyes of palest red. asserted: all of us are forever falling toward the heart
of the world, longing to be with the core of the
Suddenly one of the chains whips up into the air, gravitas well. It is the heart's desire of all things;
twirls around the creature's head, and shoots man, dwarf, elf, halfling, orc, goblin, goblet, castle,
through the air toward you. even the rain itself longs to be one with the gravitas
which is why it falls down and not up! The only thing
The chain devil will use his Dancing Chains special attack on all that prevents us joining the gravitas, is the solid
PCs present in the room. If Canker Dern is present he will scuttle
mantle of rock beneath our feet.
into room 28 to save himself.
The book in the shrine is written in common and charts the
history of the wizards of the Order of Mohan. Anyone who leafs "In their efforts to fix the core of the well and thus
through the book will learn one of the following bullet points for manipulate the power of gravitas, the brothers
each hour they spend reading the book. attempted to use magic beyond their means. They
The order was formed two thousand years ago at the behest possessed genius in their theory, but lacked skill and
of the then emperor of Mohan who feared his empire might basic understanding in their practise. They sought to
come under attack from one of the other two powerful pinpoint the core of the well to a single position; an
countries to north and west. He mustered an army of orb no larger than a human head. But their magic
wizards and named them the Order of Mohan.
was erroneous and instead the core became
When the empire fragmented and the emperor was ambiguous, fixing upon the walls, the ceiling and the
dethroned, the order of Mohan spent some centuries in the floor of the Thaumatourgos laboratory. Promptly
wilderness, without a master and with no true purpose. everything within the room, including our poor
The disenfranchised wizards became a scholarly
belated brethren, attempted to fall toward the new
brotherhood, advocating the development of magic for core of the well, in essence, attempted to fall in every
peaceful purposes instead of for war or defence. direction simultaneously. Thus we found the room
empty, every surface smeared uniformly with the
A new king rose to power in Mohan and commended the unmentionable substance.
peaceful efforts of the wizards. He called them to hold court
in the capital city of the kingdom and they became his
official advisors. "Thus passed the brothers Thaumatourgos. Thus we
of the Order of Mohan discovered the basis of
The king was overthrown eventually by more tyrannical gravitas magic and thus we seek now to decipher
rulers and the order split into two factions; those loyal to the
throne and those who refused to become servants of the work of the brothers and use their theory to craft
tyranny. The former faction became the Royal Order of new spells. We sorrow for the brothers, but had they
Mohan, but were later destroyed in one of the huge wars come sooner to the order instead of hiding their
that would eventually wipe out most of civilised life in the discoveries, I fear they would still be alive and the
northern continents. The latter faction went into the
wilderness and called themselves simply the Order of
magic they sought to create would be a reality in
Mohan. their hands."

The Order of Mohan continued its studies, sharing The order develops a new method of spell-crafting using
knowledge and furthering the development of the spell- gravitas. But the magic proves incredibly dangerous, with
crafting art with any wizard who cared to join. Lists of spells most spells resulting in fatality if miscast.
are shown here, and any magic users reading the book will

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The order discover a great secret using gravitas. The nature miniscule particles and smearing the walls, floor and ceiling of the
of the secret is not mentioned. The book is deliberately room with a thin membrane of blood, guts, flesh and bone. Gear,
vague but says the order work on a spell to uncover the armour and clothing will suffer the same fate, mingling equally
secret completely. This seems to entail the creation of many with the remains of the dead character.
small spells, each scribed onto parchment, which then need There is a gap of just one foot running directly beneath the roof of
to be translated into an ancient language and cast in order. the junction where the pull of the two gravity wells has no effect. If
The book lists thousands of spells, all with names the PCs can somehow identify this gap, and use it to get past the
players won't recognise. When the spells are used correctly crossroads, they can continue safely on their way.
they create an energy force which is subsequently directed
into an 'abjurated manna sink' called the Orb of Evocation. 32 Room of Tar
The orb can then be used at once, resulting in the instant
casting of all the minor spells combined. You stand on the threshold of a large circular room which seems,
at a glance, to be empty. On the far side is another doorway, but
After the disappearance of many wizards who have both this and the doorway in which you stand are situated some
attempted to use the orb, the artefact is deemed too thirty feet above the floor of the room, which is itself a bubbling pit
dangerous and the order buries it here, in the of hot tar. Glancing up you see what you first assume to be a
Thaumatourgos tomb. The order vow to bury also the ceiling covered in a glass mirror, reflecting the floor of the
original spell scrolls and to forget all knowledge of gravitas. chamber and the tar pit. But then you realise, with mounting
They entomb the Orb of Evocation in the deepest chambers horror, that there is no mirror. Another tar pit resides impossibly
and surround it with devious traps. They then surround the upon the roof, plumes of steam drifting lazily downward, spiralling
tomb with more traps and magical guardians before sealing strangely where the upside down gravity affecting the roof meets
the tomb closed and taking its location to their graves. the normal gravity below, then mingling with steam rising from
below.
30 The Shaft of Uncertain Gravity At the precise halfway point on the vertical plane of this
room is an area where the PCs can float along at zero gravity,
The tunnel ends abruptly at the threshold of a doorway opening pulled equally up and down and therefore falling in neither
into a vertical shaft. A smooth, circular pit drops to unfathomable direction. By 'swimming' in mid-air the PCs should be able to get
depths before you. Above, the roof, some twenty feet above, is enough motion going to propel themselves slowly along the
furnished with a series of wickedly sharp, downward pointing central axis and make their way to the far door. However, slipping
spikes. On an impossibly thin column of stone which terminates off this safe central plane by even a foot will cause them to fall
at the same level of the door and which occupies a space at the either up or down and land in the boiling tar (3d10+10 HP burns
heart of the pit, is an iron eye-hook, firmly embedded in the top of damage, plus continuing 1d10+10 HP damage per in-game hour
the column, but with no apparent purpose. You can see another unless the tar can somehow be stripped away. The tar will adhere
doorway about ten feet along the wall to your right. There seems to flesh and therefore, removing it in the conventional sense, by
to be no obvious means of reaching this door. simply peeling it off, will remove a percentage of skin too and
All traps within the inner sanctum use the gravitas magic of cause a further 1d10+10 HP damage.)
the Thaumatourgos twins and the shaft is no exception. A core of In order to maintain a steady position on the 'safe' central
the well point has been placed on the roof of the pit, effectively plane, players must first identify the fact that the plane exists at
turning the point of gravity upside down. As soon as anyone or all (Search checks should be allowed for this purpose, or players
anything enters the room, their perspective of up and down will may simply find it by throwing objects into the room to gauge
suddenly twist one hundred and eighty degrees. If a PC attempts gravity effects). They must then make a successful DC15 Jump
to step out of the passage into the room (to shimmy along the check to leap into the right spot, and then a DC16 Swim check in
wall for example) they will drop upward and be impaled on the order to maintain a steady level as they move across the room. A
spikes. Similarly, any rope cast out into the pit will behave very Swim check must be made for every 5 rounds the character is in
oddly, arcing upward then 'levitating' to the roof. The iron hook the air, with movement reduced to around three feet per round. It
should provide a means to get across the pit, but players will will therefore take the average PC about 30 rounds (5 rolls) to
need to come up with ideas how it can be utilised. traverse the room and make it to the doorway, where they will
Once PCs quit this chamber and are in the twisting then fall out of the air and need to make a DC12 Reflex save to
passageway beyond, gravity returns to normal. grab the threshold of the door and pull themselves into the
corridor.
31 Torn Asunder
33 The Room of Sideways
A crossroads in the passage lies ahead, but something seems
slightly amiss. The walls here suddenly seem to be armour The 'bottom' of this room is actually the southern wall. Thus,
plated, covered in thick metal studs and forged from steel and anyone entering through the north door without checking the
iron plates. Where the tunnel converges at the crossroads, each direction of gravity first will suddenly plummet some ninety feet
opening into the junction seems to be circular, not square. and land on the south wall (DC 15 Reflex save to grab the
This innocuous looking crossroads is a very nasty trap threshold of the door before falling, otherwise 9d6+9 HP
based on the disaster responsible for the demise of the damage). At this point characters will pass through the door in
Thaumatourgos brothers themselves. It amused the wizards of the east wall, travelling along the southern wall here also.
the order to include it here as a means to dispose of tomb Effectively, the tunnels as shown on the map (above) should be
raiders. considered as a side-on view. Where the passage appears, from
The surfaces of the two bell shaped caves on either side of a bird's eye perspective, to turn sharply north, it actually ends at
the passage have been turned into core-of-the-well points, the bottom of a very deep shaft. The party will need to clamber up
meaning that anyone and anything that tries to pass through the this shaft, passing the two openings halfway up, or heading inside
crossroads will suddenly find themselves falling to left and right them to explore. Here the gravity remains fixed on the southern
simultaneously. This would not normally be a problem (the equal wall throughout, as it does to the top of the shaft where the
force would simply hold the PC in position), but the core of a passage opens into room 36.
gravitas well, if imbued with enough energy and thus turned into
an incredibly 'dense' well, can vary in strength. In this case, the 34 The Orb of Evocation
strength is high enough to tear the unlucky victim right down the
middle into two equal portions. Once the two halves of the victim You crawl along a low ceilinged, narrow tunnel which tapers to an
'fall' into the two bell-shaped rooms they will then attempt to fall in ever smaller space until finally you are forced to crawl single file.
every direction simultaneously, bursting apart into a mist of Finally the tunnel ends at an opening and you straighten, finding

Page 97
yourself in a relatively small chamber lit by a green hued The air will begin to get warmer, the further the party travel, and
phosphorescent algae which grows in abundance on the walls they may smell a strange, sulphurous aroma coming from
and ceiling. somewhere up ahead. In fact, they are travelling to such a depth
An altar of sorts stands in the centre of the room upon a that they are heading toward deep lava pools bubbling away in a
circular raised dais. Fixed upon a small metallic mount atop the volcanic reservoir many hundreds of feet underground. The smell
altar is a black orb, its surface shot through with purple and pink is brimstone.
veins. The air here has a strange texture. Moving through it is If the party press on despite the growing warmth and the
akin to moving through a space filled with invisible, closely smell of sulphur, then they will pass the point of no return.
weaved spider web. Whatever it is that lingers in the air, it doesn't Suddenly the gravitational magic pinning them to the ceiling will
adhere to skin and it seems to vanish in your wake, as though the cease. They will start to drift upward and in that instant their inner
very act of simply touching it causes it to dissipate into nothing. ear will quickly re-orientate itself and they will realise they are
The 'strange texture' is static electricity which fills this room actually dropping head-first toward the ground. The tunnel is only
from floor to ceiling. If players are having difficulty grasping how seven or eight feet in height, so damage incurred for the fall
the atmosphere feels, you should use the example of brushing should be negligible. But now the party will land on the slippery
ones hand across the surface of a television screen covered in marble slide, previously the ceiling. They will no longer be
static. The same feeling prevails here, but fills the entire heading up, but sliding down, and doing so at great speed.
chamber. If the players cannot devise a way to save themselves
The Orb is protected by a simple poison dart trap, the dart within 10 rounds, the party will shoot out the end of the spiralling
holes situated around the walls of the room. The triggering tunnel and into a vast subterranean cavern filled with bubbling
mechanism will be located on a DC 20 Search check. Poison magma. Their doom, at this point, is assured.
Dart Trap: CR 1; mechanical; location trigger; manual reset; Atk
+8 ranged (1d4 plus poison, dart); poison (bloodroot, DC 12 The Orb of Evocation
Fortitude save resists, 0/1d4 Con plus 1d3 Wis); Search DC 20;
Disable Device DC 18. The orb is a magical device
The darts will be triggered whenever anyone steps on the which activates when touched.
stone dais, not when the orb is touched. If anyone touches the When this happens, you should
orb, see the Orb of Evocation, below. read the following aloud (the
following affects all PCs present
35 Surprise Pit when the orb is touched):

To the perspective of the player characters who, remember, are


The orb vanishes,
walking on the southern wall of this corridor, the passage will
seem to turn sharply left up ahead. In fact, the gravity focus shifts replaced by a swirling
as the tunnel turns the corner, returning to normal. There is no black vortex, a hole in the
magical effect here, simply the removal of the magical very fabric of the air
gravitational force placing the gravitational focus on the southern beneath your hand. The vortex swirls, and in so
wall of the previous passage. So detect magic spells will not
reveal the presence of a shift in gravity. doing seems to draw into its depths the very colour
The pit is sixty feet deep and anyone toppling into it will of the room around you. The walls bulge inward, the
suffer 6d6+6 points of damage. A successful DC 15 Reflex save roof distends down toward your head, the floor rises
sees the falling character grasp the lip of the pit before he falls. up, and with it your feet, your legs. The fingers of
36 Upside Down Room
your hand elongate, though you feel no discomfort.
Your fingertips seem to be drifting impossibly into the
The gravity shifts in this room to focus on the ceiling. Anyone swirling kaleidoscope of the vortex. Your hand
clambering into the room will suddenly topple five or six feet onto follows, then your arm, stretching like elastic and
the ceiling and their perspective of up and down will shift yet
falling as an infinite twisting thread of colour into the
again.
At this point, players who have not kept track of the real up black hole. There is nothing you can do. You are
or down directions risk falling into the final trap of the inner powerless to resist. Soon your body is bending
sanctum. Gravity remains firmly fixed on the roof of the passage forward, and your head, your eyes, all stretching
leading out of this room and to the east. toward the swirling black hole.
37 Passage To The Centre of the World
And now you are falling into the hole, swallowed by
Characters travelling along this passageway will be walking on unimaginable magical forces into the bowels of a
the roof. They may not realise this and, indeed, the trap here darkness more absolute than anything you have ever
relies on them having lost all sense of orientation by this point.
The tunnel ends shortly at the foot of a long flight of marble
experienced. The room buckles in on itself and melts
steps which twist up and into darkness, the walls and ceiling of into endless vanishing threads of stone grey and
the stairwell are also made from marble, being so expertly crafted earth brown.
that you can hardly see where one slab of marble ends and the
next begins.
You are being sucked along a long circular tunnel
The steps ascend at a steep angle, curving slowly around
in a long, steady spiral. If the players have lost their true sense of with translucent walls, flowing through a new kind of
up and down, they may presume they are now travelling back darkness. All around you, beyond the boundary of
toward the surface and, given the likelihood of the Orb being the walls, you can see stars, twinkling like fireflies in
placed at the end of the dungeon, toward the Orb of Evocation the night, but though you twist around in search of
itself.
In fact, they have already passed the room containing the the ground, you see nothing, only the darkness, the
Orb and are now travelling down into the depths of the earth, stars and your fellow adventurers tumbling along
walking on the ceiling of a tunnel whose 'real' floor is a marble behind you.
slide.

Page 98
And then you see the world. A great disc of brilliant between the two worlds where they lie on opposite sides of the
same orbital plane, and the tunnel itself passes directly through
blue far far beneath your feet, somewhere at the the heart of the sun, effectively acting like an energy mirror.
beginning of the tunnel. You can see clouds and As soon as everything within the vicinity of the activated
seas, continents, mountains, plains and forests, all orb has been transferred to the newly created Opus, the previous
falling rapidly away from you. You are rising out of Opus winks out of existence on the far side of the sun and, for all
Opus. Flying away from the world you know and into intents and purposes, the new Opus becomes the only Opus. In
fact the previous Opus continues to exist. The connection
the depths an inky sky. between multiverses has merely been severed. In its own
dimension, the original Opus continues. But now, the PCs no
The tunnel makes a series of twisting turns and the longer exist there.
glaring light of the sun bursts in on you. It lies ahead Reactivating the orb requires a mere touch. The orb can be
carried safely without being activated if it is simply wrapped in
now, growing larger, chasing away the stars, but not fabric. But the orb cannot be used to return to the previous world.
the night. There is no dawn, just a sudden transition It will always deliver the user to a new Opus, the previous Opus
between the emblazoned brilliance of the sun and winking out of existence as soon as the transition through the
the utter blackness of the sky. You fall headlong into wormhole is made.
The players and their characters may not realise they now
the light and for a brief moment the tunnel has occupy an entirely new world until they leave the caves and head
entered the heart of the sun, an unimaginable back to Stantionbridge. Here they will find a subtle difference to
sphere of raging fires and molten fury. Then you are the world they know, though landscapes, place names and, for
out the other side, shooting forward at an the most part, people will remain the same.
Stantionbridge, for example, might now be founded on the
unimaginable speed, your head reeling, your body
site of a tin mine. The residents are not as wealthy as they were
spinning. when they mined emeralds and instead of fending off attacks by
barbarian hordes, they fend off attacks from tribal orcs who hold
And now there is Opus once more, a blue, green sway over the Jejune Flatlands.
circle filling the sky, getting bigger by the second. Nobody in Stantionbridge will recognise the PCs when they
emerge from the caves, simply because on this world, nobody
The tunnel weaves its way down and you tumble has ever met the PCs. Relations, such as parents or siblings, will
powerlessly toward the world. Finally you are racing have no clue who the PCs are. Age old friends will greet the PCs'
back toward the dark mouth of the vortex and then warm handshake and ready smile with a blank stare. Roads once
you are being disgorged back into the cave, your travelled will seem slightly different and any assets owned in the
previous world, such as houses, or a horse left tethered at the
limbs spiralling out of the hole, resuming their natural Turning Mere, for example, will belong to somebody else or be
positions, your body returning to normal, threads of missing altogether.
colour unravelling and reforming into the shape of If the GM wishes he can introduce a doppelganger party; a
the cave, the altar and the dais. group of adventurers who are very nearly but not quite exactly like
the PCs themselves. This group effectively are the PCs, and the
GM may even wish to allow players the chance to draw up cloned
You crumple to the ground, your legs giving way. character sheets for their PCs' counterparts and take control of
You are exhausted, dizzy and shocked. But you them in addition to their original PCs. Alternatively, perhaps the
seem to be back where you started, with all your doppelganger group made their transition between worlds at
faculties and all your limbs intact. The Orb of exactly the same time as the player group. Friends and family will
find the new group somehow familiar, but at the same time
Evocation stands innocently upon its mount, looking different in many ways. They may accuse the PCs of
much the same as it did before you touched it. impersonating the vanished group, maybe even of murdering
them and stealing their identities. In superstitious cultures they
The Orb of Evocation uses highly concentrated and controlled may be accused of soul-stealing or black magic.
gravity magics to open a wormhole in time and space. The The worlds of the Opus multiverse are infinite, but the
wormhole bypasses the usual interplanar methods of number of worlds the PCs can visit are not (see below). However,
teleportation and instead joins two points, one to the other. The the chances of linking with a world the PCs have already visited
interconnecting 'tunnel' is merely the fabric of space stretched via the orb are so wildly improbable that they are virtually
between the two holes, thus anyone falling into the vortex at one impossible. The chances of linking up with the PCs real home
end will inevitably emerge at the other. world are even less likely and the concept should not be
Which may give rise to confusion, because it would appear entertained by the GM.
that the party are back where they started. For purposes of maintaining some semblance of
In fact they are not. consistency, place names and things like the shape of
When the wizards of the Order of Mohan first used the Orb, continents, the general cultural makeup of different countries and
they discovered that they could not connect the two ends of a other demographic details, particularly anything specific to the
wormhole to two specific points in space. They could not, for Opus world map and hex maps you've already explored, should
example, use it to move instantaneously from the Greymist remain the same, as should the religious details of the Opus
Mountains to their home kingdom of Mohan. As a teleportation campaign setting.
device, the orb was useless. When the vortex opened and the As an artefact, the orb is virtually priceless. Selling it will
wormhole was created, it created a set path to a set destination, banish an unwitting buyer to oblivion, of course, but the PCs, who
and this could not be changed. The nature of the destination, themselves have already been banished from their home world,
however, was a big surprise. may have no qualms about this. On every Opus world the orb
Because every time the orb was used, it linked the user to connects to, the orb has been created at some point in history,
another Opus. simply because in spanning the dimensional distance between
Each Opus is slightly different, being part of another multiverses, the orb links up with itself. This connection limits the
universe, which itself is a single facet of the greater Opus worlds PCs can visit, but still allows for an incredible number of
multiverse containing infinite universes and possibilities. For a possible worlds, albeit worlds where the creation of the orb has
brief moment both multiverse exist inter-dimensionally and on the occurred and is possible- in other words, worlds that are similar
exact opposite sides of the sun, so that the wormhole stretches but not exactly the same as, the original world.

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Please ensure this page and the OGL license below are pr
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OPEN GAME LICENSE Version 1.0a OPUS OPERANDI


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Dark Side of the Sun - GM
s
Inc ("Wizards"). All Rights Reserved. Printable Version

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Created by David Sharrock and
Game Content; (b)"Derivative Material" means copyrighted material including derivative works and Wyn F Dawkins, with additional
translations (including into other computer languages), potation, modification, correction, addition, extension, material by Suzanna Hope and
upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, Steve Dean. Artwork by Wyn F
transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly Dawkins.
display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the
methods, procedures, processes and routines to the extent such content does not embody the Product Identity Released by Forever People
and is an enhancement over the prior art and any additional content clearly identified as Open Game Content Digital Press
by the Contributor, and means any work covered by this License, including translations and derivative works All distribution rights reserved by
under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and Wyn F Dawkins and Suzanna
product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, Hope. The owner of the Dark
storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, Side of the Sun file is hereby
likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio granted permission to print as
representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, many copies of the GM printable
likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural version as they like, provided all
abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly copies are for personal use and
identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open are not freely distributed or sold
Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a on for profit and that this page is
Contributor to identify itself or its products or the associated products contributed to the Open Game License included in and attached to every
by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate printout.
and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in
terms of this agreement. Forever People and Forever
People Digital Press are a
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open subsidiary of DLS Enterprises.
Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open
Opus Operandi is a d20 role-
Game Content that you Use. No terms may be added to or subtracted from this License except as described by
playing product available as a
the License itself. No other terms or conditions may be applied to any Open Game Content distributed using
digital file from
this License.
www.foreverpeoplerpg.com. This
material is protected under
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this
international copyright laws, the
License.
copyright laws of the United
Kingdom and the United States
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a
of America. Any reproduction or
perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open
unauthorised use of the material
Game Content.
or artwork contained herein is
prohibited without the express
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content,
You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the written permission of Forever
rights conveyed by this License. People Games & RPG.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include Proprietorship of all Open Game
the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or Licensed content belongs to
distributing, and You must add the title, the copyright date, and the copyright holder's name to the Wizards of the Coast. DLS
COPYRIGHT NOTICE of any original Open Game Content you Distribute. Enterprises and Forever People
Digital Press are in no way
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to affiliated with Wizards of the
compatibility, except as expressly licensed in another, independent Agreement with the owner of each element Coast.
of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed This product is a work of fiction.
in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of Any similarity to actual people,
any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product organizations, places, or events is
Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest purely coincidental.
in and to that Product Identity.
Original Edition 2007 Forever
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work People Digital Press
that you are distributing are Open Game Content.
INDEMNITY NOTICE
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You Forever People, nor Forever
may use any authorized version of this License to copy, modify and distribute any Open Game Content People Digital Press, nor DLS
originally distributed under any version of this License. Enterprises, nor Wyn F Dawkins,
David Sharrock, Suzanna Hope,
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game nor any heir or successor to any
Content You Distribute. of the above shall be held
responsible for any detrimental
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of loss of data, damage to
any Contributor unless You have written permission from the Contributor to do so. electronic equipment or damage
to health, life and limb arising
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect from the use of this file, or the
to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You use of the printable GM version.
may not Use any Open Game Material so affected.
Visit our website for updates and
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Page 102

Map of Opus - Printable Version/freely distributable - copyright Forever People Digital Press, all rights reserved 2007 - www.foreverpeoplerpg.com
Cultures
The Realm of Opus Civilisation is rare within the wild continents, divided
north and south by the human kingdom of Mohan.
Here live the greater proportion of humans, led by their
The material plane is divided, but not by the hands of great king Ephrata, whose mighty swordsmen and
men, for these are the wild continents of Opus, where sorcerers maintain as best they can the borders of
chaos oppresses the spread of civilisation and the world Mohan s territory.
belongs to the wild monsters, the gods and the
elemental energies of magic. North Opus is home to pockets of human, elf and
dwarf civilisation. Here too are gnome towns and
Long ago the gods forged a great shining sphere and halflings in abundance. But the civilised districts are
called it Opus, a Great Work. They breathed life to the surrounded by great wastelands of plains, forest, hills
people of their creation and called them servants of the and mountain where monstrous races roam freely.
world. There were perverse gods, and gods of law. At
first the two used the world as one. But the gods of law South Opus is entirely wild and the few cultures here
and beauty feared to see their great work destroyed by belong to that of the dark elf, or are controlled by the
the callous hands of the evil gods, and a war was evil will of black-hearted wizards.
waged. The evil gods were cast into the dark planes
where they plotted their revenge upon the pantheon Chroma and the Northern Wastes are a frost land of
gods and their precious sphere. snow and ice, too inhospitable to harbour any
semblance of civilisation. The White World of the
south is also uninhabitable, a vast tract of ice,
The Pantheon Gods of Opus unexplored and unknown to the world of men.

Jetava Sidhe is an exotic land, temperate, but remote. The


Intermediate Deity - Rank 14 people of Sidhe are dark skinned and strong, corrupt to
Goddess of the wind, the air, the sky and the cloud. the will of evil gods and always ready to wage war
upon the human lands of the north.
Lorka
Intermediate Deity - Rank 11 Most races worship either all the gods of good or all the
God of luck, fate and destiny gods of evil. Certain races, like the dwarf or elf,
sometimes specialise in worshipping only one god.
Drom
Greater Deity - Rank 16
God of strength, power, sword and steel Evil Deities of Opus
Thauma Slathe
Greater Deity - Rank 18 Intermediate Deity - Rank 12
Goddess of magic, sorcery and illusion God of serpents and reptiles.

Almighty Sen Ougre


Greater Deity - Rank 20 Intermediate Deity - Rank 13
God of Men Wolf god of Monstrosities

Gorum Stygia
Greater Deity - Rank 19 Intermediate Deity - Rank 15
God of Dwarves Goddess of Darkness

Ethrayall Unholy Nefar


Greater Deity - Rank 20 Greater Deity - Rank 20
Goddess of Elves God of Evil

Gayya Opus uses the d20 OGL system. For Bestiary, Planes,
Intermediate Deity - Rank 14 Divinity, Magic, Races, Classes and so forth, see the System
Goddess of the earth, soil and stone Resource Document online: http://www.wizards.com

Page 103
OPEN GAME LICENSE Version 1.0a OPUS OPERANDI
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Escape From Carthidge - PDF version
Inc ("Wizards"). All Rights Reserved.
Created by David Sharrock and Wyn F Dawkins,
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open with additional material by Suzanna Hope and
Game Content; (b)"Derivative Material" means copyrighted material including derivative works and Steve Dean. All icons and maps by Wyn F
translations (including into other computer languages), potation, modification, correction, addition, extension, Dawkins. All artwork, by Michael Schiffer. Cover
upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, art by David Sharrock.
transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly
display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the Released by Forever People Digital Press
methods, procedures, processes and routines to the extent such content does not embody the Product Identity All distribution rights reserved by Wyn F Dawkins
and is an enhancement over the prior art and any additional content clearly identified as Open Game Content and Suzanna Hope. No unauthorised
by the Contributor, and means any work covered by this License, including translations and derivative works redistribution, copying or file-sharing.
under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and
product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, Forever People and Forever People Digital Press
storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, are a subsidiary of DLS Enterprises. Opus
likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio Operandi is a d20 role-playing product available
representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, as a digital file from www.foreverpeoplerpg.com.
likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural This material is protected under international
abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark copyright laws, the copyright laws of the United
clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Kingdom and the United States of America. Any
Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a reproduction or unauthorised use of the material
Contributor to identify itself or its products or the associated products contributed to the Open Game License or artwork contained herein is prohibited without
by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate the express written permission of Forever People
and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in Games & RPG.
terms of this agreement.
Proprietorship of all Open Game Licensed
2. The License: This License applies to any Open Game Content that contains a notice indicating that the content belongs to Wizards of the Coast. DLS
Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Enterprises and Forever People Digital Press are
Open Game Content that you Use. No terms may be added to or subtracted from this License except as
in no way affiliated with Wizards of the Coast.
described by the License itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.
This product is a work of fiction. Any similarity to
actual people, organizations, places, or events is
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this
purely coincidental.
License.
Original Edition 2007 Forever People Digital
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a
Press
perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the
Open Game Content.
INDEMNITY NOTICE
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, Forever People, nor Forever People Digital Press,
You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the nor DLS Enterprises, nor Wyn F Dawkins, David
rights conveyed by this License. Sharrock nor Suzanna Hope, nor any heir or
successor to any of the above shall be held
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to responsible for any detrimental loss of data,
include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying damage to electronic equipment or damage to
or distributing, and You must add the title, the copyright date, and the copyright holder's name to the health, life and limb arising from the use of this
COPYRIGHT NOTICE of any original Open Game Content you Distribute. file, or the use of the printable GM version.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to Visit our website for updates and to subscribe to
compatibility, except as expressly licensed in another, independent Agreement with the owner of each element the Forever People newsletter
of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or www.foreverpeoplerpg.com
Registered Trademark in conjunction with a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The Or send an email with subscribe to
use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Newsletterin the subject heading to
Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title enquiry@foreverpeoplerpg.com
and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work
that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You
may use any authorized version of this License to copy, modify and distribute any Open Game Content
originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game
Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of
any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect
to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You
may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail
to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed
only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

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