TEXT: By Ian McGarty
  FROG GOD GAMES ADVENTURES
  Seanche
  eanche’s
       Lament
       Lament
  Seanche’s
       Lament
  Seanche’s
       Lament
  Seanche’s
       Lament
  SWORDS & 
  WIZARDRY
  COMPATIBLE
  
  Author: 
  Author: 
  Ian McGarty
  Editor:
  Editor:
  Jeff Harkness
  LAyout: 
  LAyout: 
  Suzy Moseby 
  Art dirEctor: 
  Art dirEctor: 
  Casey Christofferson
  Front covEr Art: 
  Front covEr Art: 
  Thuan Pham
  ©2020 Frog God Games. All rights reserved. 
  Reproduction without the written permission of the 
  publisher is expressly forbidden. Frog God Games, 
  and the Frog God Games logo, Seanche’s Lament is a 
  trademark of Frog God Games. All rights reserved. All 
  characters, names, places, items, art, and text herein 
  are copyrighted by Frog God Games. The mention 
  of or reference to any company or product in these 
  pages is not a challenge to the trademark or copyright 
  concerned. 
   
  Adventures 
  Worth Winning
  intErior Art: 
  intErior Art: 
  C.J. Marsh, Michael Syrigos, Josh 
  Stewart, Lloyd Metcalf, Terry Pavlet, 
  Thuan Pham, Hector Rodriguez, Brett 
  Barkley
  cArtogrAphy: 
  cArtogrAphy: 
  Robert Altbauer
  projEct MAnAgEr: 
  projEct MAnAgEr: 
  Edwin Nagy
  SwordS & wizArdry convErSion: 
  SwordS & wizArdry convErSion: 
  Jeff Harkness
  Frog god gAMES iS:
  Frog god gAMES iS:
  BiLL wEBB, MAtt Finch, zAch gLAzAr, chArLES A. wright, Edwin nAgy,  
  BiLL wEBB, MAtt Finch, zAch gLAzAr, chArLES A. wright, Edwin nAgy,  
  MikE BAdoLAto, And john BArnhouSE
  MikE BAdoLAto, And john BArnhouSE
  Frog God Games
  ISBN: 978-1-6656-0148-1
  SW PDF
  FROG GOD
  G A M E S
  Seanche
  eanche’s
       Lament
       Lament
  Seanche’s
       Lament
  Seanche’s
       Lament
  Seanche’s
       Lament
  
  introduction
  introduction ...........................................................................................
   ........................................................................................... 3
  thE Story
  thE Story .................................................................................................
   ................................................................................................. 3
  gnAddr
  gnAddr......................................................................................................
  ...................................................................................................... 3
  thE SEAnchE
  thE SEAnchE .............................................................................................
   ............................................................................................. 3
  rEgionAL MAp
  rEgionAL MAp ...........................................................................................
   ........................................................................................... 4
  thE tiMELinE
  thE tiMELinE .............................................................................................
   ............................................................................................. 4
  SoME StoriES And ASSociAtEd EncountErS
  SoME StoriES And ASSociAtEd EncountErS ...........................................
   ........................................... 4
  thE FirSt tALE
  thE FirSt tALE ......................................................................................
   ...................................................................................... 4
  thE SEcond tALE
  thE SEcond tALE .................................................................................
   ................................................................................. 5
  thE third tALE
  thE third tALE .....................................................................................
   ..................................................................................... 5
  thE Fourth tALE
  thE Fourth tALE .................................................................................
   ................................................................................. 5
  thE AdvEnturE BEginS
  thE AdvEnturE BEginS .............................................................................
   ............................................................................. 6
  1. FEnLow
  1. FEnLow ..................................................................................................
   .................................................................................................. 6
  1-B. A court oF thE FEy
  1-B. A court oF thE FEy ......................................................................
   ...................................................................... 6
  2. trAvELing to thE nExt viLLAgE
  2. trAvELing to thE nExt viLLAgE ..........................................................
   .......................................................... 6
  3. ArkLow
  3. ArkLow .................................................................................................
   ................................................................................................. 7
  doirchE’S cAvE MAp
  doirchE’S cAvE MAp ................................................................................
   ................................................................................ 8
  doirchE’S cAvE
  doirchE’S cAvE ....................................................................................
   .................................................................................... 8
  1. cAvE EntrAncE
  1. cAvE EntrAncE ..............................................................................
   .............................................................................. 8
  2. Skinning rooM
  2. Skinning rooM ............................................................................
   ............................................................................ 8
  3. pEAt MAzE
  3. pEAt MAzE .....................................................................................
   ..................................................................................... 8
  4. StorAgE rooM
  4. StorAgE rooM .............................................................................
   ............................................................................. 9
  chALLEngES whiLE trAcking
  chALLEngES whiLE trAcking...........................................................
  ........................................................... 9
  thE woLFpAck
  thE woLFpAck .................................................................................
   .................................................................................1010
  4. A ForkEd tonguE in thE pAth
  4. A ForkEd tonguE in thE pAth ..........................................................
   ..........................................................1010
  5. cArLow
  5. cArLow .................................................................................................
   .................................................................................................1111
  5-A. thE rEd ShoE
  5-A. thE rEd ShoE ...............................................................................
   ...............................................................................1111
  5-B. wizArd’S wEAL tAvErn
  5-B. wizArd’S wEAL tAvErn .................................................................
   .................................................................1111
  thE SEAnchE in cArLow
  thE SEAnchE in cArLow ..................................................................
   ..................................................................1111
  6. wickLow
  6. wickLow ..............................................................................................
   ..............................................................................................1212
  6-A. FEnLAugh FiSh
  6-A. FEnLAugh FiSh .............................................................................
   .............................................................................1212
  6-B. thE SMArt SALMon
  6-B. thE SMArt SALMon ......................................................................
   ......................................................................1212
  thE SEAnchE in wickLow
  thE SEAnchE in wickLow...............................................................
  ...............................................................1212
  thE EMErALd pLAinS
  thE EMErALd pLAinS ................................................................................
   ................................................................................1313
  7. tABLA An-Mohr
  7. tABLA An-Mohr ...................................................................................
   ...................................................................................1313
  7-A. thE giAnt’S FEASt cAvE ForMAtionS
  7-A. thE giAnt’S FEASt cAvE ForMAtionS .........................................
   .........................................1313
  1. rock piLE
  1. rock piLE .....................................................................................
   .....................................................................................1313
  2. cAvE EntrAncE
  2. cAvE EntrAncE ............................................................................
   ............................................................................1313
  3. cAvE
  3. cAvE .............................................................................................
   .............................................................................................1313
  4. thE MAin diSh
  4. thE MAin diSh ............................................................................
   ............................................................................1313
  giAnt’S FEASt MAp
  giAnt’S FEASt MAp ..................................................................................
   ..................................................................................1414
  7-B. thE QuEEn oF thE EMErALd SErpEntS
  7-B. thE QuEEn oF thE EMErALd SErpEntS ........................................
   ........................................1515
  QuEEn oF thE EMErALd SErpEnt’S cAvE MAp
  QuEEn oF thE EMErALd SErpEnt’S cAvE MAp .........................................
   .........................................1616
  8. Bru nA Brighid
  8. Bru nA Brighid ...................................................................................
   ...................................................................................1616
  8-A. Brighid’S rESt
  8-A. Brighid’S rESt .............................................................................
   .............................................................................1616
  8-B. SEnAn’S Sundry Shop
  8-B. SEnAn’S Sundry Shop .................................................................
   .................................................................1616
  thE SEAnchE in Bru nA Brighid
  thE SEAnchE in Bru nA Brighid ........................................................
   ........................................................1717
  8-c. Brighid’S ShrinE
  8-c. Brighid’S ShrinE .........................................................................
   .........................................................................1717
  1. MAin chAMBEr
  1. MAin chAMBEr .............................................................................
   .............................................................................1717
  2. trEASurE pit
  2. trEASurE pit ................................................................................
   ................................................................................1717
  3. uppEr chAMBEr
  3. uppEr chAMBEr ...........................................................................
   ...........................................................................1717
  9. thE LAzy LAkE
  9. thE LAzy LAkE .....................................................................................
   .....................................................................................1818
  1. “Bring ME thE MEtAL.”
  1. “Bring ME thE MEtAL.” .................................................................
   .................................................................1818
  2. “hELp ME SMELt thE orE.”
  2. “hELp ME SMELt thE orE.” ...........................................................
   ...........................................................1818
  3. “hELp ME pour thE orE.”
  3. “hELp ME pour thE orE.” ............................................................
   ............................................................1818
  4. “hELp ME ShAttEr thE MoLd.”
  4. “hELp ME ShAttEr thE MoLd.” .....................................................
   .....................................................1818
  10. thE hArtwood
  10. thE hArtwood ..................................................................................
   ..................................................................................1919
  thE hArtwood MAp
  thE hArtwood MAp ...............................................................................
   ...............................................................................20
  20
  10-1. trAvELing in thE hArtwood
  10-1. trAvELing in thE hArtwood .....................................................
   .....................................................20
  20
  10-2. Eo MughnA
  10-2. Eo MughnA ...............................................................................
   ...............................................................................20
  20
  SEAnchE’S LAMEnt
  SEAnchE’S LAMEnt ..............................................................................
   ..............................................................................20
  20
  1. thE chArActErS ArrivE FirSt
  1. thE chArActErS ArrivE FirSt ....................................................
   ....................................................20
  20
  2. thE chArActErS ArrivE with thE SEAnchE
  2. thE chArActErS ArrivE with thE SEAnchE ..............................
   ..............................20
  20
  3. thE SEAnchE ArrivES BEForE thE chArActErS
  3. thE SEAnchE ArrivES BEForE thE chArActErS .........................
   .........................2121
  concLuSion
  concLuSion.............................................................................................
  .............................................................................................2121
  AppEndix A: nEw MonStErS
  AppEndix A: nEw MonStErS ..................................................................
   ..................................................................22
  22
  BEAn Fionn
  BEAn Fionn .........................................................................................
   .........................................................................................22
  22
  EAch-uiScE
  EAch-uiScE ..........................................................................................
   ..........................................................................................22
  22
  EkiMMu
  EkiMMu ................................................................................................
   ................................................................................................22
  22
  ELEMEntAL AddErS
  ELEMEntAL AddErS...............................................................................
  ...............................................................................23
  23
  EMErALd nAgA
  EMErALd nAgA .....................................................................................
   .....................................................................................23
  23
  FEAr ghortA
  FEAr ghortA .......................................................................................
   .......................................................................................24
  24
  FEy Lord
  FEy Lord .............................................................................................
   .............................................................................................24
  24
  FEy LupE
  FEy LupE ..............................................................................................
   ..............................................................................................24
  24
  FiLth FAiry
  FiLth FAiry ..........................................................................................
   ..........................................................................................25
  25
  giAnt pikE
  giAnt pikE ..........................................................................................
   ..........................................................................................25
  25
  phookA
  phookA ...............................................................................................
   ...............................................................................................25
  25
  SuMMEr knight
  SuMMEr knight ..................................................................................
   ..................................................................................26
  26
  SwArM oF grigS
  SwArM oF grigS .................................................................................
   .................................................................................26
  26
  AppEndix B: nEw MAgic itEMS
  AppEndix B: nEw MAgic itEMS ...............................................................
   ...............................................................27
  27
  Brighid’S rAiMEnt And ArMS
  Brighid’S rAiMEnt And ArMS ..............................................................
   ..............................................................27
  27
  Brighid’S BrEAStpLAtE
  Brighid’S BrEAStpLAtE ....................................................................
   ....................................................................27
  27
  Brighid’S SpEAr
  Brighid’S SpEAr ..............................................................................
   ..............................................................................27
  27
  Brighid’S ShiELd
  Brighid’S ShiELd .............................................................................
   .............................................................................27
  27
  MiScELLAnEouS MAgicAL itEM, grEAtEr
  MiScELLAnEouS MAgicAL itEM, grEAtEr ............................................
   ............................................27
  27
  torc nA goinEog
  torc nA goinEog ..........................................................................
   ..........................................................................27
  27
  MiScELLAnEouS MAgicAL itEMS, MEdiuM
  MiScELLAnEouS MAgicAL itEMS, MEdiuM ..........................................
   ..........................................27
  27
  LEprEchAun’S goLd
  LEprEchAun’S goLd ........................................................................
   ........................................................................27
  27
  wEAponS
  wEAponS .............................................................................................
   .............................................................................................27
  27
  dEAdLy whiSpEr
  dEAdLy whiSpEr..............................................................................
  ..............................................................................27
  27
  FEySLAyEr Sword
  FEySLAyEr Sword ............................................................................
   ............................................................................27
  27
  curSEd itEM
  curSEd itEM........................................................................................
  ........................................................................................27
  27
  LuricAwnE ShoES
  LuricAwnE ShoES ...........................................................................
   ...........................................................................27
  27
  uiLLEAn pipES oF rEALity
  uiLLEAn pipES oF rEALity ...............................................................
   ...............................................................27
  27
  tABLE oF contEntS
  tABLE oF contEntS
  
  IntroductIon 
  IntroductIon |3
  |3
  introduction
  introduction
  The Seanche’s Lament is a Swords & Wizardry adventure for four to six characters 
  of 3rd to 5th level. The characters begin this adventure on the road, traveling in a 
  civilized kingdom in an area with farming villages and a bucolic countryside. It 
  is designed to be placed into any campaign you are playing but it has a decidedly 
  Eurocentric feel due to the Irish and Celtic folklore that was explored to create it. The 
  adventure itself is set up to follow a timeline of actions, but this is a sandbox adventure 
  where characters may wander to whatever locations they wish. The adventure begins 
  18 days after a new moon as the characters arrive at the village of Fenlow.
  thE Story
  thE Story
  The Seanche (shana-khi) is a legendary performer who travels the lands spreading 
  news and joy. Stories of his musical prowess precede him. It is unclear whether Seanche 
  is a title passed from one great performer to the next, or if the Seanche is a supernatural 
  being who has traveled the lands for hundreds of years.
  Recently, the Seanche began sharing a decidedly dark story, and the fey magic 
  woven into these enrapturing tales is wreaking havoc in the wake of his travels. Seven 
  years ago, the Seanche made a terrible wager, and the cursed uilleann (you-lin) pipes of 
  reality (see Appendix B: New Magic Items) he bears were his reward. The Seanche 
  participated in a contest of musical skill against Gnaddr (nadd er), a disguised fey lord. 
  Gnaddr knew the Seanche would win as he was the most renowned performer in a large 
  area. Built into Gnaddr’s “gift” of the uillean pipes was a curse that began on the new 
  moon 18 days ago and grew in power and urgency.
  Lamenting his woe, the Seanche now travels into wild and untamed lands, heading 
  for less populated areas to minimize the damage caused by his curse and his ego. 
  Unfortunately, the Seanche’s seemingly good intentions are actually an urge created 
  by the curse to bring the Seanche to the Eo Mughna (eye-oh muk-na) located deep in 
  the Hartwood. The sadness of his curse can be seen in his eyes as he is compelled to 
  play hauntingly beautiful songs that materialize into reality and spread the chaos that 
  Gnaddr desires. The Seanche knows his tour of terror is coming to an end.
  Gnaddr, the Serpent Priest, is a fey creature clad in scintillating green scale armor 
  whose beauty is nearly painful to behold. He spreads an aura of charisma, and the 
  weak-minded find it easy to simply follow his suggestions. He tricked the Seanche 
  and forced him to use the uillean pipes of reality to manifest enough creatures from 
  his nearby plane to gain a physical foothold in this realm. Even now, his power grows 
  as the chaos increases and the veil between realms thins with the approach of the full 
  moon. With the full moon on the eve of Imbolc (im-olg), the Seanche arrives at the Eo 
  Mughna and completes the ritual. Gnaddr attempts to sacrifice the Seanche’s life and 
  musical prowess to solidify the bridge to allow Gnaddr’s army to cross into this realm.
  Uilleann pipes are a type of bagpipe consisting of a bellows placed 
  under one arm, a bag, a chanter, which is often set on a piece of 
  leather when played, three drones, and a regulator. The drones play 
  continuously once they are switched on, while the chanter produces 
  two octaves of notes using seven holes. Uilleann, which means elbow, 
  refers to the bellows that is pumped to allow the bag to remain filled. 
  A benefit of the uilleann pipes is that it allows the musician to sing 
  while playing and it produces a rich, layered sound with a portable 
  instrument.
  gnAddr
  gnAddr
  This fey lord fancies himself the Serpent Priest. He acquired the torc na goineog 
  (see Appendix B: New Magic Items) from the emerald naga queen’s realm and used 
  it to force the emerald nagas to assist him. The nagas are following the exact letter of 
  the deal they made with Gnaddr to “harass and terrify the local populace.” To this end, 
  they are simply traveling around the area in small packs and stealing tasty livestock. 
  Strangely, the local villagers are finding valuable emeralds in the shape of scales near 
  the sites where their livestock disappear. The populace interpreted this as a boon, 
  although reports of giant snakes are now common.
  Gnaddr’s goal is to bridge the gap between this plane and his own so he can bring 
  his army across. If his army can control this area, it weakens the veil between his plane 
  and the Material Plane and allows his own reality to spill in and take over the area.
  Gnaddr did not travel to this realm alone. Thus far, he has not managed to strengthen 
  his hold on this realm enough to allow his army to get through. But his personal retinue 
  and one of his lieutenants and her group of soldiers support him. He is always with his 
  retinue of fey lupes, although they are often hidden from view. His lieutenant, Lady 
  Puinseann (pun shun), is his hands and eyes in the land and attempts to thwart the 
  characters if possible. If she survives earlier encounters with the characters, she is at the 
  Hartwood with Gnaddr. If the characters delay or hamper the Seanche, Gnaddr sends 
  a pack of 12 fey lupes to harass and hamper them. They attempt to sneak into range of 
  the characters, attack once, and then slip away. They repeat these hit-and-run attacks 
  until killed or driven off.
  Fey Lupes (12): HD 2; AC 7[12]; Atk 2 claws (1d4); Move 12 or pounce 
  (30ft leap); Save 16; AL C; CL/XP 3/60; Special: darkvision (60ft), 
  howl (1/day, each pack member gains 1 hp per fey lupe joining in), 
  immune to charm and sleep, pounce (30ft leap), rend (if 2 claws hit 
  target, additional 1d4 damage, save avoids).
  thE SEAnchE
  thE SEAnchE
  The Seanche is a human man in his late 30s or early 40s. He has a well-trimmed red 
  beard that matches his light red hair. He always carries his uilleann pipes of reality, 
  which are crafted from the most exquisite honey-brown wood and fitted with gold 
  settings, and a bag crafted from the velvet-soft hide of a white stag. His clothes are 
  finely crafted but show the wear and stain of a life spent continuously on the road.
  This cursed performer’s mournful songs are often the only glimpse of him the 
  characters obtain if they encounter him outside a tavern or stage. Over the course of his 
  travels, the Seanche picked up some unique spellcasting talents. 
  The Seanche, Male Human Cursed Performer: HP 74; AC 7[12]; 
  Atk +1 longsword (1d8+1); Move 12; Save 5; AL L; CL/XP 12/2000; 
  Special: spells (cast as a 10th-level spellcaster).
  Spells: 3/day—charm person, cure light wounds, darkness 15ft radius, 
  detect invisibility, invisibility, light, magic missile, obscuring mist, 
  phantasmal force; 2/day—dispel magic, haste; 1/day—confusion, fear, 
  hallucinatory terrain; 1/week—legend lore.
  Equipment: +1 longsword, leather armor, uilleann pipes of reality (see 
  Appendix B: New Magic Items).
  Note: The Seanche is cursed by the uilleann pipes he carries. They force 
  him to perform a song each night and are leading him toward the 
  Hartwood.
  pLAying thE SEAnchE
  pLAying thE SEAnchE
  This cursed performer’s goal is always to escape any sort of 
  combat. He uses spells to hide and then quickly slips away. He 
  relies upon the uilleann pipes of destiny in order to aid his escape 
  and avoids direct physical combat. The Seanche relies upon spells to 
  evade and disorient his enemies. He is loath to permanently harm his 
  opponents and uses illusions to trap his enemies while he escapes. 
  One of his favorite ploys is to first cast an illusory double directly 
  on top of himself using phantasmal force. He then uses invisibility 
  on his next turn to run away while his double heads in the other 
  direction. Be clever with his actions and remember that above all, his 
  goal is to escape.
  The Seanche uses the pipe’s magical spells such as dimension 
  door and transport via plants to aid his escape. In a pinch, the pipes 
  themselves protect the Seanche and aid his escape. If cornered, the 
  pipes emit a heavy, dull note. All creatures within 60 feet other than 
  the Seanche who hear the note must make a saving throw with a –4 
  penalty or be petrified for 12 hours.  
  The Seanche’s goal is to get to the Hartwood; the pipes are drawing him there and 
  causing him to manifest a song each night. The characters encounter the effects of the 
  Seanche’s presence for two days before they first encounter the Seanche. Barring plot-
  bending efforts by the characters, it takes nine more days for the Seanche to reach the 
  Hartwood.
  As the Seanche travels, he is beholden to the curse of the uilleann pipes of reality. 
  The curse has these key components:
  1. The Seanche may not spend more than one night in any settlement.
  2. He must perform to an audience each night.
  3. When traveling, he is under the effects of a transport via plants spell.
  By iAn McgArty
  By iAn McgArty
  A SwordS & wizArdry AdvEnturE dESignEd For Four to Six chArActErS oF 3rd to 5th LEvEL
  A SwordS & wizArdry AdvEnturE dESignEd For Four to Six chArActErS oF 3rd to 5th LEvEL
  Seanche
  eanche’s Lament
  s Lament
  Seanche’s Lament
  Seanche’s Lament
  Seanche’s Lament
  
  4|Seanache’S Lament
  4|Seanache’S Lament
  rEgionAL MAp
  rEgionAL MAp
  The cursed Seanche overnights in Fenlow then travels for two days before the 
  characters encounter him in Arklow. During this time, they hear rumors of his travels 
  and see the effects of the curse. They first encounter the Seanche outside Arklow on 
  Night 2 and see the direct manifestation of the curse the next day.
  thE SEAnchE’S trAvELS
  thE SEAnchE’S trAvELS
  Night
  Seanche’s Location
  Characters’ Possible Locations
  1
  Bandit camp outside 
  Fenlow
  Fenlow
  2
  A farm outside Arklow
  Arklow, where they encounter the Seanche 
  and hear The Tale of the Magician and 
  the Deer
  3
  On the road
  Chat with Fhirin and decide a course
  4
  Carlow
  If the characters are here, they hear The 
  Tale of Luricawne and the Cobbler
  5
  Wicklow
  If the characters are here, they hear The 
  Tale of the Giant Pike
  6
  On the road*
  7
  Bru Na Brighid
  If the characters are here, they hear The 
  Tale of the Farmer and the Leprechaun
  8
  On the road*
  9
  On the road*
  10
  The Hartwood
  Characters should catch up to the Seanche 
  here within a few days.
  * If the party is with the Seanche any of these nights, feel free to choose one of the 
  four tales below or create your own.
  If the characters catch up to him, they may travel with him for a day but each night 
  he sings a song and triggers an encounter. These encounters always occur after the 
  Seanche performs. Describe the tale he sings, then place the encounter in the most 
  appropriate spot through the night and next day. Like any savvy wanderer, the Seanche 
  attempts to trade song for a spot in a barn or around a campfire. If combat occurs, he 
  slips away, if possible.
  SoME StoriES And ASSociAtEd EncountErS
  SoME StoriES And ASSociAtEd EncountErS
  As the characters travel, they may find themselves in the company of the Seanche. 
  If so, he always ends the night with a song. The following four tales can be used as 
  the characters camp.
  thE FirSt tALE
  thE FirSt tALE
  The Seanche begins a woeful tale of a poor man who starved to 
  death during a famine. He wandered the countryside, begging for 
  the help of others, but he fell by the side of the road and died. His 
  undiscovered and unshriven body was consumed by the land. This 
  spirit, still hungry for food and life, now haunts unwary travelers. 
  This creature appears to be a gaunt, emaciated figure clad in 
  tattered clothes. Rags are wrapped around his feet, and he shuffles 
  unsteadily with each step. He clutches a crudely carved and worn 
  wooden bowl. If he is not offered food, he mumbles quietly to himself 
  and shuffles off into the darkness.
  thE tiMELinE
  thE tiMELinE
  
  the adventure BegInS 
  the adventure BegInS |5
  |5
  Throughout the night, the group’s sleep is disturbed by moaning and the shrieks 
  of a fear ghorta. A creature who hears the creature must succeed on a saving throw 
  or be unable to rest (and suffer a –1 penalty to hit, damage, and saves the next day). 
  The old man shuffles toward the characters’ camp and humbly extends his bowl. If 
  he is refused, his tattered robes begin fluttering although there is no wind. Faster and 
  faster, they whip around him until they come to rest and reveal a gaunt, long-limbed 
  creature with leathery skin stretched taut across an impossibly long face with a gaping 
  toothless opening of pure blackness serving as a mouth. If destroyed, it whispers in a 
  hoarse voice, “Even through the ground, I hunger …”
  When the fear ghorta’s gaunt form materializes, a patch of strangely lush green 
  grass also grows within 60 feet of the characters’ campsite. The hungry grass begins 
  draining 1d6 hit points per hour from all characters within range. If the grass is 
  destroyed, the characters discover a crudely buried body haphazardly tossed in a 
  hasty grave. Holy water, a proper burial in a marked grave, or a cleric’s blessing can 
  consecrate the grave and allow the fear ghorta to finally feel sated and achieve the 
  rest it desperately desires. If the characters do not discover and consecrate the body, 
  the grass regrows each night (roll 1d6 to determine how many hours after midnight 
  it happens). The fear ghorta’s gaunt form rematerializes each night at that time to 
  torment the group. Until the body is consecrated or destroyed, the fear ghorta and the 
  hungry grass reappear each night.
  Fear Ghorta: HD 8; HP 57; AC 6[13]; Atk withering touch (1d6); Move 
  12; Save 8; AL C; CL/XP 10/1400; Special: famish (3/day, 30ft radius, 
  save or take 1d6 damage for 1d4 rounds and eat any available food), 
  hungry grass (60ft radius, drain life, 1d6 damage per hour), howl (save 
  or unable to sleep, –1 penalty to hit, damage, and saves until able 
  to rest), vulnerable to fire (200% damage). (see Appendix A: New 
  Monsters)
  thE SEcond tALE
  thE SEcond tALE
  The Seanche sings a tale describing a handsome young man with 
  a voice as sweet as wildflower honey. This man’s arrogance and 
  pride swell, until they and that sweet voice are all that are left of 
  him. But these vices are his undoing, for he encounters a fey lord 
  clad in shining green armor who claims his voice is more beautiful 
  than the young man’s. The green fey lord offers a set of uilleann 
  pipes crafted from the most exquisite wood with gold settings and a 
  bag crafted from the hide of a white stag.
  The young man wins the contest and receives the pipes. But these 
  beautiful pipes curse the young man to travel the land and sing the 
  tales of curses and creatures, which allow them to materialize to 
  terrorize people and cause chaos. He sings of a journey that ends 
  in a dark forest at a magnificent yew with bark of silver and gold. 
  There, the Serpent Priest forces him to sing a bridge into reality to 
  allow a monstrous army to invade the lands. The cost of the bridge 
  is the young man’s life, and the Seanche sings of his empty husk 
  drained of its power and life. Not even the most intrepid could stop 
  him.
  At this point, he stands and asks a question: “What will you do?” 
  As he waits, the uilleann pipes continue their steady drone.
  Obviously, the characters may notice the similarities between the instrument the 
  Seanche is describing and the instrument he happens to be playing. The tree in the 
  song is the Eo Mughna, a mighty yew in the Hartwood, a local forest.
  When the Seanche asks the characters what they will do, he activated the song and 
  left a magical duplicate of himself to deal with the characters. If they are aggressive, 
  have them roll initiative and begin the battle with a shadow Seanche, an exact 
  duplicate of the Seanche that fights without mercy to halt the characters. While nearly 
  an exact duplicate of the real Seanche, the shadow Seanche’s false pipes create a 
  thunderous wave that does 1d8 points of damage to all creatures within 30 feet and 
  forces them to make a saving throw or be deafened for 12 hours.
  Shadow Seanche: HP 74; AC 7[12]; Atk +1 longsword (1d8+1); Move 
  12; Save 5; AL L; CL/XP 12/2000; Special: spells (cast as a 10th-level 
  spellcaster).
  Spells: 3/day—charm person, cure light wounds, darkness 15ft radius, 
  detect invisibility, invisibility, light, magic missile, obscuring mist, 
  phantasmal force; 2/day—dispel magic, haste; 1/day—confusion, fear, 
  hallucinatory terrain; 1/week—legend lore.
  Equipment: +1 longsword, leather armor, false uilleann pipes of reality.
  Note: The shadow Seanche’s equipment evaporates if it is killed.
  thE third tALE
  thE third tALE
  The Seanche sings a tale of three fey sisters who lived in the 
  forest near a village. They had lived in those woods for longer than 
  men had been near. But as the village grew, the forest was cleared 
  by the villagers and consumed by a growing urban settlement. The 
  fey sisters were corrupted and turned into twisted perversions of 
  what they once were.
  The next day, 3 filth fairies ambush the characters.
  Filth Fairies (3): HD 4; HP 31, 29, 24; AC 5[14]; Atk 2 claws (1d4 + 
  1d3 acid); Move 12 (fly 12, swim 12); Save 13; AL C; CL/XP 5/240; 
  Special: acidic (additional 1d3 damage), slime breath (3/day, 15ft cone, 
  3d6 acid damage, save for half), spell-like abilities. (see Appendix A: 
  New Monsters)
   
  Spell-like abilities: at will—faerie fire, obscuring mist; 3/day—
  phantasmal force. 
  thE Fourth tALE
  thE Fourth tALE
  On this dark and cool night with a view of the nearly full moon, 
  the Seanche joins you at the fire once again. With an apologetic look 
  and a sigh, he brings out the beautiful uilleann pipes and begins a 
  song. This strange song has a discordant melody that echoes into the 
  night as the Seanche begins a song of the Moon being lonely each 
  night and longing for someone to spend time within the darkness. 
  She enacts a plan that severs the shadows from Brighid’s followers. 
  The shadows dance with her each night but when Brighid finds out, 
  she flies to the Moon’s palace on a horse of fire and demands the 
  shadows back. The Moon acquiesces and returns the shadows, but 
  her immense sadness touches Brighid’s heart. She tells the Moon 
  that she will force the Sun to stay alight while the Moon visits as 
  often as possible. This is why we sometimes see the Moon in the 
  mornings or afternoons.
  “Behind you,” the Seanche whispers as tears fall from his eyes.
  The shadows of the characters are severed from their bodies and immediately 
  attack. A severed shadow of each character now exists. When the battle begins, the 
  Seanche slips off into the night, if possible.
  SEvErEd ShAdowS
  SEvErEd ShAdowS
  Severed shadows are shadowy duplicates of the characters. 
  They appear with the same weapons and armor, all composed of 
  a shadowy substance. These duplicates have the same hit points, 
  armor class, and abilities as the characters. However, these 
  malicious shadows exist only to destroy their material counterparts 
  so they can remain in their stead.
  In addition to the characters’ abilities, the severed shadows have 
  a 50% chance of vanishing while in dim light or darkness. 
  If a character is killed by its shadow self, the shadow merges 
  with the corpse and rises as a living — and evil — version of the 
  character. Nothing short of a wish can restore the original character.
  
  6|Seanache’S Lament
  6|Seanache’S Lament
  thE AdvEnturE BEginS
  thE AdvEnturE BEginS
  The adventure begins on the road as the characters travel toward another destination. 
  The roads in this area are wide dirt paths with occasional stretches of cobblestone 
  or gravel in the wettest areas. It is clear someone regularly maintains the road. The 
  locals are preparing to celebrate Imbolc, a festival to welcome spring. This festival 
  also honors the local deity Brighid, who is a goddess of poets, smiths, and healers. 
  She often appears clad is bronze armor and wreathed in flames or sunlight. The local 
  people are excited this year due to the early thaw; crops are already sprouting in the 
  fields.
  1. FEnLow
  1. FEnLow
  The first signs of an approaching village materialize on the 
  horizon. Farmers and workers are in the fields, and animals graze 
  in pens or are tended by shepherds. The people are friendly, and 
  children and adults alike offer a friendly wave. The village proper is 
  small and quaint. A general store, a tavern with generous outdoor 
  seating, a stable and blacksmith, and a 30-foot-tall stone tower sit 
  alongside the well-worn dirt road. Chickens, dogs, and cats wander 
  the town looking for refuse.
  Standing outside the tower are a young man in chainmail holding 
  a spear and an older, thickly bearded man with clothes made of fine 
  materials worn with age and use, vestiges of a wealth that seems to 
  have faded. The young man is talking animatedly, gesturing with 
  his free hand and pointing toward the forest.
  The guards are discussing a missing boy. The characters can learn that he’s been 
  kidnapped, but he’s also at home as a fey creature replaced the local boy with a 
  changeling. The party learns that the young guard discovered an area in the forest 
  where the fey are entering and saw the missing boy and a fey lord with his retinue.
  Young Guard, Male Human (Rgr2): HP 18; AC 7[12]; Atk longsword 
  (1d8) or longbow x2 (1d6); Move 12; Save 13; AL L; CL/XP 2/30; 
  Special: +2 damage vs. giants and goblin-types, alertness, tracking. 
   
  Equipment: leather armor, longsword, longbow, 20 arrows.
  Speaking with anyone in the village reveals the following to the characters:
  1. A famous performer known as the Seanche passed through the village 
  yesterday afternoon. He shared news of the kingdom, local area gossip, 
  and sang songs and shared a story.
  2. Last night, the Seanche shared a story about a farmer’s son who was 
  kidnapped by the fey and replaced with a changeling. The local kids are 
  playing out the story in the streets.
  3. A village less than a week away captured a leprechaun and acquired his 
  gold. But now mysterious tragedies are occurring in the town.
  4. The Seanche shared a story of a cursed poet who angered a dryad and was 
  forced to watch as the tales he sang became real. In the story, the poet dies 
  alone, hiding in a cave for fear of harming someone.
  5. The predicted light snows and mild winter led to early crops and excitement 
  in the area. It is a good year for the villages in the area.
  6. Giant snake swarms have been seen in the area but they haven’t harmed 
  anyone yet.
  7. Tommy Riordan found three huge flat emeralds in his cattle pen after three 
  goats went missing. He thinks brownies left him a gift after taking the 
  animals.
  1-B. A court oF thE FEy
  1-B. A court oF thE FEy
  The young guardsman immediately offers to accompany the characters to the area 
  in the forest where he saw the fey lord holding court. It was in the deep forest, and the 
  guardsman explains that even the most experienced woodsfolk lose their way reaching 
  the area and getting back. It takes three hours to reach the fey lord’s impromptu court, 
  but add 1d3 additional hours if the characters don’t accept the guard’s offer to show 
  them the path. Read the following, adjusting as needed if the guard is not with the 
  characters:
  The forest is a tangle of undergrowth and tree limbs as you 
  struggle to keep pace with the young guard. He pauses every few 
  moments to allow the slower members of the group the opportunity 
  to catch up but he coaxes them along each time. Without warning, 
  the thick forest breaks open into a clearing roughly 50 feet across. 
  A small stream gurgles its way across an edge of this clearing, and 
  a handsome elf with aquiline features holds his nose haughtily in 
  the air as he watches your group stumble into the clearing. Several 
  figures in intricate armor crafted of some sort of metallic leaves 
  stand around the edges of the clearing, and a woven basket sits 
  beside the fey lord’s ornate and beautifully carved wooden throne. 
  A small baby coos and gurgles happily in its wicker bassinet as it 
  nestles amid lush green leaves sprouting from still-living branches.
  The fey lord kidnapped this child but may be convinced to release the boy. He does 
  so in exchange for any of the following: a replacement child, a magical item, or one 
  year of a character’s life.
  “Aaah, visitors! Welcome to my impromptu spring court. I assume 
  you have come to show obeisance at my feet? The village has already 
  gifted me this beautiful child. It will be a strong addition to the 
  servants of my court. Perhaps you are also here to pledge your 
  fealty and join my retinue?” The fey lord speaks in a haughty and 
  demeaning manner.
  The fey lord is manipulative in his negotiations and attempts to use language to 
  sweeten the deal in his favor. The characters may also attempt to put a loophole into 
  whatever options they present and should be rewarded for creativity and cleverness 
  (e.g., the chaste cleric offers her firstborn child).
  If the encounter turns to combat, the fey lord is in his lair and protected by a retinue 
  of 8 elf warriors.
  If the characters are able to return the child, the town rewards them 50 gp and the 
  lord gifts them a family heirloom. This may be any +1 weapon you determine.
  Fey Lord: HD 7; HP 49; AC 2[17]; Atk rapier (1d6) or slap (1d4); Move 
  12; Save 9; AL N; CL/XP 8/800; Special: +1 or better magic weapons 
  to hit, immune to charm and sleep, magic resistance (15%), spell-like 
  abilities, vulnerable to iron (200% damage).
   
  Spell-like abilities: at will—charm person, faerie fire, light, sleep; 3/
  day—clairvoyance, dimension door, ESP, invisibility, plant growth, 
  polymorph self; 1/day—ice storm.
  Elf Warriors (8): HD 3; AC 5[14]; Atk longsword (1d8) or longbow x2 
  (1d6); Move 12; Save 14; AL N; CL/XP 3/60; Special: darkvision 
  (60ft), detect secret doors (4-in-6 chance), immune to ghoul paralysis. 
  2. trAvELing to thE nExt viLLAgE
  2. trAvELing to thE nExt viLLAgE
  Travel in this idyllic countryside is occasionally interrupted by wild or dangerous 
  animals and even the occasional group of bandits. Read the following to the party as 
  the day turns to night and they seek out a camp:
  Ahead, a dented and scratched cart has been pulled to the side of 
  the road and a small fire blazes nearby. Half a dozen humanoids in 
  worn clothes and armed with a hodgepodge of secondhand weapons 
  and scraps of armor mill around the flames. They appear to be 
  arguing.
  
  the adventure BegInS 
  the adventure BegInS |7
  |7
  The bandits spot any characters who don’t hide their approach. Details of the 
  argument can be heard if the characters get close enough. The information that can be 
  gleaned is as follows:
  • The bean fionn (be-on-fin), the White Lady, took Albrecht below the 
  nearby lake to drown tonight when the moon shines brightest.
  • The men are arguing about whether to rescue Albrecht or if they could give 
  the bean fionn something else to appease her.
  • The bandits spent yesterday evening with a traveling performer who sang 
  to them of the failure of the Lazy One, a fey creature who was off with her 
  human lover rather than guarding a local spring. This caused extensive 
  flooding across the countryside. The fey creature blamed the people of the 
  land for causing this and is said to have drowned her love in order to take 
  him into the Tuatha De Danann (to-ah day dun-on) to live with her forever.
  • Albrecht is the only one who knows where the bandit treasure is hidden. 
  The remaining bandits are about to draw lots to determine who’s going to 
  replace Albrecht and who’s going to parley with the bean fionn.
  The bean fionn is a beautiful humanoid who lives in the water of the nearby pond. A 
  small island camouflaged in trees and plant growth sits in the center of this pond, and 
  an aged wooden skiff is pulled onto the rocky beach and tied to a large boulder nearby. 
  A character who rolls below his or her wisdom on 3d6 notices that the water appears 
  to be rising. The boat is floating, no longer perched on the shore where it was left. At 
  first it almost appears as though there is a tide, but no obvious inlets exist to create a 
  current. If the pond is observed for a short time, it becomes quite clear that the water 
  is rising, and quickly.
  Anyone disturbing the water or wildlife near the pond summons the bean fionn, 
  who arrives with a bubbling of water. The bean fionn forms from the water itself, 
  a whirling tower of water that coalesces into a beautiful humanoid woman with 
  pronounced elven features and exceptionally long ears. Her skin remains so pale that it 
  is nearly blue. She speaks in a melodious voice that sparkles like soft chimes with any 
  who approach, offering them fabulous wealth in exchange for a year in her service. In 
  order to free the mortal she captured, she needs to be bested in some contest.
  The bean fionn is smart, coldhearted, and prone to tricking characters. She offers the 
  characters a straight exchange of one mortal soul for another but accepts a reasonable 
  challenge provided by the characters. This takes some ingenuity and creativity on your 
  part. The bean fionn cheats if she is able to do so. However, if she feels cheated or 
  dislikes the results, she may simply attack. If she is attacked, she immediately emits a 
  high-pitched whistle that summons her pack of 6 phookas. They understand that this 
  means she is under attack and attempt to surprise her opponents by using their tree 
  stride ability to surprise and ambush the characters. If the bean fionn is defeated, her 
  lair may be discovered by diving below the water. Her lair is beyond a cave entrance 
  that opens into a small grotto lush with plants, small cascading pools, and beds of 
  strand strewn with random personal items. Items are tucked into the stone walls or sit 
  on shelves where there are no plants. Most of these items are mundane items from the 
  mortal realm that she has collected. But tucked among this hodgepodge of items are 
  gauntlets of swimming and climbing, a jug of alchemy, and a bag of holding containing 
  seven assorted gems worth 35 gp each. The bean fionn’s captured human is also lying 
  on a sandbar, glassy eyed and confused. This charm wears off once he is free of the 
  bean fionn’s lair.
  Bean Fionn: HD 7; HP 50; AC 7[12]; Atk claws (1d4); Move 12 (swim 
  12); Save 9; AL N; CL/XP 8/800; Special: beguiling kiss (3/day, save 
  or charmed for 1 hour), drowning tide (1/day, 15ft radius, 2d6 cold 
  damage, save for half), immune to charm and sleep, resist cold (50% 
  damage). (see Appendix A: New Monsters)
  Phookas (6): HD 4; HP 30, 27, 26, 22x2, 17; AC 5[14]; Atk dagger 
  (1d3); Move 6; Save 13; AL N; CL/XP 5/240; Special: alternate form 
  (at will, mountain lion or wolf), dancing lights (3/day, moving balls of 
  light), spell resistance (16%), tree stride (enter tree and move up to 
  50ft to another tree). (see Appendix A: New Monsters)
  intErActing with thE FEy
  intErActing with thE FEy
  The fey are selfish and capricious, always seeking favor and 
  advantage. Due to their long lives, they are willing to play a long 
  game in order to get what they want. Ideally, they draw anyone 
  they deal with into their stories and goals, making them characters 
  in the play and story tropes that they must re-enact. They may be 
  found acting out older legends and stories with new victims. Their 
  glamour and charisma is palpable and infectious, which is why 
  many common folk find themselves pulled into a fey creature’s plans 
  before they realize they had a chance to escape. They are fickle 
  and can be emotionally unpredictable, shifting from carefree and 
  laughing to anger and violence in the blink of an eye. But they also 
  crave interaction and the adoration of humans and demihumans, 
  and they seem to somehow gain strength from these interactions. 
  If the characters “win” an encounter with a fey creature, it may be 
  because they are fulfilling a trope or a need for the story that the fey 
  is attempting to recreate.
  3. ArkLow
  3. ArkLow
  This small cluster of stone and wooden buildings is nestled amid 
  rolling hills and verdant farmland. Children run between buildings 
  and play in the open spaces. Arklow consists of a roadside public 
  house, a grain mill alongside a river that cuts through town, a 
  general store, and several homes. Worked fields and farmhouses 
  surround the village itself. Animals idly meander through the green 
  fields.
  A great deal of noise comes from the public house, where you hear 
  the joyful buzz of people gathering, laughing, talking, and playing 
  music.
  The public house is packed with people and moving through this dense crowd of 
  people is difficult.
  The characters enter just as a man (the Seanche) in a rich brown doublet that has 
  seen years of wear despite being well cared for takes the stage. His face appears jovial, 
  with a wide smile, but his eyes are deep emerald pools that are worn with sorrow. He 
  has a well-trimmed red beard that matches his light red hair. He holds his uillean pipes 
  in his lap. He begins tuning the instrument, pumping the bag with his arm and elbow, 
  and the crowd hushes themselves. Allow the characters time to get a drink and table 
  and to carouse awhile.
  The man begins singing a sweet and mournful ballad that immediately silences the 
  crowd. His voice and the instrument combine to create a harmonious coupling that 
  nears perfection.
  Roll 1d6 on the table below and add +1 for each character who succeeds on a saving 
  throw:
  1d6
  Effect Noticed
  1–4 
  There is something magical about this tune.
  5–7
  The effect is not influencing people but it is drawing something from 
  them.
  8+
  The effect of the magic emanating from the lute and this man’s voice is 
  drawing some power or lifeforce in small portions from everyone in the 
  crowd.
  The music doesn’t cause any lasting damage but anyone who failed the previous 
  saving throw feels exhausted the next day (–1 to hit and damage).
  The song describes a young person who lost his wife when an evil magician turned 
  her into a deer for seven years. When he finally caught the magician, he found that the 
  mage had killed and eaten his wife, but the child she was carrying escaped as a deer.
  The Seanche moves to a table and begins sharing news of neighboring villages and 
  the kingdom. The characters may speak to him, and this is an excellent spot to insert 
  future adventure hooks, news of your campaign world, and general rumors. You can 
  also use the generic rumor table below:
  1d8
  Rumor
  1
  A terrifying leviathan has been harassing fishing vessels along the coast 
  and destroying nets and traps.
  2
  A farmer in a nearby village is said to have created a truly delightful 
  whiskey this year.
  3
  The tax collector was spotted a few weeks away, right on schedule.
  4
  It is nearly mating season for the local deer, and it looks to be a healthy 
  herd this year.
  5
  Fungus infected the crops of several nearby farmers, and they may be 
  looking for spare seed on loan or for coin if they must.
  6
  Sam Hasting had a cow go missing last week but he found a huge strangely 
  cut and valuable emerald in the pen. A fey must have taken the cow and 
  left him the gift.
  7
  The child of a wealthy nearby landowner is coming of age in several 
  months and they are hearing out potential suitors.
  8
  Wolves have been chasing people in the Hartwood.
  The crowd clears well before midnight, and the people leave tired but happy. The 
  Seanche disappears with the crowd to a room provided by the house. He leaves in the 
  morning before the characters notice. They may spot him if extreme measures and 
  some creativity are supplied by the characters. If so, he can be seen disappearing into 
  the darkness. The faint melody of a vaguely familiar tune can be heard carried on the 
  breeze as he departs.
  
  8|Seanache’S Lament
  8|Seanache’S Lament
  doirchE’S cAvE MAp
  doirchE’S cAvE MAp
  If the characters continue their journey on the road, they happen across a large farm 
  with outbuildings and smaller houses placed among the fields. The main farmstead 
  contains several buildings within a five-foot-high stone wall made from gathered 
  fieldstones. A commotion is occurring in front of the buildings with men and women 
  shouting and arming themselves with convenient field tools and a few older swords or 
  spears. As the characters approach, people can be overheard talking about hunting and 
  killing the doirche (door-ka) who cast the curse.
  “We know where he is, I say we burn him out!”
  “Yeah! … We can’t let this stand.”
  “He could come back and turn any of us!”
  “Let’s go!”
  This fearful mob of angry villagers is armed with a variety of farming implements, 
  several rusty swords, and axes. They appear to be genuine in those feelings and without 
  apparent duplicitousness. Speaking with the group reveals that a magician turned the 
  young farmer’s wife into a deer yesterday evening. They tracked the magician to a 
  cave in the nearby bog only an hour or two away.
  If the characters rescue the wife before the magician kills her, they can lift the curse. 
  If they do so, the farmers reward them with an heirloom from the family (a +1 ring of 
  protection) as well as 500 gp worth of assorted coins. The group sends Rory Shalgur, 
  an adept hunter and tracker who is familiar with the area, to guide the characters. They 
  explain that this stretch of woods can be difficult to navigate, especially lately with 
  things seeming to shift occasionally. If the characters wish to go alone, Rory provides 
  directions and the players have a 35% chance (+15% for every elf or ranger in the 
  party). If they are successful, they locate the doirche’s cave. If they fail, they end up 
  back at the edge of the forest where the villagers are waiting.
  Rory Shalgur, Male Human (Rgr5): HP 37; AC 7[12]; Atk +1 short 
  sword (1d6+1) or longbow x2 (1d6); Move 12; Save 10; AL L; CL/
  XP 5/240; Special: +5 damage vs. giants and goblin-types, alertness, 
  tracking. 
   
  Equipment: leather armor, short sword, longbow, 20 arrows.
  doirchE’S cAvE
  doirchE’S cAvE
  As the characters approach the cave, they spot bone totems placed around the area 
  and hung with chimes made from larger leg and arm bones. The bones belonged to 
  various animals, goblins, and orcs. The guide remains just beyond the first totem as he 
  points out the cave ahead, which seems to sprout from the bog and provides an island 
  that drops into the peat around it.
  1. cAvE EntrAncE
  1. cAvE EntrAncE
  This small rock- and peat-walled cave seems to absorb noise. An iron brazier 
  hanging from the ceiling sputters and hisses as it casts dim light through this room. 
  Crude glyphs and pictographs are carved into the walls, and two exits veer off in 
  nearly opposite directions.
  2. Skinning rooM
  2. Skinning rooM
  The coppery scent of aged blood tweaks your nose and tingles on your tongue as 
  you enter this room. A crude wooden table with a variety of skinning and butcher 
  knives rest in a pottery bowl. The tabletop is dark with bloodstains and marred with 
  numerous cuts and gouges. Several hides are stretched across the walls and held in 
  place with wooden pegs. There are no other exits from this room.
  3. pEAt MAzE
  3. pEAt MAzE
  This maze-like series of tunnels is studded with long dead, desiccated bodies 
  buried in the peat. Their leathery skin and clothes are preserved but bear a ruddy hue 
  that matches the red hair upon their heads. The red coloration is due to an extended 
  stay in a grave of peat. A total of 13 desiccated and withered bodies, both men and 
  women, are in the room. You can determine their races to best match your campaign 
  and setting. These bodies are all cursed by the doirche, and each has a silver amulet 
  beneath their clothes that is slightly sunken into their skin. This pendant is etched 
  with intricate runes and is the source of their curse. While the characters examine 
  the bodies, 13 shadows attack. Casting dispel magic, dispel evil, or remove curse on 
  a body and amulet destroys a corresponding shadow and releases the body’s trapped 
  soul. Casting any spell that creates light directly at the bodies stuns the shadow for 
  the duration of the spell. If the shadows are destroyed, they rematerialize in 1d4 x 10 
  
  the adventure BegInS 
  the adventure BegInS |9
  |9
  minutes unless the bodies are destroyed, too. If the bodies are destroyed, the amulets 
  lose their magical aura but may be recovered and are worth 19 gp each.
  Shadows (13): HD 2+2; HP 17, 15x2, 14, 13x2, 12x3, 10, 7, 6x2; AC 
  7[12]; Atk touch (1d4 + strength drain); Move 12; Save 16; AL C; CL/
  XP 4/120; Special: +1 or better magic weapons to hit, strength drain 
  (1 point with hit, death at 0 strength). (Monstrosities 418)
  4. StorAgE rooM
  4. StorAgE rooM
  This large cave is brimming with small shelves, gourds, and jars hanging from 
  twine in the ceiling. The ceiling is only eight feet high at its tallest and irregularly 
  shaped. This limits the use of large two-handed weapons (–2 penalty to attacks and 
  damage). A large iron cauldron rests on stones, and hot coals smolder beneath it. The 
  air is hazy with smoke and reduces visibility. The smoke is thick and pungent with the 
  smell of burnt peat. The doirche stands ready to engage the party with a spell when 
  he first sees the group. If the group simply destroys the doirche, it will be difficult for 
  them to find the proper incantation to return the cursed farmer’s wife to her true form. 
  The incantation is scrawled on a veiny vellum sheet in a spidery script. If the doirche 
  is subdued, he exchanges his life for the information the party seeks. Alternatively, if 
  the party attempts to use diplomacy and parleys with the doirche from the start, he lifts 
  the curse if the characters bring him the cursed woman who is currently in the form of 
  a deer. However, he requires a gift worth 50 gp in exchange for his services.
  Doirche, Male Mage (MU9): HP 31; AC 7[12] or 2[17] (missile) and 
  4[15] (melee) from shield spell; Atk staff of power (2d6); Move 12; 
  Save 5 (+2, ring); AL N; CL/XP 10/1400; Special: +2 save (spells, 
  wands, staffs), spells (4/3/3/2/1).
  Spells: 1st—charm person, magic missile, read magic, shield; 2nd—
  invisibility, phantasmal force, strength; 3rd—darkvision, fly, slow; 
  4th—confusion, polymorph other; 5th—hold monster.
  Equipment: staff of power, ring of protection +2.
  Tracking the deer is a difficult task, but the guard Rory Shalgur who remained 
  waiting can help. He knows the land and can help the characters track the deer. As 
  the characters follow the deer, the tracks of large wolves begin appearing in the area. 
  Rustling in the trees can be heard as the wolfpack begins its hunt. Some directionality 
  is suggested in the writing of these challenges, but that is only to create a sense of 
  chase with the characters; it does not matter which way the characters go as they 
  continue to experience challenges. 
  chALLEngES whiLE trAcking
  chALLEngES whiLE trAcking
  1. thE StrEAM
  1. thE StrEAM
  The tracks of the deer lead to a shallow, 20-foot-wide stream 
  interspersed with rocks and fallen trees. The tracks of the deer 
  run parallel to the water before disappearing. The deer entered the 
  water and then doubled back, where it crossed to the other side.
  Characters have a 45% chance to spot the trail (with a +10% chance for each elf, 
  druid, or ranger in the party). This check is automatic if Rory Shalgur is with the party. 
  If the trail cannot be found, the characters press on in the direction they believe the 
  deer went. If they are reticent to pick a direction, allow a character to notice movement 
  in a particular direction to encourage them to keep moving.
  2. thE Buzzing StuMp
  2. thE Buzzing StuMp
  Anyone nearing the edge of this small clearing can discern a faint buzzing.
  The buzzing emanates from a 12-foot-tall rotted tree stump that 
  succumbed to a lightning strike some time ago. It now serves as a 
  nest for swarms of wasps.
  Roll a 1d6 each round; on a 1, the wasps see the characters. If they do, 1d3 swarms 
  of wasps exit the nest and make a beeline toward the characters. Continue rolling a 
  1d6 each round combat occurs, with an additional 1d2 swarms of wasps flying out 
  each time the characters are noticed. A total of 8 swarms can emerge before no more 
  are left in the stump.
  Swarms of Wasps (1d4 or as needed, total of 8): HD 3; AC 7[12]; 
  Atk swarm (1d6); Move 9 (fly); Save 14; AL N; CL/XP 4/120; Special: 
  immune to blunt weapons.
  3. SALty grigS
  3. SALty grigS
  Dozens of foot-tall humanoids with lithe and wiry bodies and 
  clothing of drab browns and greens are sitting at a small table laden 
  with dozens of tiny platters. With tiny cries and shouts of anger, 
  they defend their party.
  The characters have stomped into a party of doll-sized creatures and incur the wrath 
  and ire of a swarm of grigs. The swarm does not pursue the characters if they attempt 
  to escape. If the swarm engages in combat, an additional swarm of grigs arrives 
  every three rounds and joins the fracas, until a total of three swarms engage with the 
  characters.
  Swarm of Grigs (up to 3): HD 7; AC 6[13]; Atk swarm (2d6); Move 6 
  (fly 9); Save 9; AL N; CL/XP 8/800; Special: fiddle, spell-like abilities. 
  (see Appendix A: New Monsters)
  4. thick hEdgES
  4. thick hEdgES
  The deer’s trail leads directly into a thicket of vicious-looking 
  thorns that appears nearly impassable.
  A character needs to roll below his or her dexterity on 4d6 to slip through the thorns 
  unscathed. A failure results in 2d4 points of damage. Any creative ideas to avoid or 
  deal with the thorns should be rewarded. Magic may also be an acceptable solution.
  5. Mud pit
  5. Mud pit
  The flat area ahead is covered in a blanket of wet leaves that 
  obscures the deep soft mud beneath. The tracks of the deer cross the 
  clearing and exit onto a game trail on the other side.
  Characters have a 1-in-6 chance to notice this area of soft mud obscured by leaves 
  (3-in-6 chance for rangers, elves, and druids). If the characters cross, they immediately 
  sink waist deep into soft mud and end up stuck. They are restrained. A character can 
  make an Open Doors check to escape on their own or they can be pulled free by 
  another creature. A creature trapped in the mud takes 1d6 points of damage each round.
  6. thE drop
  6. thE drop
  The deer’s trail immediately plummets down a steep, forested 
  incline. The dead leaves covering this sharp decline make footing 
  treacherous.
  Each character must immediately make a successful saving throw or they suffer 
  1d6 points of damage as they crash into trees, through saplings, and off rocks as they 
  suddenly plummet down the hill. Each falling character must make two saving throws 
  before they reach the bottom. Each failed saving throw causes 1d6 points of damage. 
  They may attempt to use spells to assist them if they can cast them while tumbling 
  down the hill.
  
  10|Seanache’S Lament
  10|Seanache’S Lament
  thE woLFpAck
  thE woLFpAck
  The characters finally catch up to the elusive deer, where they encounter 6 fey 
  lupes. The characters arrive just as the wolves begin circling the deer. These creatures 
  are atypical and not wolves that traditionally roam the area. These wolves are larger, 
  with dark fur that bristles along their spines. Their slavering jaws are filled with rows 
  of sharp teeth that drip in anticipation of a meal. Their yellow eyes seem to contain a 
  spark of intelligence. Tactically, they focus on knocking a single creature to the ground 
  and press their advantage with as many pack members as possible. The wolves attack 
  the deer if no other targets are near, but they turn on the party as soon as they arrive. 
  If the deer survives, it placidly follows the characters back to the doirche to be cured 
  or it allows a spellcaster to complete the ritual to restore it. Upon dispelling the curse, 
  the doirche vanishes in a shower of golden sparks, leaving the wife of the farmer in 
  her original form.
  Fey Lupes (6): HD 2; HP 15, 13x2, 11, 10, 8; AC 7[12]; Atk 2 claws 
  (1d4); Move 12 or pounce (30ft leap); Save 16; AL C; CL/XP 3/60; 
  Special: darkvision (60ft), howl (1/day, each pack member gains 1 hp 
  per fey lupe joining in), immune to charm and sleep, pounce (30ft leap), 
  rend (if 2 claws hit target, additional 1d4 damage, save avoids). (see 
  Appendix A: New Monsters)
  4. A ForkEd tonguE in thE pAth
  4. A ForkEd tonguE in thE pAth
  After leaving the second village and dealing with the doirche, you 
  find yourselves leaving the hilly grassland as the dirt road leads 
  into a thick, shadowy forest populated with ancient gnarled and 
  twisted trees. After entering the first shadows of cool shade, a small 
  clearing appears, and the path forks off in two directions. A large 
  willow tree shades the clearing as its long limbs drape a curtain of 
  greenery across the area.
  Characters have a 2-in-6 chance to spot an emerald naga concealed in the willow.
  As the characters enter the clearing, the sibilant voice of Fhirin (fi reen) the 
  emerald naga cautions them, “A ssssplit in your pathhhhh, perhapsssss.” Fhirin then 
  lowers herself from the tree and coils herself at the edge of the clearing.
  “That way isssss danger, cursesssssss, and dark fey magic,” Fhirin gestures to the 
  path on the left with her tail. “Or you can choosssssse lifffffffe and fffffffreedom.” 
  She gestures to the path on her right. “I leave it up to you.” Fhirin is prepared for 
  aggressive characters. Her goal, if the characters fight, is to poison as many characters 
  as possible and then escape into the thick forest. Her instructions and the geas that 
  compel her are to slow anyone who follows the same path as the Seanche. Fhirin only 
  follows the letter of the geas she is under, as she does not like being compelled to do 
  anything. Gnaddr has been dominating serpentkind across the countryside for several 
  months, building toward something Fhirin does not want to hang around for.
  Fhirin speaks with the characters and answers questions, although she is evasive. 
  She may reveal the following:
  • * Gnaddr knows the language of serpents and the whispers of their secrets. 
  He wears the torc na goineog (tork na go-nee-yolk), which grants him 
  primacy over all serpentkind and is the item that binds the emerald naga 
  queen here.
  • *The emerald naga queen is angry that Gnaddr is driving them to war with 
  the people of the region. She has the ear of Brighid, who may grant a boon 
  to those she favors.
  • * Imbolc is fast approaching and will be a time of weal and woe.
  • * She repeats this Imbolc prayer:
  The serpent will come from the hole
  On the brown Day of Bríde,
  Though there should be three feet of snow
  On the flat surface of the ground
  —Gaelic Proverb
  • * The Emerald Naga Queen SS’Thissk can be found at the Giant’s Table. 
  She loves ebony jewelry and gems.
  If the characters continue on the left path following the Seanche, the road takes 
  them to Carlow.
  If the characters choose the path to the right, they soon emerge from the forest into 
  the Emerald Plains with Tabla An-Mohr being the most obvious place in front of them.
  Fhirin, Emerald Naga (Adult): HD 8; HP 55; AC 2[17]; Atk bite (1d8 
  + poison) and coils (2d6 + constrict); Move 15; Save 8; AL N; CL/XP 
  10/1400; Special: constrict (automatic 2d6 damage per round after 
  successful coil attack), magic resistance (20%), poison (save or die), 
  spells (as 8th-level caster). (see Appendix A: New Monsters)
   
  Spells: 1st—faerie fire, magic missile; 2nd—heat metal, hold person, 
  invisibility, obscuring mist; 3rd—fireball, remove curse; 4th—charm 
  monster; 5th—raise dead.
  
  the adventure BegInS 
  the adventure BegInS |11
  |11
  5. cArLow
  5. cArLow
  As the trees thin ahead, a small village nestled in lush green 
  hills and surrounded by neatly tended crops is visible several miles 
  ahead. Advancing, the path slowly turns into a well-maintained 
  cobblestone road with hedgerows rise alongside it. Carlow’s center 
  is set around a crossroads lined with a dozen thatch-roofed houses 
  and business, notably an inn and tavern, a cobbler, a blacksmith, 
  a baker, and a general goods store. A fountain gurgles in the small 
  square in the center of town, and well-tended flower bushes can be 
  seen around the village. A rhythmic tap-tap-tapping and clang of 
  metal provides a steady rhythm as you approach the tavern. Several 
  large tables are set out front.
  These table are empty before lunch, have 1d4 patrons in the afternoons, and 2d6 
  patrons in the evenings.
  5-A. thE rEd ShoE
  5-A. thE rEd ShoE
  A wooden sign showing signs of recent touchups hangs above the 
  door of this thatch-roofed stone building with a wattle-and-daub 
  second story showing exposed beams. A wooden flowerbox sprouts 
  red and gold tulips below a wide bay window with several well-
  crafted pairs of shoes, including a pair of supple high-calf brown 
  leather boots with a gleaming brass buckle, a pair of ankle-height 
  red leather shoes with golden buttons and clasps, and a pair of 
  sturdy black leather shoes meant for a child. The interior of the shop 
  is cluttered and dark but cozy. A large workbench contains scraps 
  of leather, wooden soles of various sizes, nails and brads, and a pair 
  of well-cared-for tools. A short man with wild brown hair, a pair of 
  brass spectacles, and a brown leather apron carefully taps, nailing 
  leather to the sole of a shoe.
  Leath Brogan is a soft-spoken man who always has a slightly manic smile on his 
  face. He calls out to anyone who enters and takes a moment to get his work to a point 
  where he may successfully pause. He is highly regarded as the finest cobbler in the 
  area. One can spend nearly as much as desired on a pair of shoes here, but a sturdy pair 
  of reliable shoes can be had for 2 sp. Custom work with fine leathers and expensive 
  adornments can run as much as 250 gp. Leath always has about a dozen pairs of shoes 
  prepared in a variety of common sizes. They range in price from 2 sp to 28 gp. Leath 
  is transformed into the mythical Luricawne spoken of later that night in the Seanche’s 
  cursed song.
  Leath Brogan, Male Human Cobbler: HP 5; AC 9[10]; Atk weapon 
  (1d6); Move 12; Save 18; AL N; CL/XP B/10; Special: none. 
  (Monstrosities 254)
  5-B. wizArd’S wEAL tAvErn
  5-B. wizArd’S wEAL tAvErn
  Roughly hewn wooden tables and benches sit in front of this two-
  story stone building with a thatch roof. Your eyes are immediately 
  drawn to the bronze face hung above the door. The interior of the 
  Wizard’s Weal is dark with a low ceiling made more precarious with 
  the visible wooden beams. A six-foot span of dark polished wood 
  shows the signs and stains of years of steady use. Several shelves on 
  the wall behind the bar contain bottles of spirits, wine, and liqueurs. 
  Three kegs rest in cradles below the shelves. Small glowing stones 
  are hung about the room and create a soft glow of amber and yellow 
  lights. The man behind the bar is an exceedingly tall elf wearing a 
  purple and black robe with crudely stitched silver stars. His face 
  lights up when he sees you. “I am Findolin! The proprietor of the 
  Wizard’s Weal. Might I interest you in one of our arcane alchemical 
  libations? Or have you come to gaze upon the mysterious brazen 
  head?” Findolin gestures to a bronze face set into the stone above 
  the fireplace.
  The runes are found to be only facsimiles of “best guesses” of runes or even 
  completely made up symbols that have an arcane feel; in other words, they are fakes. 
  Findolin regularly makes flawed attempts to sound wise and wizardly, and is quick 
  to offer his newest “elixir” or concoction created from mixing his large collection of 
  spirits and liqueurs with seeming randomness. He often attempts to entice customers 
  with the newest item he has muddled for a drink, and the items are often surprising or 
  food adjacent, like soil that grew a rare variety of mushroom.
  thE BrAzEn hEAd
  thE BrAzEn hEAd
  The bronze face, or brazen head, is approximately three feet wide 
  and four feet long. The face is a man with an aquiline nose, thick 
  curly beard, and high cheekbones. He wears a cowl with intricate 
  patterns decorating the edges. If a detect magic is used, the face 
  radiates a steady aura of magic. The face may be activated by using 
  an action to speak command words while placing an offering in its 
  mouth.
  There are two commands for the face. Both of the command words 
  needed to activate the brazen head are etched into the bar glasses. 
  A beer can be obtained for 5 cp and once it is finished, the command 
  words “slainte chugaibh” (slawn-cha hoo-uv, “health to you [all]”) 
  are seen carefully etched into the glass. A glass of whiskey can be 
  ordered for 1 gp, and the bottom of this glass proclaims, “slainte 
  agus tainte” (slawn-cha ogg-uss tawn-cheh, “health and wealth”).
  The face accepts offerings to empower itself. If someone is boosted 
  to its mouth, it opens and a flat bronze tongue grinds out, waiting. 
  Placing gemstones, coins, or enchanted items on the tongue and 
  speaking the command words activate the face.
  It has the ability to:
  • Answer a question regarding any event that occurs in the next 
  seven days within 50 miles using a short phrase or sentence. 
  This costs 25 gp worth of valuable items that can be fit into the 
  brazen head’s mouth. There is no limit to the number of times 
  this may be used, and it is always successful.
  • Answer any yes or no question. This power has a cumulative 
  10% failure rate each time it is used. For example, the first try 
  has a 0% chance of failure, the second has a 10% chance, the 
  third a 20% chance, and so on. A failure results in no answer. 
  This costs 75 gp worth of valuables that can be fit into the 
  brazen head’s mouth.
  The brazen head has always been an object of wonder in this 
  village, and some believe the tavern and village grew up around it. 
  The locals believe that it protects and blesses them. They tell a story 
  about how it commanded a swindling peddler to leave the village 
  in a booming voice with cracks of thunder, darkening clouds, and 
  flashes of lightning. In truth, this item was created more than 900 
  years ago by the wizard Mor Kegan to demonstrate to her on again, 
  off again partner what a useful man looked like. Since then, it has 
  been involved in predicting several curses, forewarning precipitous 
  calamities, and revealing the location of a grand treasure.
  thE SEAnchE in cArLow
  thE SEAnchE in cArLow
  The Seanche enters Carlow on the fourth day of the adventure. If the characters are 
  present that evening, they enjoy the following encounter:
  When the Seanche enters Carlow, he heads to the Wizard’s Weal and trades his 
  musical talents for a drink, a meal, and a spot in the stables overnight. He tunes and 
  begins his set with several rowdy ballads and requests from the audience, which 
  quickly grows in size once the townsfolk hear him performing.
  His performance is exceptional and ends with a rollicking tale of a little man in a 
  red vest and red tricorn hat. The man was the finest cobbler in the area. An ugly, squat, 
  fey creature with a round face known as Luricawne wagered the little man that he 
  was a better cobbler. Both of these skilled craftsmen worked all night, tapping away 
  at soles, stretching leather, attaching buttons and clasps. But when it was over, the 
  little man in the red vest was clearly the winner. Luricawne was angry but handed the 
  little man the gold he had wagered and then said, “Your shoes are so fine, they make 
  their own music.” After this, the cobbler began boasting to everyone about his skill 
  and about how he was a better cobbler than even mystical creatures. This angered 
  Luricawne when he heard it, so he hatched a plan. He toiled for nine days and nine 
  nights and built perhaps the finest shoe hammer ever crafted. It was silver and etched 
  with scrolling leaf work. Despite its tremendous delicacy, it struck with the force of a 
  much larger hammer, driving a nail into the sole of a shoe in a single tap.
  
  12|Seanache’S Lament
  12|Seanache’S Lament
  Luricawne left the hammer on the door of the cobbler with a note that read, “The 
  finest tool for the finest cobbler. May all your shoes be good enough to dance in!” 
  The cobbler was overjoyed and immediately began making shoes with the hammer. 
  After nearly a month of building the finest shoes for his neighbors, the full moon rose, 
  and with it, the shoes awoke. They sought out the feet of their masters and took them 
  dancing into the moonlight. Most people awoke the next day confused, in strange 
  places, and with extremely sore feet. From that day forward, the cobbler was ruined, 
  and nobody wanted his fabulous dancing shoes.
  Roll 1d6 on the table below and add +1 for each character who succeeds on a saving 
  throw:
  1d6
  Effect Noticed
  1–4 
  There is something magical about this tune.
  5–7
  The effect is not influencing people but it is drawing something from 
  them.
  8+
  The effect of the magic emanating from the lute and this man’s voice is 
  drawing some power or lifeforce in small portions from everyone in the 
  crowd.
  The music doesn’t cause any lasting damage but anyone who failed the previous 
  saving throw feels exhausted the next day (–1 to hit and damage).
  The next morning, anyone in the village who is wearing shoes made by Leath 
  Brogan must make a saving throw or be forced to dance. The villagers begin dancing 
  their way to the town’s center where Leath Brogan has transformed into a caricature 
  of his former self clad all in red: a physical manifestation of Luricawne. He sets up his 
  lair in the center of town, which becomes a dancefloor of madness and chaos.
  If the characters arrive in Carlow after the Seanche, read or paraphrase the 
  following:
  A distant rumble of dull thuds is heard in the distance. The sounds 
  of the entire town dancing without music creates a cacophony of 
  boots upon stone and shuffling of soles across rough ground and 
  stone. The entire village is dancing in the center of the town. From 
  a distance, a dwarf-sized, red-clad creature with exaggerated facial 
  features sits on the edge of the fountain, waving the hammer in 
  time with the dancing. “Come join us in a dance and accept some 
  of the finest shoes you’ll ever see. Our dancefloor always has space 
  for more!”
  The battle begins after this welcome into the impromptu lair of the cursed Leath 
  Brogan in his Luricawne form. The dancers are unwilling participants; some are 
  sobbing or crying, and others appear to be furious. There are 30 dancers who surround 
  and protect the Luricawne. They circle around him in kick lines and lash out at any 
  enemies who come within range. 
  Luricawne: HD 8; HP 54; AC 7[12]; Atk strike (1d8) or ranged strike 
  (1d6); Move 12; Save 8; AL C; CL/XP 11/1700; Special: change 
  partners (3/day, can instantly switch places with a creature within 
  50ft, save avoids swap), feel the rhythm (3/day, 3 targets within 40ft, 
  save or spend 1d4+2 rounds dancing), immune to charm or sleep, new 
  kicks (3/day, successful strike places Luricawne shoes on target, save 
  avoids).
  Dancers, Male and Female Humans (30): HP 1d6; AC 9[10]; Atk 
  kick line (2d6, save for half); Move 12; Save 18; AL Any; CL/XP 
  B/10; Special: kick line (all creatures wearing Luricawne shoes kick 
  enemies, 2d6 damage, save for half). (Monstrosities 254)
  Note: All of these dancers are being forced to defend the Luricawne. 
  Killing them outright should be considered an evil act. 
  6. wickLow
  6. wickLow
  A gentle breeze, the soothing crash of waves, and the smell of 
  fried fish and potatoes are the first signs that a village is ahead. 
  Coming up the rise of the next hill reveals a glimmering blue ocean 
  and a quaint seaside town of clusters of stone buildings with slate 
  rooves. The sails of small fishing vessels are clustered around the 
  docks. In fact, much of the activity of this village is set around the 
  docks, including a square with market stalls, a two-story tavern on 
  the corner, and several fishmongers.
  6-A. FEnLAugh FiSh
  6-A. FEnLAugh FiSh
  This is a large rectangular building with double doors toward the docks for loading 
  and processing fresh fish as they come off the boats. The fish is salted and preserved 
  and sold fresh in a small storefront facing the square. Fineas Fenlaugh (fin-ee-us 
  fen-low) is the fifth Fenlaugh to run this business, and his family has worked for 
  generations processing the fish that the locals harvest. He is a short man, barely 
  crossing five feet, and is nearly as wide. One of the first things that people notice are 
  his wide, thick-fingered hands crisscrossed with faint scars from years filleting fish. 
  One can acquire a day’s worth of salted fish for 4 cp.
  Fineas Fenlaugh, Male Human Fishmonger: HP 4; AC 9[10]; Atk 
  hook (1d4); Move 12; Save 18; AL N; CL/XP B/10; Special: none. 
  (Monstrosities 254)
  6-B. thE SMArt SALMon
  6-B. thE SMArt SALMon
  Bradan Feasa (brothan fah-sa), the Smart Salmon, was named in reference to the 
  deeds of Finn mac Cumhaill (Finn McCool).
  A weathered wooden sign depicts a salmon wearing glasses and 
  reading a book. This tavern is well known for its fried fish, and the 
  smell of crisp potatoes and breaded fish crisping in oil wafts through 
  the whole village. The interior is crammed with bookshelves.
  Anyone who visits the tavern leaves with the heavy smell of fried foods trapped in 
  their clothing. The tavern is also known for serving citrusy white ale that pairs perfectly 
  with the fresh fried cuts of fish. A plate and an ale costs 2 sp. Grace, the barkeep, is a 
  woman in her late 20s with a temper as fiery as it is fast. She’s been known to snap at 
  a drunken fool and shift to the sweetest and most inviting proprietress a moment later. 
  She can often be heard arguing with her sister, Anne, whose own mercurial temper is 
  more than a match for Grace’s.
  Grace, Female Human Barkeep: HP 3; AC 9[10]; Atk club (1d4); 
  Move 12; Save 18; AL N; CL/XP B/10; Special: none. (Monstrosities 
  254)
  Anne, Female Human Barkeep: HP 4; AC 9[10]; Atk dagger (1d4); 
  Move 12; Save 18; AL N; CL/XP B/10; Special: none. (Monstrosities 
  254)
  thE SEAnchE in wickLow
  thE SEAnchE in wickLow
  If the characters arrive before the Seanche, the town is exuberant, excited by the 
  discovery of a silvery shoal of salmon.
  The villagers are all busy working in the square, cleaning and filleting the catch 
  before it is either salted or sent to the smokers. A small crowd of people is laughing 
  and ending their labors as teenage boys and girls circulate among them with tankards 
  of ale. As the local cats begin moving in, others rinse the square with buckets of 
  saltwater and stiff-bristled brushes. The crowd drifts toward the tavern. The Seanche 
  arrives in the early evening of the fifth night of the adventure as the party is really 
  beginning in earnest. He enters the town playing his pipes, bringing music that seems 
  to match and enhance the mood of this spontaneous celebration. He sings numerous 
  songs of the sea, of loss, of treasures, or of fantastic creatures.
  But the song he ends his night with tells a tale of a fisherman who murdered the 
  wife of the King of Pikes. The King of Pikes then began sinking the ships from the 
  fisherman’s village, demanding that the fisherman give the king his wife. With a 
  heavy heart, the village offered the fisherman’s wife to the pike. At the last minute, 
  the fisherman’s wife turned to the pike and asked if he would not take her murderous 
  husband instead. The pike did not have to think very long before it leapt from the 
  water and snatched the fisherman up into its jaws before disappearing into the dark, 
  choppy waters. With that, the Seanche retires to the stables for the evening and once 
  again disappears early in the morning when the world is still waking or perhaps after 
  the fishermen set out before the rest of the world rises.
  Roll 1d6 on the table below and add +1 for each character who succeeds on a saving 
  throw:
  1d6
  Effect Noticed
  1–4 
  There is something magical about this tune.
  5–7
  The effect is not influencing people but it is drawing something from 
  them.
  8+
  The effect of the magic emanating from the lute and this man’s voice 
  is drawing some power or lifeforce in small portions from everyone in 
  the crowd.
  The music doesn’t cause any lasting damage but anyone who failed the previous 
  saving throw feels exhausted the next day (–1 to hit and damage).
  
  the adventure BegInS 
  the adventure BegInS |13
  |13
  The next day, the fishing fleet returns at midday in small groups. As they jockey into 
  position and beginning mooring themselves, a shout goes up. A character has a 4-in-6 
  chance to spot a long, large, dark shape in the waters below the ships. It looks to be 
  about 40 feet long. In a splash of water and an explosion of wood, a huge pike crests 
  the water and snatches one of the fishermen into its jaws before smashing its way 
  through the ship and back into the dark, obscuring depths. The fishermen immediately 
  abandon their ships by jumping from ship to ship until they reach shore.
  The giant pike leaps across ships and attempts to grab a creature and carry it into 
  the water. The water below the ships and near the docks is only 30 feet deep at this 
  time. The giant pike targets a fisherman or anyone who causes it harm. It attacks each 
  round it can while maneuvering closer to the largest groups of prey. If it happens to 
  devour a woman, it leaves, placated. While the pike attacks, the fishermen on the 
  farthest ship out frantically draw in their trawling net. The net is still spread from the 
  ship to the ocean floor. Tangled in this net is the giant pike’s wife, an equally enormous 
  and thickly muscled giant pike. This pike snaps at anyone who approaches. If she is 
  freed, both pikes join each other and leave the area.
  Giant Pikes (2): HD 11; HP 80 (male), 65 (female); AC 3[16]; Atk bite 
  (3d6), tail slap (2d6); Move 18 (swim) or 30ft leap; Save 4; AL N; CL/
  XP 11/1700; Special: swallow (natural 20 to hit, 2d6 damage per 
  round). (see Appendix A: New Monsters)
  thE EMErALd pLAinS
  thE EMErALd pLAinS
  Before you is the aptly named Emerald Plains, a rich and rolling 
  farmland filled with lush pastures, stands of tall straight trees, 
  and crops neatly trimmed with tall hedges. To the northeast, Bru 
  Na Brighid, Brighid’s Tomb, can be seen, bearing its crafted stone 
  bones to the sky as it rises from the underworld. To the south is 
  Tabla An-Mohr, the Giant’s Table, a plateau of pale gray stones. The 
  top is stacked with piles of rock formations that create networks and 
  pockets of caverns colloquially known as the Giant’s Feast. Located 
  directly to the east, a glimmering blue lake breaks the otherwise 
  green rolling landscape. The Hartwood, the largest stand of trees in 
  the plains, is directly west. Even from this distance, a glimmering 
  silver tree can be seen standing far above the trees that surround 
  it. To the north, the bountiful land breaks into a rocky shoreline of 
  deep blue waters with several groups of buildings interspersed.
  A glint of emerald can be detected among the rocks of the Giant’s Table. At this 
  point, it is advisable to share the area map with the characters. Allow them to see 
  the various points of interest spread out on the map. The characters can explore the 
  plains in any order they wish, but they inevitably encounter signs of the Seanche and 
  the effects of his curse. Keep track of travel times because the timeline and path of 
  the Seanche are denoted in the map and the characters may encounter him again. The 
  Seanche’s path leads to the center of the Hartwood where his final confrontation with 
  Gnaddr occurs.
  7. tABLA An-Mohr
  7. tABLA An-Mohr
  The time of day drastically affects the appearance and environment of Tabla An-
  Mohr. During the nights or if the weather is extremely cold, very few signs of life can 
  be found among the stacks of rocks on this windswept plateau. During the day, the 
  area has traffic like that of a small city, albeit all of the travelers are various types of 
  serpents. None of the serpents encountered is aggressive. The slopes of the plateau are 
  steep inclines piled with loose shale and soil. Non-thief characters have a 25% chance 
  to climb the steep slope of the plateau; three successful checks are needed to complete 
  the climb. Fortunately, failure just results in an embarrassing and dusty slide to the 
  bottom with boots full of dirt. If the characters fail and become frustrated, several local 
  snakes notice their troubles and offer to assist them up the slope. These giant snakes 
  allow the characters to cling to their tails.
  7-A. thE giAnt’S FEASt cAvE ForMAtionS
  7-A. thE giAnt’S FEASt cAvE ForMAtionS
  1. rock piLE
  1. rock piLE
  This stack of rocks radiates the heat of the sun both day and night. A low and 
  wide cavern entrance gapes like an open mouth into a 10-foot drop into a roughly 
  circular 15-foot-wide chamber. The chamber is warm and dark but movement across 
  the floor is immediately apparent even in the dark lighting. At night, 1d4 + 8 swarms 
  of poisonous snakes rest in the cavern. During the day, 1d3 + 1 swarms of poisonous 
  snakes are inside. In the midst of the snakes are three ornately decorated urns. The 
  urns contain 161 gp, 317 sp, 339 sp, and a pair of silver raven earrings with topaz eyes.
  Swarms of Poisonous Snakes (1d4+8 [night] or 1d3+1 [day]): HD 
  2; AC 5[14]; Atk bite (1d6 + poison); Move 18; Save 18; AL N; CL/XP 
  2/30; Special: poison (+2 save or die).
  2. cAvE EntrAncE
  2. cAvE EntrAncE
  The entrance to this cavern system is tall and thin and may present problems for 
  characters trying to enter while wearing heavy armor. The cavern immediately begins 
  to rise and widens against a rough cliff with numerous handholds available. The cliff 
  rises 20 feet to a low and wide ledge that is about three feet high. It is possible to crawl 
  forward to where the path branches into a fork, with the left path rising and the right 
  path descending. The left path leads to a 15-foot-by-10-foot cave with a small opening 
  onto a sunny ledge. This is the lair of several juvenile emerald nagas, and they are 
  always present at night. There is a 3-in-10 chance that 2 juvenile emerald nagas are 
  present during the day. Disturbing them alerts the other snakes in the area. The path 
  to the right descends to a large 30-foot-by-20-foot rough-walled natural cavern. The 
  floor is littered with bones, rusted weapons, worn equipment, and tattered clothing. 
  Lounging about the cavern during the night are 5 swarms of poisonous snakes. 
  During the day, only 3 swarms of poisonous snakes are present.
  Emerald Nagas (Juvenile) (2): HD 5; HP 36, 31; AC 5[14]; Atk bite 
  (1d6 + poison) and coils (1d6 + constrict); Move 12; Save 12; AL N; 
  CL/XP 5/240; Special: constrict (automatic 1d6 damage per round 
  after successful coil attack), magic resistance (10%), poison (save or 
  die). (see Appendix A: New Monsters)
  Swarms of Poisonous Snakes (5 [night] or 3 [day]): HD 2; AC 
  5[14]; Atk bite (1d6 + poison); Move 18; Save 18; AL N; CL/XP 2/30; 
  Special: poison (+2 save or die).
  3. cAvE
  3. cAvE
  This cave has the most inviting entrance of all of the rock formations that make up 
  the Giant’s Feast. It can be seen from most of the plateau. A 30-foot-wide and 15-foot-
  tall entrance opens into an enormous cavern with a ceiling dotted with stalactites 
  and a floor littered with stalagmites. A musky scent with hints of cloying sweetness 
  accompanies the litter of snakeskins that fill the room. The only clear spot in the room 
  is a bubbling pool that steams with heat. During the daytime, this room is empty. At 
  night, 10 swarms of poisonous snakes are here. The pool that warms the room is 
  superheated by a fire elemental trapped in a cold-iron cage. The cage is a six-inch ball 
  of iron bands cut deeply with runes. It is cold to the touch despite being surrounded by 
  the searing heat the angry elemental is pouring out. The fire elemental may escape its 
  prison with a casting of dispel magic (against a 12th-level caster). The fire elemental 
  is quite upset about having been trapped and is immediately aggressive toward any 
  nearby creatures.
  Swarms of Poisonous Snakes (10 [night]): HD 2; AC 5[14]; Atk bite 
  (1d6 + poison); Move 18; Save 18; AL N; CL/XP 2/30; Special: poison 
  (+2 save or die).
  Fire Elemental: HD 8; HP 55; AC 2[17]; Atk strike (3d8); Move 12; 
  Save 8; AL N; CL/XP 9/1100; Special: +1 or better magic weapons to 
  hit, ignite materials (save to resist). (Monstrosities 156)
  4. thE MAin diSh
  4. thE MAin diSh
  This rock formation dwarfs the other “dishes” present in the Giant’s Feast and 
  is clearly the main course. A wide cavern entrance shows that the cavern network 
  immediately branches into three paths:
  4a. This path wends itself around to the left for 35 feet before ending in a 10-foot-
  wide clearing. About 15 feet from the end of the passage, a crunching sound can be 
  heard with each step, and snakeskins are piled several layers deep across the floor. At 
  night, a juvenile emerald naga rests here. There is a 3-in-10 chance that it is present 
  during daylight hours.
  Emerald Naga (Juvenile): HD 5; HP 30; AC 5[14]; Atk bite (1d6 + 
  poison) and coils (1d6 + constrict); Move 12; Save 12; AL N; CL/
  XP 5/240; Special: constrict (automatic 1d6 damage per round after 
  successful coil attack), magic resistance (10%), poison (save or die). (see 
  Appendix A: New Monsters)
  4b. This passage slopes gently downward for 40 feet before opening into a wide, 
  low-ceilinged chamber with rough natural walls. Swinging a sword or melee weapon 
  is difficult with the low ceiling (–2 to hit and damage). Piles of coins and gems are 
  strewn about the room, and careful observation detects emerald green scales among 
  the piles. This chamber is the sleeping quarters of the queen of the emerald serpents 
  (see Area 7-B).
  4c. This narrow tunnel is about three feet wide and high, with a floor smoothed from 
  regular travel. It stretches 15 feet before turning sharply to the right and continues for 
  another 10 feet before opening into a roughly rectangular chamber 40 feet long by 
  30 feet wide. Interspersed along the sides of the cavern are eight 10-foot-wide pits 
  in the floor.
  Pit 1: Slowly pacing in the bottom of this pit is an elegantly dressed man who 
  exudes fey charm. Despite being stuck in a pit, his fine clothing is spotless, and he 
  appears relaxed. The summer knight addresses anyone who approaches the edge of 
  the pit and looks at him. He demands to know what the characters are gawking at. He 
  also informs them that despite being bored, he is not so bored that he would deign to 
  speak with them. Of course, he continues to speak with the characters.
  
  14|Seanache’S Lament
  14|Seanache’S Lament
  giAnt’S FEASt MAp
  giAnt’S FEASt MAp
  
  the emeraLd PLaInS 
  the emeraLd PLaInS |15
  |15
  He has the following information that he imparts to those willing to listen to his 
  egotistical conversation:
  1. This fey lord introduces himself as a knight of summer. He was sent by the 
  Tuatha De Danann to return Gnaddr to his home plane. The queen of the 
  emerald serpents imprisoned him here.
  2. He is stuck in this realm until Gnaddr returns to his home plane; he is 
  magically anchored to him.
  3. Of course he could escape if he wanted. The queen knows this, too. He 
  says he told her that “he would not initiate an escape.”
  4. The queen is a potential ally in stopping Gnaddr, but she is currently 
  limited and bound by a deal she made with Gnaddr.
  5. A smith in the Lazy Lake may be willing to aid the characters if they 
  attempt to stop Gnaddr.
  The man in the pit looks you over and says, “I have given the 
  emerald queen my word that I will not leave here through my own 
  power. But I have not given her my parole. I wish you well if you are 
  trying to stop Gnaddr, and I would help you if I could.”
  The summer knight is hinting that he is able to aid the characters, but he is unable 
  to affect his own escape or to assist in it.
  Summer Knight: HD 10; HP 63; AC 3[16]; Atk weapon (1d8); Move 
  12; Save 5; AL L; CL/XP 12/2000; Special: magic resistance (10%), 
  nature’s grace (3/day, 60ft radius, cause green tendril to bloom healing 
  pollen, heal 3d6 damage), vulnerable to iron (200% damage). (see 
  Appendix A: New Monsters)
  Pit 2: This pit drops 20 feet and opens into a 30-foot-wide chamber. It contains 
  a withered and long-dead body wrapped in the rotted clothes in which it expired. 
  A beautiful gleaming short sword still rests against the fingertips of the corpse, and 
  several jeweled rings are on its bony fingers. The body is the mortal coil of an ekimmu 
  trapped in this cell. A character who carefully examines the pit has a 2-in-6 chance 
  to spot a thin rail of silver cut into the wall below the lip of the pit. The silver ribbon 
  is scrawled with a script that does not seem to have a beginning or an end. The silver 
  is evidence of ritual magic used to trap the ekimmu, and it blocks the ekimmu from 
  escaping the cell. The barrier that stops the ekimmu does not prevent a living being 
  from entering or leaving. If the script is damaged or destroyed, the ekimmu is free to 
  use its malevolence ability to immediately affect anyone in range. The ekimmu waits 
  until the characters steal its former possessions before it materializes out of the body 
  and surprises them with a paralyzing howl. The magical short sword is named Deadly 
  Whisper (see Appendix B: New Magic Items), and the rings are worth 275 gp, 130 
  gp, and 35 gp.
  Ekimmu: HD 8; HP 52; AC 3[16]; Atk touch (3d4); Move 0 (fly 12); 
  Save 8; AL N; CL/XP 10/1400; Special: malevolence (1/round, can 
  possess and control target, as magic jar, save avoids), paralyzing howl 
  (3/day, 30ft radius, save or paralyzed for 1d4+1 rounds), rejuvenate 
  (returns in 2d6 days). (see Appendix A: New Monsters)
  Pit 3: This pit is a straight 20-foot drop, but after five feet nearly-clear crystals of 
  ice coat the walls and floor to create a scintillating kaleidoscope of colors that is nearly 
  mesmerizing. Any creature who descends more than five feet into the pit must make a 
  saving throw. On a failed save, they take 2d6 points of cold damage. On a successful 
  save, they take half this amount.
  Pit 4: The interior of this 30-foot-deep pit appears to be constructed of rough 
  tree bark, as though someone had turned a tree inside out. Small branches, unable to 
  support significant weight, jut out of the sides with regularity. The bottom of the pit 
  is filled with a pale jade green liquid. A creature who touches the liquid must make a 
  saving throw. On a failed saving throw, its movement is halved as the creature begins 
  to grow bark. The creature must make another saving throw at the beginning of its next 
  turn. A creature who fails three saves becomes a petrified statue of bark for 24 hours. 
  A creature who succeeds on any of the saving throws ends the effects and is immune 
  to the liquid for 24 hours.
  Pit 5: The interior of this 20-foot-deep pit is coated with iron plates riveted to the 
  floor and walls. The walls of this pit are coated with an enchanted cold iron that deals 
  1d8 points of damage to any fey creature that touches it. A five-foot wooden dais 
  rises from the center. An ornate wooden chair with a back splat limned with leaf-like 
  carvings continues into relief carvings that extend down the legs into ball and claw 
  feet. The wood itself is a rich red mahogany seemingly flecked with gold. The chair 
  has been polished into a high glossy sheen.
  Pit 6: This pit descends six feet to a dark liquid pool as still as glass. Despite the 
  thirst for light this liquid exhibits, intelligent creatures are reflected in the pool. Anyone 
  touching the liquid must make a saving throw. On a failed save, the liquid begins to 
  coat their body wherever they touched it and they suffer 1d8 points of damage and are 
  held in place. On a successful save, they suffer half this damage and are not held. A 
  held creature takes 1d8 points of damage at the beginning of each of its turns.
  Pit 7: This pit is only 10 feet deep, and the walls and floor are covered in irregular 
  rock formations. Anyone observing the rock for 12 or more seconds has a 3-in-6 
  chance to notice that the rock here is moving slightly, perhaps as if it is breathing. If 
  loud noises are made or if the rock floor or walls are touched, a single saucer-sized 
  eye slowly opens and observes the area. This creature is an elemental adder (stone). 
  Q’rack, the elemental adder, attacks anyone attempting to free a prisoner. He does 
  not do anything if the ekimmu is disturbed. He is the guardian of the cells. As long as 
  the characters have SS’Thissk’s permission, he does not disturb them as they explore 
  this area.
  Q’rack, Elemental Adder (Earth/Stone): HD 9; HP 66; AC 3[16]; Atk 
  bite (1d6), tail smash (2d4); Move 15; Save 6; AL N; CL/XP 10/1400; 
  Special: avalanche (3/day, 30ft line, 3d6 damage, save for half), 
  immune to slashing and piercing weapons. (see Appendix A: New 
  Monsters)
  Pit 8: This 15-foot-deep pit has a bare stone floor and walls covered in what seems 
  to be thousands of skulls. A character can determine that these skulls range in age from 
  several months to hundreds of years. The species of the skulls is quite diverse and 
  ranges from beast to humanoid, including a cyclops, several with lizard or draconic 
  features, and creatures with canine and feline features. The skulls react whenever 
  they see an intelligent creature. If they notice anyone, a great number of them begin 
  attempting to speak to the closest creature in a variety of languages. Anyone hearing 
  the voices must make a saving throw or be affected as if by a confusion spell. A failure 
  means that this character stands confused and cannot identify a single voice and may 
  not cast any spell. The skulls do not stop speaking until they do not detect anyone. A 
  creature within five feet of the skulls when inside the pit is bitten by 1d6 skulls. The 
  skulls attack as 4 HD creatures and do 1d4 points of damage each.
  7-B. thE QuEEn oF thE EMErALd SErpEntS
  7-B. thE QuEEn oF thE EMErALd SErpEntS
  During the day, SS’Thissk, an emerald naga queen, lounges upon the tallest 
  piles of rocks on the plateau. She enjoys the heat of the sun and the expansive view 
  of the lands around her. Her body scintillates with hues of green and casts strange, 
  liquid-like shadows that ripple and move. Her coiled body seems to stretch 20 feet 
  and ends in a perfectly shaped and comely green-skinned humanoid face. She wears 
  a simple, supple, honey-brown leather halter with several small pouches. She always 
  rests alongside or atop 4 giant constrictor snakes that accompany her everywhere 
  she goes. There are also 3 juvenile emerald nagas nearby enjoying the sun shining 
  on their sparkling green scales. If SS’Thissk is approached in a friendly manner — 
  perhaps with a gift recognizing her authority as the queen of the emerald serpents — 
  she listens and shares information. It benefits her if the characters deal with Gnaddr 
  because it frees her of the geased deal that traps her and her family on this plane. She 
  desires nothing more than to return home, especially with the treasure she thought she 
  had tricked from Gnaddr. If the characters persuade her to help, they may gain some 
  assistance. Feel free to add pluses or minuses to the roll based on how the characters 
  interact with the naga queen. Roll 1d6 on the table below to see what she provides:
  1d6
  Boon
  1
  No assistance
  2–3
  Potion of healing
  4
  Restorative ointment
  5
  Potion of greater healing
  6
  All potions listed above
  The queen also shares the following information with the characters:
  • Gnaddr and his minions are vulnerable to weapons wrought from the cold 
  iron obtained from a fallen star.
  • Although he may seem alone, Gnaddr always has a retinue of creatures 
  protecting him. The queen has seen him most often with a pack of wolf-
  like creatures from his home plane. These creatures heal themselves if they 
  aren’t silenced.
  • The Lazy Lake is known for its puissant arms. If asked to elaborate, the 
  queen seems surprised that the characters haven’t found arms in lakes 
  before.
  SS’Thissk, Emerald Naga (Queen): HD 10; HP 76; AC 2[17]; Atk bite 
  (1d8 + poison) and coils (2d6 + constrict); Move 15; Save 5; AL N; CL/
  XP 12/2000; Special: constrict (automatic 2d6 damage per round after 
  successful coil attack), magic resistance (30%), phase strike (1/day, 50ft 
  radius, 3d6 damage and knocked prone, save for half and avoid being 
  knocked prone), poison (save or die), spells (as 10th-level caster). (see 
  Appendix A: New Monsters)
   
  Spells: 1st—faerie fire, magic missile; 2nd—heat metal, hold person, 
  invisibility, obscuring mist; 3rd—fireball, remove curse; 4th—charm 
  monster; 5th—raise dead.
  Emerald Nagas (Juveniles) (3): HD 5; HP 34, 30, 24; AC 5[14]; Atk 
  bite (1d6 + poison) and coils (1d6 + constrict); Move 12; Save 12; AL 
  N; CL/XP 5/240; Special: constrict (automatic 1d6 damage per round 
  after successful coil attack), magic resistance (10%), poison (save or 
  die). (see Appendix A: New Monsters)
  Giant Constrictors (4): HD 6; HP 43, 37, 35, 29; AC 5[14]; Atk 
  bite (1d3), constrict (2d4); Move 10; Save 11; AL N; CL/XP 7/600; 
  Special: constrict (automatic 2d4 damage after hit; 1-in-6 chance to 
  pin limb). (Monstrosities 440)
  
  16|Seanache’S Lament
  16|Seanache’S Lament
  8. Bru nA Brighid
  8. Bru nA Brighid
  A round-topped hill obscures a view of the sea behind it. Its waist is covered in 
  lush green grass, and a stone structure emerges from the rich soil. The structure is 
  built from large, roughly worked stones, and several entrances lead into it from each 
  cardinal direction. Several small buildings are built around the base of the wide low 
  hill, and people can be seen moving about from a distance. If the hill is observed for 
  most of a day, people are likely observed climbing up and into the structure.
  An inn with a tavern, a general goods store, and several homes are clustered near 
  a path leading to the top of the hill. The path is well worn and clearly maintained. 
  Neat lines of rocks mark the edges and the beginning of the path. Candles are placed 
  upon flattish stones every six to 10 feet and on some evenings they are lit, wending a 
  twinkling path to the shrine that rises from the hill.
  When the characters enter the village, a commotion can be heard. Snakes cover 
  the ground outside the window and around the buildings and on the road. The small 
  snakes swarming the ground are not the most disturbing thing, however; that would 
  be the brightly glimmering emerald snake stretching more than 10 feet long with an 
  exquisite woman’s face. She is followed by three smaller yet similar snake creatures 
  with the faces of teenage girls. This group of serpents consists of an emerald naga, 
  3 juvenile emerald nagas, and 5 swarms of poisonous snakes. They are moving 
  through the village, with some of the smaller snakes eating and killing small, 
  domesticated animals. The nagas seem to be herding the snakes and attempting to 
  move them through the village as quickly as possible. If the nagas are unmolested, 
  they respectfully nod to the characters and continue herding the snakes away from the 
  cluster of buildings as quickly as they can. If the characters engage the nagas in an 
  aggressive manner, the emerald naga and one of the juvenile emerald nagas attempt 
  to keep the characters busy while the rest of the serpents escape toward Tabla An-
  Mohr. However the interaction with the nagas goes, the villagers are grateful for the 
  characters’ intervention.
  Emerald Naga (Adult): HD 8; HP 49; AC 2[17]; Atk bite (1d8 + poison) 
  and coils (2d6 + constrict); Move 15; Save 8; AL N; CL/XP 10/1400; 
  Special: constrict (automatic 2d6 damage per round after successful 
  coil attack), magic resistance (20%), poison (save or die), spells (as 8th-
  level caster). (see Appendix A: New Monsters)
   
  Spells: 1st—faerie fire, magic missile; 2nd—heat metal, hold person, 
  invisibility, obscuring mist; 3rd—fireball, remove curse; 4th—charm 
  monster; 5th—raise dead.
  Emerald Nagas (Juveniles) (3): HD 5; HP 37, 33, 25; AC 5[14]; Atk 
  bite (1d6 + poison) and coils (1d6 + constrict); Move 12; Save 12; AL 
  N; CL/XP 5/240; Special: constrict (automatic 1d6 damage per round 
  after successful coil attack), magic resistance (10%), poison (save or 
  die). (see Appendix A: New Monsters)
  Swarms of Poisonous Snakes (5): HD 2; HP 15, 13x2, 11, 9; AC 
  5[14]; Atk bite (1d6 + poison); Move 18; Save 18; AL N; CL/XP 2/30; 
  Special: poison (+2 save or die).
  8-A. Brighid’S rESt
  8-A. Brighid’S rESt
  This inn has a stable, six guest rooms, and a cozy tavern that serves flavorful and 
  hearty local cuisine. Roisin (ro-sheen) runs this tavern with her two teenage boys. 
  Her husband “run off with some trollop years ago.” She provides quality service in 
  a clean tavern. She provides a mug of ale and a bowl of stew or shepherd’s pie for 6 
  cp. A heartier spread can be had for 1 sp. She also offers several local ales ranging in 
  quality and price from 1 cp to 1 sp. Her sons Oisin (O-sheen) and Darragh (Darra) 
  are hardworking and jovial boys. They are quick to help and just as quick to get into 
  some trouble if they aren’t busy. They are often found in the stable playing dice and 
  sipping pilfered ale.
  Roisin, Female Human Tavern Owner: HP 3; AC 9[10]; Atk 
  dagger (1d4); Move 12; Save 18; AL N; CL/XP B/10; Special: none. 
  (Monstrosities 254)
  Oisin, Male Human Teen: HP 4; AC 9[10]; Atk club (1d4); Move 12; 
  Save 18; AL N; CL/XP B/10; Special: none. (Monstrosities 254)
  Darragh, Male Human Teen: HP 5; AC 9[10]; Atk fists (1d2); Move 
  12; Save 18; AL N; CL/XP B/10; Special: none. (Monstrosities 254)
  8-B. SEnAn’S Sundry Shop
  8-B. SEnAn’S Sundry Shop
  Senan’s shop is housed in a sunflower tallow building with fading blue shutters 
  and a blue door faded at the bottom from years of weather and use. A small brass 
  bell jingles noisily when the door is opened to reveal a shelf-filled room lined with 
  a cluttered countertop. The plethora of items jammed into this store masks the truly 
  useful items. Any mundane equipment can be found here. Ronan McFarren is a wiry 
  gentleman wearing a leather apron with pockets stuffed with a variety of tools and 
  trinkets. He is friendly and tries to be helpful, but he is not completely sure what he 
  has in the shop. He purchased the shop from Senan Walsh III, whose family owned 
  the shop for three generations.
  Ronan McFarren, Male Human Shopkeeper: HP 2; AC 9[10]; Atk 
  staff (1d6); Move 12; Save 18; AL N; CL/XP B/10; Special: none. 
  (Monstrosities 254)
  QuEEn oF thE EMErALd SErpEnt’S cAvE MAp
  QuEEn oF thE EMErALd SErpEnt’S cAvE MAp
  
  the emeraLd PLaInS 
  the emeraLd PLaInS |17
  |17
  Ronan has been attempting to court Roisin for several years. He can be found 
  drinking at the tavern or helping the boys with some repair tasks when he isn’t in his 
  shop or the apartment above it. Much of his business is in the sale of sacred stones 
  marked with a single rune that are said to grant wishes if dropped into Brighid’s 
  Throat within the structure atop the hill. Ronan sells these for 5 cp. He also has several 
  interesting rumors about the area that can be worked into any roleplaying interaction:
  • Brighid rode across the sea on a great fiery stallion and collapsed on the 
  hill in a smoldering fire, laying her armor and spear beside her on the 
  stones. She rested on the rocks and entered a shimmering portal the next 
  day dressed in a diaphanous golden gown that floated about her.
  • The best fried fish can be found nearby in the village of Wicklow at the 
  Smart Salmon.
  • A sea monster has been wrecking all the nets along the coast.
  thE SEAnchE in Bru nA Brighid
  thE SEAnchE in Bru nA Brighid
  If the characters arrive during the Seanche’s visit to the village (which occurs on the 
  sixth day and seventh night of the adventure), they may see the following:
  When the Seanche arrives, he heads to the tavern, as usual. He converses briefly 
  with Roisin and then sets up in a corner near the fire. He chats and spreads local 
  rumors and knowledge and then begins playing. He takes requests for several hours 
  before beginning his cursed song.
  The Seanche begins playing a haunting and rhythmic tune, and the room begins 
  to hush. He tells a story about a farmer finding a wrinkled old man in a green vest 
  walking with a shovel on the edge of his property. The little fey man was startled 
  by the farmer, who captured him. The little fey man offered the farmer a deal: If the 
  farmer freed him, he would show him where he buried his gold treasure. The farmer 
  eagerly agreed and found the treasure. He then freed the little fey man and kicked 
  him off his property. The farmer’s family became wealthy but were cursed with small 
  annoyances and misfortunes.
  The song ends and the crowd appears exhausted as they filter out into the night. The 
  Seanche retires to the stables for the night.
  Roll 1d6 on the table below and add +1 for each character who succeeds on a saving 
  throw:
  1d6
  Effect Noticed
  1–4 
  There is something magical about this tune.
  5–7
  The effect is not influencing people but it is drawing something from 
  them.
  8+
  The effect of the magic emanating from the lute and this man’s voice is 
  drawing some power or lifeforce in small portions from everyone in the 
  crowd.
  The music doesn’t cause any lasting damage but anyone who failed the previous 
  saving throw feels exhausted the next day (–1 to hit and damage).
  The next day, Ronan and the boys capture a tiny old man in a barrel that they bring 
  into Brighid’s Rest. They demand gold from the creature, and poke it with sticks and 
  threaten it.
  “Fine, I’ll give ye what ye want,” a tinny voice rasps from the 
  barrel.
  The boys stop poking with their sticks, and Ronan reaches into 
  the barrel. He pulls a foot-and-a-half tall figure clad in rough-spun 
  brown woolen clothes and shod in brown shoes with burnished gold 
  buckles.
  “You swear?” Ronan demands.
  “I swear I will take you to the spot I buried those coins but ye 
  don’t want them. They’re cursed,” the little man squeaks seriously.
  Ronan plops him onto the ground unceremoniously, and the little 
  man dusts himself off, throwing an angry glare at Ronan. He begins 
  heading just outside of town and into a copse of trees. There, Ronan 
  and the boys dig up an iron cauldron with wooden and leather 
  handles.
  The boys and Ronan take the pot to Brighid’s Rest and open it to reveal a mound 
  of 50 saucer-sized golden coins. The coins immediately sprout wings and scatter 
  throughout the building and hide until they can make their way back to their true 
  owner. The leprechaun’s gold (see Appendix B: New Magic Items) can be found 
  around the area until all 50 coins are discovered or until two weeks pass.
  8-c. Brighid’S ShrinE
  8-c. Brighid’S ShrinE
  The worn path leads to the summit of the hill and the stone shrine emerging from 
  it, where it splits to circle the entire summit. At the summit, pea-sized gravel replaces 
  the path. Four entrances lead into the shrine, with one facing each cardinal direction. 
  Another level of dirt and a stone structure rises above the entrance level.
  1. MAin chAMBEr
  1. MAin chAMBEr
  The main chamber of this structure is 100 feet across and roughly circular. The 
  walls are stone and packed dirt. A staircase cut into the wall along the northwestern 
  wall rises into the ceiling. A 10-foot-wide pit in the center of the shrine falls into a 
  dark chamber. The floor around the pit is worn from years of traffic. A golden statue 
  of Brighid and a golden steed hangs on finely wrought brass chains above the pit, 
  affording clear views of it from up and down the shaft. The wooden statue is covered 
  in gold leaf and is worth 225 gp. However, anyone taking the statue is cursed until they 
  complete three long rests. A cursed creature who rolls a natural 20 on an attack roll or 
  saving throw must reroll and use the second result.
  2. trEASurE pit
  2. trEASurE pit
  The pit drops onto a pile of small stones in the center of a pool of water. Three 
  islands appear to be empty rises of smooth stone. Crude carvings of boars, sheep, 
  and figures working forges decorate the walls. Each of the islands has a roughly 
  circular spot near the center that is polished and limned in carefully etched glyphs. 
  The characters to discern several of the glyphs and their meaning. The words “light,” 
  “protect,” “reveal,” and “flames” are repeated in each circle. The glyphs of each circle 
  are identical. If the brass shield (Area 3) above the pit is polished, light reflected from 
  it strikes the stones and the water below and scatters throughout the entire room to 
  create a bright light that reveals three chests, one in the center of each circle.
  One chest contains a bronze spearhead nicked from battle; it awaits only being 
  attached to once again see battle. One chest holds a bronze breastplate that gleams like 
  gold in the sunlight. The final chest contains a much nicer version of the shield that 
  hangs above the shaft. This shield gleams and when lifted, two soft leather bags are 
  found below that contain a figurine of a boar and a ram. See Appendix B: New Magic 
  Items for details on Brighid’s raiment and arms.
  3. uppEr chAMBEr
  3. uppEr chAMBEr
  Stairs lead into a narrow and winding passage that rises clockwise to a small 
  chamber built from four wide stone plinths oriented along the cardinal directions. 
  A five-foot-diameter pit in the floor is directly above the pit in the room below. Thin 
  spaces exist in the corners, allowing a character who is small, unarmored, or lightly 
  armored to squeeze through. Mounted into the stone ceiling above the pit is a bronze 
  shield depicting a rising sun. The shield’s age is marked with verdigris that gives it a 
  bluish-green hue that nearly matches the sea outside. The shield can be removed from 
  its clips with a little bit of time and elbow grease. If it is polished, it reflects sunlight 
  down into the pit and causes the chests to appear in the treasure pit (Area 2).
  -
  Brighid
  Brighid
  In Celtic mythology, Brighid or Brig, is the goddess of spring, 
  health and healing, poetry, fertility, and smithing. She is a member 
  of the Tuatha De Danann and is the daughter of the Dagda, the 
  “father” of Celtic gods. Her feast day is traditionally February 1st 
  and 2nd, which was a pagan festival called Imbolc.
  Brighid’s temples and shrines are always represented by an 
  eternal flame tended by her priestesses, the Fire Keepers. Her 
  temples and sanctums often contain tools she leaves for the mortals 
  she loves and protects.
  Farmers, smiths, soldiers, and other common folk often worship 
  Brighid. Many tales speak of her fearsome and fiery protection 
  touching and affecting the lives of those who worship her.
  Suggested Domains: Forge, Light, Order
  Tenets: To protect the family and children. To protect order and 
  peace. To support community.
  
  18|Seanache’S Lament
  18|Seanache’S Lament
  9. thE LAzy LAkE
  9. thE LAzy LAkE
  The blue waters of this lake slap choppily against the lightly 
  wooded shoreline. The lake spreads in a kidney shape several 
  thousand feet across and wide. The water is cool, dark, and fresh.
  Searching the shore of the lake reveals several popular fishing spots and a few 
  tree stands for bowhunting. A rocky isle covered in dense, scraggly pines juts from 
  the rough waters near the center of the lake. Getting to the island can be challenging. 
  There are no convenient boats, but a great deal of fallen and fresh trees could easily 
  be fashioned into a raft. The waters of the lake are choppy during the day due to the 8 
  each-uisce (ahk ish keh) that spend their days playing and running through the waters, 
  creating tumultuous and unpredictable currents. These energetic water horses are 
  playful, which can appear aggressive. They attempt to capsize any vessel that enters 
  the waters so that they may swim and play with the creatures attempting to cross. If 
  a creature truly appears in distress, they bring them to shore. To calm an each-uisce, 
  a character can attempt to gain its attention and favor. This can be done with food or 
  gentle approaches. After this, the each-uisce follows simple commands and transports 
  the character to the island. If attacked, they fight for a few rounds before retreating. 
  They immediately swim away if any of them is killed.
  Each-uisce (8): HD 4; HP 30, 29, 27, 24x2, 20, 18, 15; AC 7[12]; Atk 
  kick (1d6); Move 15 (swim); Save 13; AL N; CL/XP 4/120; Special: 
  resist cold (50% damage), submerge (pull creature underwater with 
  successful melee strike, save or stunned for 1d3 rounds, 1 point 
  damage per round). (see Appendix A: New Monsters)
  The shores of the isle are quite rocky and irregular, creating numerous small pools 
  and crevasses ideal for hiding abundant life. Thick pines ring the entire isle, and their 
  scratchy needles and sharp branches cause 1d4 points of damage to anyone who 
  simply pushes through them. Moving through at a more cautious pace and cutting 
  branches or using magic makes this task much safer. If magic is used, remember that 
  although these are pine trees, they are fresh and somewhat resistant to bursting into 
  flames. Characters must push through the trees for about 25 feet until they find a 
  clearing with a spring forming a wide, clear pool.
  Characters have a 4-in-6 chance to notice a ripple recurring in the center of the 
  pool at regular intervals, and they even hear a dull thud and see a muscular woman 
  swinging a hammer at a red and yellow glowing piece of metal. She looks up and 
  notices the characters observing her. She lifts a hand and waves them down toward 
  her. The water in the pool is warm, like bathwater, but only 15 feet deep. A slightly 
  resistant dome of air forms underwater around the forge and the smith. Crossing into 
  the dome is difficult terrain and anyone entering from the top falls 10 feet to the stone 
  ground of this underwater forge and may take damage. Fish, the each-uisce, and other 
  aquatic animals swim around this dome of air. The smith refuses to help the characters 
  if they killed any each-uisce.
  The forge itself appears to be a well with a metal liner and rim 
  filled with flowing hot magma. Occasionally, the smith dips her 
  sword into the magma, pounds determinedly, and then plunges it 
  into the water that makes up the walls around her forge. The air is 
  humid and smells of old eggs and soot. She places the piece she is 
  working with on a steel bench.
  “Greetings! I am the lady of this lake. The land tells me you have 
  dire need.” The smith speaks with a rich and melodious voice that 
  carries over the sizzling of heat and water. “If you assist me, I can 
  arm you with the power of this land. This lake was created by a lazy 
  fairy who was busy cavorting with humans rather than maintaining 
  the spring here. Well, a piece of falling iron struck and killed her 
  lover at this very lake. We have time enough to build you a weapon. 
  What is it we should make? A sword? Yes, that will do. What we 
  need to do is this …”
  The smith explains the steps of the process and what she needs:
  1. “Bring ME thE MEtAL.”
  1. “Bring ME thE MEtAL.”
  Character must retrieve the meteoric iron from the nearby depression. Unfortunately, 
  the each-uisce love a good game of keep away. They attempt to knock the ore from 
  a character’s hands and pass it to each other. A character carrying the meteoric iron 
  must roll 1d6 per hit die opposed by 2 each-uisce (who together roll 8d6). The winner 
  gets the meteor. A character must succeed at two such checks to successfully bring the 
  ore to the bubble. The each-uisce don’t attack unless characters initiate a fight. Even 
  then, they attempt to stun characters by pulling them underwater and then fleeing with 
  the meteor.
  Each-uisce (2): HD 4; HP 29, 24; AC 7[12]; Atk kick (1d6); Move 
  15 (swim); Save 13; AL N; CL/XP 4/120; Special: resist cold (50% 
  damage), submerge (pull creature underwater with successful melee 
  strike, save or stunned for 1d3 rounds, 1 point damage per round). (see 
  Appendix A: New Monsters)
  2. “hELp ME SMELt thE orE.”
  2. “hELp ME SMELt thE orE.”
  Characters must place the iron into the crucible and lower it into the magma until 
  the ore glows a bluish-white. The smith uses a bellows on the magma while she 
  intensely concentrates on the ore. She signals the characters when to remove it.
  This requires two characters to lift the bars on each side of the crucible and lower 
  it into the magma to melt. Two consecutive successful saving throws are needed to 
  successfully melt the ore. Both characters involved suffer 1d6 points of fire damage 
  from the heat of the magma. If one or both of them fails, the crucible falls and spills the 
  heated ore, which requires each character to make another saving throw. A character 
  who fails takes 2d6 points of fire damage while one who succeeds takes half this 
  amount.
  3. “hELp ME pour thE orE.”
  3. “hELp ME pour thE orE.”
  Characters must help pour the ore into the mold and safely return the crucible to its 
  cradle while the smith carefully crumbles a glittering whitish powder into the mold.
  This portion of the task requires a more delicate hand. To pour the molten ore 
  requires a character to roll below his or her dexterity on 4d6 to add the ore while 
  the smith crumbles some powder into the mold. On a failure, a character must make 
  a saving throw, taking 2d6 points of fire damage on a failure or half as much on a 
  success.
  4. “hELp ME ShAttEr thE MoLd.”
  4. “hELp ME ShAttEr thE MoLd.”
  Despite how it sounds, shattering the mold actually requires someone to examine 
  the mold and determine the correct spot to strike it. A character who examines the 
  mold must roll below their wisdom on 4d6 to identify the single correct spot to strike 
  the mold to free the gleaming bluish blade. A character must hold a cold chisel while 
  the smith strikes with the hammer. If they select the incorrect spot, the sword shatters, 
  forcing all creatures within the air bubble to make a saving throw. A creature who fails 
  takes 3d6 points of damage while one who succeeds takes half this amount. The smith 
  must begin the process again.
  The players are rewarded for their efforts with the feyslayer sword (see Appendix 
  B: New Magic Items), which can be any type of sword chosen by the characters.
  
  the emeraLd PLaInS 
  the emeraLd PLaInS |19
  |19
  10. thE hArtwood
  10. thE hArtwood
  The thick boles create a wall that prevents easy entry into this 
  dark forest. The only visible path is a dark arched tunnel of tree 
  branches over a partially overgrown trail. A yellow and green pavilion 
  tent sits in a grassy area to the side of the road before the forest. 
  It protects a tidy firepit and a wooden plank table covered in white 
  linen and set with silver serving dishes and ewers. Several horses 
  are tethered nearby, and a group of four armored figures with green 
  and gold tabards are completing various chores around the camp. A 
  reed-thin woman with pale jade skin and almond-shaped golden eyes 
  stands nearby. She is clad in scale mail so green it is nearly black. 
  She holds a silver-bladed glaive with a handle of polished ebony. A 
  pair of hand crossbows hang from her belt next to a longsword with a 
  silver pommel and a handle wrapped in black leather.
  If the characters approach the woods, one of Lady Puinseann’s men approaches 
  with his hands held palm forward to invite the characters to join his lady for a drink and 
  brief repast. If they refuse, he calmly returns to his lady and quietly informs her of the 
  characters’ decision. At this, Lady Puinseann drains her goblet of wine, picks up her 
  glaive, and goes to meet the party in battle in the road with her warriors. Her strategy 
  is to disable any spellcasters while her foot soldiers tie up the melee fighters. Whether 
  or not Gnaddr or the Seanche have arrived, Lady Puinseann attempts to prevent the 
  characters from entering the forest. If they sneak past her, they encounter 12 fey lupes, 
  and she and her troops join the fight in an attempt to drive the characters away. She even 
  accepts surrender or ceasefire if that becomes an option.
  If the characters join her, read or paraphrase the following:
  “I am Lady Puinseann. What is your business in these woods?”
  She motions for you to join her at the table, and one of her soldiers 
  pours wine and offers platters of food. Once you are served, she says, 
  “I offer you this repast with no obligations or ill intentions.”
  She refills her wine goblet and motions for you to join her in a 
  toast, “To good health and fortunes.”
  Lady Puinseann attempts to dissuade the characters from entering the woods and 
  interfering with Gnaddr’s plans. If they seem insistent, she offers them several items to 
  abandon their plans and leave the Hartwood. She offers a set of elven chain, a cloak of 
  displacement, and a perfect diamond worth 1,000 gp.
  If the characters refuse, she sighs and scans the characters with a resigned look. Read 
  the following:
  “Are you sure?” As she speaks, she takes her glaive in her hand 
  and casually moves away from the table and camp. “Whenever you 
  are ready,” the lady says with a disappointed look and a nod to her 
  troops.
  Combat begins as if the characters had refused her meal as described above.
  
  20|Seanache’S Lament
  20|Seanache’S Lament
  Lady Puinseann, Female Elf Warrior (Ftr8): HP 56; AC 2[17]; 
  Atk +1 glaive (1d8+3 + slow) or longbow x2 (1d6); Move 12; Save 7; 
  AL C; CL/XP 8/800; Special: +1 to hit and damage strength bonus, 
  darkvision (60ft), detect secret doors, multiple attacks (8) vs. creatures 
  with 1 or fewer HD, vulnerable to iron weapons (200% damage). 
   
  Equipment: plate mail, shield, +1 glaive (target slowed [as slow spell] 
  with strike, save avoids), longbow, 20 arrows.
   
  Note: If Lady Puinseann hits with her glaive, the target must make a 
  saving throw or be affected by a slow spell.
  Lady Puinseann’s Men, Male Elf Warriors (Ftr2) (4): HP 12, 10x2, 
  6; AC 7[12]; Atk longsword (1d8) or longbow x2 (1d6); Move 12; Save 
  13; AL C; CL/XP 2/30; Special: darkvision (60ft), detect secret doors, 
  multiple attacks (2) vs. creatures with 1 or fewer HD. 
  Equipment: leather armor, longsword, longbow, 20 arrows.
  Fey Lupes (12): HD 2; HP 15, 13x2, 12, 11, 10x3, 8, 7x2, 6; AC 7[12]; 
  Atk 2 claws (1d4); Move 12 or pounce (30ft leap); Save 16; AL C; CL/
  XP 3/60; Special: darkvision (60ft), howl (1/day, each pack member 
  gains 1 hp per fey lupe joining in), immune to charm and sleep, pounce 
  (30ft leap), rend (if 2 claws hit target, additional 1d4 damage, save 
  avoids). (see Appendix A: New Monsters)
  10-1. trAvELing in thE hArtwood
  10-1. trAvELing in thE hArtwood
  While traveling in the Hartwood, it is an easy task to stay on the path that leads to 
  the Eo Mughna. If the characters venture off the path, they have a 3-in-6 chance of an 
  encounter for each hour of travel.
  hArtwood rAndoM EncountErS
  hArtwood rAndoM EncountErS
  1d4
  Encounter
  1
  6 fey lupes 
  2
  1d4 swarms of insects
  3
  White stag 
  4
  10 fey lupes
  Fey Lupes (as needed): HD 2; AC 7[12]; Atk 2 claws (1d4); Move 12 
  or pounce (30ft leap); Save 16; AL C; CL/XP 3/60; Special: darkvision 
  (60ft), howl (1/day, each pack member gains 1 hp per fey lupe joining 
  in), immune to charm and sleep, pounce (30ft leap), rend (if 2 claws hit 
  target, additional 1d4 damage, save avoids). (see Appendix A: New 
  Monsters)
  Swarms of Insects (1d4): HD 3; AC 7[12]; Atk swarm (1d6); Move 
  9 (fly); Save 14; AL N; CL/XP 4/120; Special: immune to blunt 
  weapons.
  White Stag: HD 2; AC 7[12]; Atk 2 antlers (1d6); Move 15; Save 16; AL 
  N; CL/XP 2/30; Special: none.
  10-2. Eo MughnA
  10-2. Eo MughnA
  At the center of the Hartwood stands Eo Mughna, the Mighty Yew, which is 
  actually a magnificent oak tree with a bark that shimmers with a glint of silver and 
  gold. Although it stands only about 50 feet tall, it dwarfs the smaller trees around it. 
  The upper branches of the tree are laden with apples, hazelnuts, and acorns. The bark 
  is flecked with tiny motes of silver and gold.
  SEAnchE’S LAMEnt
  SEAnchE’S LAMEnt
  The Seanche’s goal is to finish the song he has been cursed to play, while Gnaddr’s 
  goal is to kill and sacrifice the willing Seanche in order to open the gates and release 
  his army. The timeline of the Seanche allows for three potential outcomes in the 
  Hartwood at the Eo Mughna:
  1. thE chArActErS ArrivE FirSt
  1. thE chArActErS ArrivE FirSt
  If the characters arrive before the Seanche, they find Gnaddr waiting at the tree. 
  He greets the characters cordially, as if they were expected. Hidden in the woods are 
  8 fey lupes.
  “Ah. You’ve come to witness the arrival and to hear the dreadful 
  singer’s last lament? Find a spot to observe. Unless … oh yes, that’s 
  it, you’ve come to interfere.”
  At this exact moment, the fey lupes make a surprise attack on the characters, and 
  the battle with Gnaddr begins in earnest.
  2. thE chArActErS ArrivE with thE SEAnchE
  2. thE chArActErS ArrivE with thE SEAnchE
  The characters arriving with the Seanche is the most disruptive outcome for 
  Gnaddr’s plans, and he immediately uses a suggestion spell to cause the Seanche to 
  begin playing the cursed lute. Gnaddr’s first attack on his first round is made with 
  the silvered knife against the Eo Mughna. This causes the tree to bleed sap, and a 
  glimmering thread forms between the Seanche and the Eo Mughna. This connection 
  remains for as long as the Seanche continues to play. On the second round, the Seanche 
  loses 1d6 hit points and a low mist rolls in from the forest. When the Seanche loses a 
  total of 20 hit points, the 8 fey lupes arrive out of the mist to aid Gnaddr if they have 
  not already been killed. When the Seanche has no more hit points remaining, the misty 
  bridge forms and Gnaddr’s army is unstoppable.
  thE hArtwood MAp
  thE hArtwood MAp
  
  aPPendIx a: nPcS and new monSterS 
  aPPendIx a: nPcS and new monSterS |21
  |21
  3. thE SEAnchE ArrivES BEForE thE chArActErS
  3. thE SEAnchE ArrivES BEForE thE chArActErS
  If the Seanche arrives before the characters, Gnaddr’s lieutenant and her troops 
  escort him to the Eo Mughna if they are still able. Otherwise, the Seanche makes 
  his way through the Hartwood, counting on the transport via plants effect of the 
  cursed lute to keep him safe. When he arrives, Gnaddr is casually leaning against 
  the Eo Mughna and idly toying with a silver dagger. Once the Seanche enters the 
  clearing, the 8 fey lupes slip through the trees in an ever-tightening circle. They 
  remain outside the clearing until an unspoken signal from Gnaddr summons them to 
  action. Gnaddr uses suggestion to have the Seanche play the cursed lute and begin 
  opening the bridge of mists. For each day the characters are behind the Seanche’s 
  arrival, he loses 1d6 hit points. If he has already lost 20 hit points when the characters 
  arrive, the 8 fey lupes are baying at the Seanche’s feet.
  Gnaddr, Fey Lord Serpent Priest: HP 76; AC 2[17]; Atk +1 flaming 
  longsword (1d8 + 1d6 fire) or +1 silver dagger (1d4+1) or slap (1d4); 
  Move 12; Save 5; AL N; CL/XP 12/2000; Special: +1 or better magic 
  weapons to hit, immune to charm and sleep, magic resistance (15%), 
  spell-like abilities, spineless (–1 penalty to ranged attacks because 
  of serpentine bobbing and weaving), stilling strike (3/day, target 
  petrified for 1d4 rounds with successful slap, save resists), vulnerable 
  to iron (200% damage).
   
  Spell-like abilities: at will—charm person, faerie fire, light, sleep; 3/
  day—clairvoyance, dimension door, ESP, invisibility, mirror image, 
  plant growth, polymorph self, suggestion; 1/day—ice storm.
   
  Equipment: plate mail, +1 flaming longsword, +1 silver dagger, 
  arrow of direction, torc na goineog (see Appendix B: New Magic 
  Items). 
  Fey Lupes (8): HD 2; HP 13, 12, 10x2, 8, 5, 3x2; AC 7[12]; Atk 2 claws 
  (1d4); Move 12 or pounce (30ft leap); Save 16; AL C; CL/XP 3/60; 
  Special: darkvision (60ft), howl (1/day, each pack member gains 1 
  hp per fey lupe joining in), immune to charm and sleep, pounce (30ft 
  leap), rend (if 2 claws hit target, additional 1d4 damage, save avoids). 
  (see Appendix A: New Monsters)
  The Seanche, Male Human Cursed Performer: HP 74; AC 7[12]; 
  Atk +1 longsword (1d8+1); Move 12; Save 5; AL L; CL/XP 12/2000; 
  Special: spells (cast as a 10th-level spellcaster).
  Spells: 3/day—charm person, cure light wounds, darkness 15ft radius, 
  detect invisibility, invisibility, light, magic missile, obscuring mist, 
  phantasmal force; 2/day—dispel magic, haste; 1/day—confusion, fear, 
  hallucinatory terrain; 1/week—legend lore.
  Equipment: +1 longsword, leather armor, uilleann pipes of reality (see 
  Appendix B).
  Note: The Seanche is cursed by the uilleann pipes he carries. They force 
  him to perform a song each night and are leading him toward the 
  Hartwood.
  concLuSion
  concLuSion
  If the ritual is stopped, the uillean pipes of reality shatter, lifting the Seanche’s 
  curse and causing Gnaddr, or his body, to be pulled into the mist by large dark shapes 
  as snow begins to fall. After he is dragged into the mist, the torc na goineog (see 
  Appendix B: New Magic Items) is tossed into the clearing and lands in front of the 
  Eo Mughna.
  The emerald naga queen arrives a short time later with all of her retinue; so 
  many snakes arrive that they seem to carpet the forest. She thanks the characters for 
  retrieving the torc na goineog for her. If the characters attempt to stop the emerald 
  naga queen from taking the torc, she and her snakes attack. She has 6 emerald nagas, 
  10 juvenile emerald nagas, and 10 swarms of poisonous snakes with her. As the 
  snakes make their way past the Eo Mughna and into the mist, a small wooden chest 
  is left in front of the characters. The chest contains three golden statuettes of snakes 
  with emerald eyes. Each statuette is wrapped in velvet. The statues are worth 740 gp 
  each and measure about a foot tall. The people of this region tell the tale of the snakes 
  leaving their land for many years to come, often conflating the story with the chaos 
  the Seanche sowed and even acknowledging him as driving the snakes from the land.
  SS’Thissk, Emerald Naga (Queen): HD 10; HP 76; AC 2[17]; Atk 
  bite (1d8 + poison) and coils (2d6 + constrict); Move 15; Save 5; AL 
  N; CL/XP 12/2000; Special: constrict (automatic 2d6 damage per 
  round after successful coil attack), magic resistance (30%), phase 
  strike (1/day, 50ft radius, 3d6 damage and knocked prone, save for 
  half and avoid being knocked prone), poison (save or die), spells (as 
  10th-level caster). (see Appendix A: New Monsters)
   
  Spells: 1st—faerie fire, magic missile; 2nd—heat metal, hold person, 
  invisibility, obscuring mist; 3rd—fireball, remove curse; 4th—charm 
  monster; 5th—raise dead.
  Emerald Nagas (Adults) (6): HD 8; HP 60, 56, 52, 48, 41, 39; AC 
  2[17]; Atk bite (1d8 + poison) and coils (2d6 + constrict); Move 15; 
  Save 8; AL N; CL/XP 10/1400; Special: constrict (automatic 2d6 
  damage per round after successful coil attack), magic resistance 
  (20%), poison (save or die), spells (as 8th-level caster). (see Appendix 
  A: New Monsters)
   
  Spells: 1st—faerie fire, magic missile; 2nd—heat metal, hold person, 
  invisibility, obscuring mist; 3rd—fireball, remove curse; 4th—charm 
  monster; 5th—raise dead.
  Emerald Nagas (Juveniles) (10): HD 5; HP 37, 33, 30, 29x2, 25, 
  22, 20, 18, 13; AC 5[14]; Atk bite (1d6 + poison) and coils (1d6 + 
  constrict); Move 12; Save 12; AL N; CL/XP 5/240; Special: constrict 
  (automatic 1d6 damage per round after successful coil attack), 
  magic resistance (10%), poison (save or die). (see Appendix A: New 
  Monsters)
  Swarms of Poisonous Snakes (10): HD 2; HP 16, 14x2, 12, 10x3, 9, 
  6x2; AC 5[14]; Atk bite (1d6 + poison); Move 18; Save 18; AL N; CL/
  XP 2/30; Special: poison (+2 save or die).
  
  22|Seanache’S Lament
  22|Seanache’S Lament
  AppEndix A: nEw MonStErS
  AppEndix A: nEw MonStErS
  The following NPCs and new monsters are found in The Seanche’s Lament.
  BEAn Fionn
  BEAn Fionn
  Hit Dice: 7
  Armor Class: 7[12]
  Attacks: claws (1d4)
  Saving Throw: 9
  Special: Beguiling kiss, drowning tide, immune to charm and sleep, 
  resist cold
  Move: 12/12 (swim)
  Alignment: Neutrality
  Number Encountered: 1d3
  Challenge Level: 8/800
  A bean fionn — also known as a drowning sidhe — is created when a fey creature 
  fails in its vow to protect a body of water. The effects of this failure create a variety 
  of drastic changes in a landscape: a lake goes dry, a small brook becomes a lake, a 
  mountain spring becomes a raging waterfall, etc. The drowning sidhe, who is still 
  bound to the area they failed to protect, transforms into a perversion of its former self, 
  often re-enacting the very event that caused their failure. Although intelligent and still 
  beautiful, they are volatile and unpredictable. A bean fionn attacks with her claws, but 
  three times per day she can deliver a beguiling kiss. A target who fails a saving throw 
  is charmed (as charm person) for one hour. The bean fionn can also cause a freezing 
  wave of cold to radiate around her to do 2d6 points of damage to anyone within a 15-
  foot radius (save for half damage). Bean fionns are immune to charm and sleep spells, 
  and take half damage from cold.
  Bean Fionn: HD 7; AC 7[12]; Atk claws (1d4); Move 12 (swim 12); 
  Save 9; AL N; CL/XP 8/800; Special: beguiling kiss (3/day, save 
  or charmed for 1 hour), drowning tide (1/day, 15ft radius, 2d6 cold 
  damage, save for half), immune to charm and sleep, resist cold (50% 
  damage).
  EAch-uiScE
  EAch-uiScE
  Hit Dice: 4
  Armor Class: 7[12]
  Attacks: kick (1d6)
  Saving Throw: 13
  Special: Resist cold, submerge
  Move: 15 (swim)
  Alignment: Neutrality
  Number Encountered: 1d4+2 
  Challenge Level: 4/120
   The each-uisce normally kicks to defend itself. It can also grab a target with a 
  successful melee attack and quickly submerge, dragging the foe with it. The target 
  must make a saving throw or be stunned for 1d3 rounds, taking 1 point of damage per 
  round stunned. 
  Each-uisce: HD 4; AC 7[12]; Atk kick (1d6); Move 15 (swim); Save 
  13; AL N; CL/XP 4/120; Special: resist cold (50% damage), submerge 
  (pull creature underwater with successful melee strike, save or 
  stunned for 1d3 rounds, 1 point damage per round).
  EkiMMu
  EkiMMu
  Hit Dice: 8
  Armor Class: 3[16]
  Attacks: touch (3d4)
  Saving Throw: 8
  Special: malevolence, paralyzing howl, rejuvenate
  Move: 0/12 (fly)
  Alignment: Chaos
  Number Encountered: 1d2 
  Challenge Level: 10/1,400
  Ekimmu are the spirits of the dead who have not been given proper funerary rites. 
  They may be murder victims cast into a defile, lonely hermits who died far away from 
  others, or travelers too far from home for anyone to claim their corpses. Denied entry 
  into the afterlife, they roam the world looking to vent their wrath upon mortals. They 
  often do this by possessing a person and committing violent crimes, abandoning their 
  victim when suspicions are aroused. Some legends say that an ekimmu can be quieted 
  or even laid to rest if invited to a funerary feast and offered the appropriate libations.
  Once per round an ekimmu can merge its body with a victim (as per the spell magic 
  jar, except it doesn’t require a receptacle). A failed saving throw allows the ekimmu 
  to possess and control the victim. Three times per day, an ekimmu can unleash a 
  fearsome howl that paralyzes everyone within 30 feet for 1d4 + 1 rounds (save 
  avoids). An ekimmu is difficult to destroy and rejuvenates in 2d6 days; the only way 
  to permanently destroy one is to determine the reason for its existence and set right 
  whatever prevents it from entering the underworld. Animals do not willingly approach 
  within 30 feet of an ekimmu.
  Ekimmu: HD 8; AC 3[16]; Atk touch (3d4); Move 0 (fly 12); Save 8; AL 
  N; CL/XP 10/1400; Special: malevolence (1/round, can possess and 
  control target, as magic jar, save avoids), paralyzing howl (3/day, 30ft 
  radius, save or paralyzed for 1d4+1 rounds), rejuvenate (returns in 2d6 
  days).
  
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  |23
  ELEMEntAL AddErS
  ELEMEntAL AddErS
  Air
  Earth/Stone
  Fire
  Water
  Hit Dice:
  7
  9
  10
  8
  Armor Class:
  1[18]
  3[16]
  3[16]
  4[15]
  Attacks:
  bite (1d6), tail 
  smash (2d4)
  bite (1d6), tail 
  smash (2d4)
  bite (1d6), tail 
  smash (2d4)
  bite (1d6), tail 
  smash (2d4)
  Saving 
  Throw:
  9
  6
  5
  8
  Special:
  whirlwind
  avalanche, 
  immune to 
  slashing 
  and piercing 
  weapons
  fire breath, 
  immune 
  to fire, 
  vulnerable to 
  cold
  drown, 
  vulnerable 
  to fire
  Move:
  15
  15
  15
  15
  Alignment:
  Neutrality
  Neutrality
  Neutrality
  Neutrality
  Number 
  Encountered: 
  1d3
  1d2
  1d2
   1d3
  Challenge 
  Level:
  8/800
  10/1,400
  11/1,700
  9/1,100
  An elemental adder is a snake made up of the elements of its home plane. These 
  creatures are much more intelligent than many are wont to believe, and rumors even 
  exist of ancient and powerful elemental adders who have mastered the arcane arts.
  All elemental adders have special attacks related to their home planes: 
  • Three times per day, the air adder can bite its tail and spin in a circle to 
  create a tornado that tosses foes 1d3 x 10 feet. Creatures take 1d6 points of 
  damage per 10 feet they are thrown.
  • The fire adder deals an additional 1d6 points of fire damage with its bite 
  and tail smash. Three times per day, it can breathe a cone of fire up to 15 
  feet that does 3d6 points of damage (save for half).
  • The earth adder is immune to slashing and piercing weapons. Three times 
  per day, it can cause a 30-foot line of rocks to slam into any target in the 
  path of destruction. All targets take 3d6 points of damage (save for half). 
  • The water adder’s bite injects water into the target and causes it to drown if 
  it fails a saving throw. A drowning creature takes an additional 1d6 points 
  of damage. 
  Elemental Adder (Air): HD 7; AC 1[18]; Atk bite (1d6), tail smash 
  (2d4); Move 15; Save 9; AL N; CL/XP 8/800; Special: whirlwind 
  (3/day, spin in a tornado-like twirl, save or tossed 1d3x10 feet, 1d6 
  damage per 10ft thrown).
  Elemental Adder (Earth/Stone): HD 9; AC 3[16]; Atk bite (1d6), 
  tail smash (2d4); Move 15; Save 6; AL N; CL/XP 10/1400; Special: 
  avalanche (3/day, 30ft line, 3d6 damage, save for half), immune to 
  slashing and piercing weapons.
  Elemental Adder (Fire): HD 10; AC 3[16]; Atk bite (1d6 + 1d6 fire), 
  tail smash (2d4 + 1d6 fire); Move 15; Save 5; AL 
  N; CL/XP 11/1700; Special: fire breath (3/day, 
  3d6 damage, save for half), immune to fire, 
  vulnerable to cold (200% damage).
  Elemental Adder (Water): HD 8; AC 
  4[15]; Atk bite (1d6 + bloat), tail smash 
  (2d4); Move 15; Save 8; AL N; CL/
  XP 9/1100; Special: drown (1d6 
  damage, save avoids), vulnerable 
  to fire (200% damage).
  EMErALd nAgA
  EMErALd nAgA
  Juvenile
  Adult
  Queen
  Hit Dice:
  5
  8
  10
  Armor Class:
  5[14]
  2[17]
  2[17]
  Attacks: 
  bite (1d6 + poison) 
  and coils (1d6 + 
  constrict)
  bite (1d8 + poison) 
  and coils (2d6 + 
  constrict)
  bite (1d8 + poison) 
  and coils (2d6 + 
  constrict)
  Saving 
  Throw:
  12
  8
  5
  Special:
  constrict, magic 
  resistance (10%), 
  poison
  constrict, magic 
  resistance (20%), 
  poison, spells
  constrict, magic 
  resistance (30%), 
  phase strike, 
  poison, spells
  Move:
  12
  15
  15
  Alignment:
  Neutrality
  Neutrality
  Neutrality
  Number 
  Encountered:
  1d6
  1d4
  1
  Challenge 
  Level:
  5/240
  10/1,400
  12/2,000
  An emerald naga is a long snake with glittering viridian scales that appear to 
  be dusted with crushed gems. A large yet exquisite feminine human face tops the 
  thickly muscled snake body. Fangs clearly protrude from the creature’s mouth. These 
  creatures can be friendly if approached cautiously. They are intelligent and curious.
  The emerald naga attacks with a poisonous bite and by wrapping a creature in its 
  coils. A creature hit by the coils takes automatic constriction damage each round until 
  freed.
  The natural jewel-encrusted scales of the emerald naga grant it magic resistance 
  depending on its age.
  A juvenile emerald naga is a seven-foot-long snake with glittering viridian scales 
  that appear to be dusted with crushed gems. Its face appears to be that of an adolescent 
  human female. 
  An adult emerald naga is between 20 and 30 feet long, with an adult woman’s face. 
  They are competent and dangerous spellcasters.
  The emerald naga queen’s head is larger than that of a humanoid and is proportional 
  to her 30-foot-long body. The larger naga is a dangerous spellcaster who uses a mix of 
  spells. Once per day, the emerald naga queen can unleash a phase strike of energy that 
  strikes all creatures within a 50-foot radius. Anyone caught in the wave of force takes 
  3d6 points of damage and is knocked prone unless they make a saving throw for half 
  damage and to avoid being knocked down.
  Emerald Naga (Juvenile): HD 5; AC 5[14]; Atk bite (1d6 + poison) 
  and coils (1d6 + constrict); Move 12; Save 12; AL N; CL/XP 5/240; 
  Special: constrict (automatic 1d6 damage per round after successful 
  coil attack), magic resistance (10%), poison (save or die).
  Emerald Naga (Adult): HD 8; AC 2[17]; Atk bite (1d8 + poison) and 
  coils (2d6 + constrict); Move 15; Save 8; AL N; CL/XP 10/1400; 
  Special: constrict (automatic 2d6 damage per round after successful 
  coil attack), magic resistance (20%), poison (save or die), spells (as 8th-
  level caster).
   
  Spells: 1st—faerie fire, magic missile; 2nd—heat metal, hold person, 
  invisibility, obscuring mist; 3rd—fireball, remove curse; 4th—charm 
  monster; 5th—raise dead.
  Emerald Naga (Queen): HD 10; AC 2[17]; Atk bite (1d8 + 
  poison) and coils (2d6 + constrict); Move 15; Save 5; AL N; CL/
  XP 12/2000; Special: constrict (automatic 2d6 damage per 
  round after successful coil attack), magic resistance (30%), 
  phase strike (1/day, 50ft radius, 3d6 damage and knocked 
  prone, save for half and avoid being knocked prone), 
  poison (save or die), spells (as 10th-level caster).
   
  Spells: 1st—faerie fire, magic missile; 2nd—
  heat metal, hold person, invisibility, obscuring mist; 
  3rd—fireball, remove curse; 4th—charm monster; 
  5th—raise dead.
  
  24|Seanache’S Lament
  24|Seanache’S Lament
  FEAr ghortA
  FEAr ghortA
  Hit Dice: 8
  Armor Class: 6[13]
  Attacks: withering touch (1d6)
  Saving Throw: 8
  Special: Famish, howl, hungry grass, vulnerable to fire
  Move: 12
  Alignment: Chaos
  Number Encountered: 1d3 
  Challenge Level: 10/1,400
  The fear ghorta is the emaciated figure of a starved person who still lies in an 
  unshriven grave. It is possible to find the graves because of the patches of what are 
  known as “hungry grass” that grow over their buried corpses and drain life from any 
  living creature within reach. The spirit itself is a manifestation from the corpse and 
  melts away if destroyed, only to return the next night.
  A fear ghorta attacks with a withering touch. Three times per day, it can unleash 
  a famishing aura in a 30-foot radius. Any creature caught in this aura must make a 
  saving throw or take 1d6 points of damage for 1d4 rounds. During this time, they 
  are compelled to consume any available food. Each night, a fear ghorta can unleash 
  a terrifying howl of pain that causes any creatures that hear the sound to be unable to 
  sleep. Creatures suffer a –1 penalty to hit, damage, and saves for the next day.  
  epatch of covering a fear ghorta’s grave   creatures within a 60-foot radius of the 
  patch of grass take 1d6 points of damage per hour (no save) as the grass drains their 
  lifeforce. it 
  Fear ghortas take double damage from fire.
  Fear Ghorta: HD 8; AC 6[13]; Atk withering touch (1d6); Move 12; 
  Save 8; AL C; CL/XP 10/1400; Special: famish (3/day, 30ft radius, 
  save or take 1d6 damage for 1d4 rounds and eat any available food), 
  hungry grass (60ft radius, drain life, 1d6 damage per hour), howl (save 
  or unable to sleep, –1 penalty to hit, damage, and saves until able to 
  rest), vulnerable to fire (200% damage).
  FEy Lord
  FEy Lord
  Hit Dice: 7
  Armor Class: 2[17]
  Attacks: rapier (1d6) or slap (1d4)
  Saving Throw: 9
  Special: +1 or better magic weapons to hit, immune to charm and sleep, 
  magic resistance (15%), spell-like abilities, vulnerable to iron
  Move: 12
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 8/800
  This refined young lord exudes an aura of command and grace, and those around 
  him seem compelled to obey. He looks down upon those around him with a haughty 
  look of derision that makes it clear you are less than he. He wears a set of field plate 
  that is nearly formfitting and seems to hug his body. The glint of golden mail sparkles 
  between the armored plates.
  The fey lord can be hit only by magic weapons. Spells have a 15% chance of not 
  affecting the creature. The fey lord is vulnerable to iron weapons and takes double 
  damage from successful strikes with such weapons.
  Fey Lord: HD 7; AC 2[17]; Atk rapier (1d6) or slap (1d4); Move 12; 
  Save 9; AL N; CL/XP 8/800; Special: +1 or better magic weapons 
  to hit, immune to charm and sleep, magic resistance (15%), spell-like 
  abilities, vulnerable to iron (200% damage).
   
  Spell-like abilities: at will—charm person, faerie fire, light, sleep; 3/
  day—clairvoyance, dimension door, ESP, invisibility, plant growth, 
  polymorph self; 1/day—ice storm.
  FEy LupE
  FEy LupE
  Hit Dice: 2
  Armor Class: 7[12]
  Attacks: 2 claws (1d4)
  Saving Throw: 16
  Special: darkvision (60ft), howl, immune to charm and sleep, pounce, rend
  Move: 12
  Alignment: Chaos
  Number Encountered: 1d4, 2d4
  Challenge Level: 3/60
  The dark eyes of these long-limbed wolf-like creatures betray their intelligence. 
  They hunt in packs, using stealth and teamwork to dispatch a foe. They often serve 
  as bodyguards and soldiers for stronger fey creatures. Their thick fur is often painted 
  with dark red symbols and runes, some still dripping in the blood of their victims. If 
  a fey lupe strikes a target with both claw attacks, it deals an additional 1d4 points of 
  damage if the target fails a saving throw. A fey lupe can leap up to 30 feet. Once per 
  day, a fey lupe can begin howling to regain 1 point of damage. If the pack is together, 
  other fey lupes begin howling as well, and all members heal a number of points equal 
  to the total number of creatures (so 6 points healed if six fey lupe join in). Fey lupe are 
  immune to sleep and charm spells.
  Fey Lupe: HD 2; AC 7[12]; Atk 2 claws (1d4); Move 12 or pounce (30ft 
  leap); Save 16; AL C; CL/XP 3/60; Special: darkvision (60ft), howl 
  (1/day, each pack member gains 1 hp per fey lupe joining in), immune 
  to charm and sleep, pounce (30ft leap), rend (if 2 claws hit target, 
  additional 1d4 damage, save avoids).
  
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  |25
  FiLth FAiry
  FiLth FAiry
  Hit Dice: 4
  Armor Class: 5[14]
  Attacks: 2 claws (1d4)
  Saving Throw: 13
  Special: Slime breath, spell-like abilities
  Move: 12/12/12 (fly, swim)
  Alignment: Chaos
  Number Encountered: 1d6, 2d8
  Challenge Level: 5/240
  These small fey creatures superficially look like sprites, save for the ooze and filth 
  that covers their body and the slightly ravenous look on their small faces. Acid sizzles 
  as it drips from their tiny pointed teeth and sharp claws.
  These small fey are often at home in the deepest, darkest swamps, where they revel 
  in the muck and filth of the marsh. They delight in the pollution of clean waters and 
  actively try to expand their contaminated realms. These fey also ally themselves with 
  creatures who enjoy the same environments and even sometimes cultivate swamp 
  oozes and other denizens of the bog. Filth fairies are sometimes found serving a green 
  hag, or, rarely, a coven of green hags, with whom they work to control their swampy 
  paradise.
  Filth Fairy: HD 4; AC 5[14]; Atk 2 claws (1d4 + 1d3 acid); Move 12 (fly 
  12, swim 12); Save 13; AL C; CL/XP 5/240; Special: acidic (additional 
  1d3 damage), slime breath (3/day, 15ft cone, 3d6 acid damage, save for 
  half), spell-like abilities.
   
  Spell-like abilities: at will—faerie fire, obscuring mist; 3/day—
  phantasmal force. 
  giAnt pikE
  giAnt pikE
  Hit Dice: 11
  Armor Class: 3[16]
  Attacks: bite (3d6), tail slap (2d6)
  Saving Throw: 4
  Special: Swallow
  Move: 18 (swim) or 30-foot leap
  Alignment: Neutrality
  Number Encountered: 1d3
  Challenge Level: 11/1700
  This 20-foot length of muscle and scale is an apex river predator that has grown 
  too large for the shallow currents from which it spawned. The giant pike can leap out 
  of the water and cover up to 30 feet. If the giant pike rolls a natural 20 to hit with its 
  bite attack, it swallows the target whole. A swallowed creature takes 2d6 points of 
  damage per round.
  Giant Pike: HD 11; AC 3[16]; Atk bite (3d6), tail slap (2d6); Move 18 
  (swim) or 30ft leap; Save 4; AL N; CL/XP 11/1700; Special: swallow 
  (natural 20 to hit, 2d6 damage per round).
  phookA
  phookA
  Hit Dice: 4
  Armor Class: 5[14]
  Attacks: weapon (1d3)
  Saving Throw: 13
  Special: Alternate form, spell-like abilities, spell resistance (16%), tree 
  stride
  Move: 6
  Alignment: Neutrality
  Number Encountered: 1d3, 2d4
  Challenge Level: 5/240
  Phookas are tricksters and jokesters. They revel in playing tricks on unwary 
  travelers, leading them on merry chases or getting them lost deep in the forest. They 
  are not necessarily malicious though some phookas do lean toward evil and murder.
  A phooka’s trickery may include turning itself into an enchanted pony and offer 
  a stranger a ride, only to lead it through brambles and thorns at top speed, or to lead 
  travelers to enchanted springs that cause them to fall into a deep slumber and strip 
  them of all their belongings and clothes, then leave behind clues as to where their 
  possessions are hidden.
  Phookas are deeply attuned to nature and animals and have a bond with their 
  natural surroundings. If slain, all plant matter within one square mile of the phooka 
  withers and dies.
  A phooka stands about three feet tall.
  Phooka: HD 4; AC 5[14]; Atk weapon (1d3); Move 6; Save 13; AL N; 
  CL/XP 5/240; Special: alternate form (at will, mountain lion or wolf), 
  dancing lights (3/day, moving balls of light), spell resistance (16%), tree 
  stride (enter tree and move up to 50ft to another tree).
  
  26|Seanache’S Lament
  26|Seanache’S Lament
  SuMMEr knight
  SuMMEr knight
  Hit Dice: 10
  Armor Class: 3[16]
  Attacks: weapon (1d8)
  Saving Throw: 5
  Special: Magic resistance (10%), nature’s grace, vulnerable to iron
  Move: 12
  Alignment: Lawful
  Number Encountered: 1d3, 2d4
  Challenge Level: 12/2,000
  The summer knight is a fey creature bound to the summer court. Its voice is like 
  honey, its smile a beam of light. Grace and the swiftness and ferocity of a jungle cat 
  are wrapped in the charming and warm exterior of the handsome elfin humanoid. It 
  controls the natural magic of the world around it with ease.
  Three times per day, 
  Summer Knight: HD 10; AC 3[16]; Atk weapon (1d8); Move 12; Save 
  5; AL L; CL/XP 12/2000; Special: magic resistance (10%), nature’s 
  grace (3/day, 60ft radius, cause green tendril to bloom healing pollen, 
  heal 3d6 damage), vulnerable to iron (200% damage).
  SwArM oF grigS
  SwArM oF grigS
  Hit Dice: 7
  Armor Class: 6[13]
  Attacks: Swarm (2d6)
  Saving Throw: 9
  Special: Fiddle, spell-like abilities
  Move: 6/9 (fly)
  Alignment: Neutrality
  Number Encountered: 1d4
  Challenge Level: 8/800
  A grig swarm is a large mass of flying grigs. The individual grigs that make up the 
  swarm have light blue skin, forest-green hair, and brown hairy legs, and usually wear 
  tunics or brightly colored vests with buttons made from tiny gems. A grig stands 1-1/2 
  feet tall and weighs about one pound. They attack with weapons, or use their fiddles or 
  to cause a victim to dance uncontrollably (save avoids). Once per day, a grig can cast 
  polymorph self, plant growth, invisibility and pyrotechnics.
  Swarm of Grigs: HD 7; AC 6[13]; Atk swarm (2d6); Move 6 (fly 9); 
  Save 9; AL N; CL/XP 8/800; Special: fiddle, spell-like abilities.
  
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  |27
  AppEndix B: nEw MAgic itEMS
  AppEndix B: nEw MAgic itEMS
  New magic items found in this adventure are described in this appendix.
  Brighid’S rAiMEnt And ArMS
  Brighid’S rAiMEnt And ArMS
  Brighid’s Raiment and Arms are a breastplate, shield, and spear.
  Brighid’S BrEAStpLAtE
  Brighid’S BrEAStpLAtE
  This bronze breastplate is etched in flame-like patterns of rams facing one another, 
  heads lowered to charge. The breastplate is remarkably light and if you are of good 
  alignment, it emits a soft golden glow. While you wear this armor, you gain a +1 bonus 
  to your armor class and you are immune to being charmed and take half damage from 
  fire.
  Brighid’S SpEAr
  Brighid’S SpEAr
  The spearhead is about 20 inches long and has a “flame blade” of shallow 
  waves. It shows signs of use in the many nicks and scratches in the metal. It attaches 
  to a six-and-a-half-foot hardwood pole to create a +1 spear. After you hit a creature 
  with the spear, once per day you may cause an additional 4d6 points of fire damage to 
  that creature. The spear cannot be used in this way again until the following morning 
  at dawn.
  Brighid’S ShiELd
  Brighid’S ShiELd
  Brighid’s shield gleams when lifted and is difficult to look at for long because of the 
  reflected light. While using this shield, you gain a +1 bonus to your armor class. Once 
  per day, you may use the shield to cast light.
  MiScELLAnEouS MAgicAL itEM, grEAtEr
  MiScELLAnEouS MAgicAL itEM, grEAtEr
  torc nA goinEog
  torc nA goinEog
  The torc of the serpents is said to signify its wearer as the king of serpents and 
  grants commensurate power. While wearing the torc, you gain a +2 bonus to saving 
  throws and are immune to poison. You can speak with and understand any serpents. 
  You may cast snake charm at will. You can also transform into any serpent type 
  creature of 10 hit dice or less once per week. This transformation lasts until you are 
  knocked unconscious or resume your original form. You always assume your original 
  form at full hit points. You may cast monster summoning V but may summon only 
  serpents and snakes as detailed in the table below:
  SErpEnt MonStEr SuMMoning
  SErpEnt MonStEr SuMMoning
  1d6
  Monster Summoned
  1
  Giant viper
  2
  Giant constrictor
  3
  Giant spitting snake
  4
  Amphisbaena
  5
  1d4 + 6 swarms of poisonous snakes
  6
  Adult emerald naga
  Amphisbaena: HD 5; AC 5[14]; Atk 2 bite (1d3 + poison); Move 10; 
  Save 12; AL N; CL/XP 7/600; Special: lethal poison (save or die). 
  (Monstrosities 440)
  Giant Viper (or Cobra): HD 4; AC 5[14]; Atk bite (1d3 + poison); Move 
  12; Save 13; AL N; CL/XP 6/400; Special: lethal poison (save or die). 
  (Monstrosities 440)
  Giant Constrictor: HD 6; AC 5[14]; Atk bite (1d3), constrict (2d4); 
  Move 10; Save 11; AL N; CL/XP 7/600; Special: constrict (automatic 
  2d4 damage after hit; 1-in-6 chance to pin limb). (Monstrosities 440)
  Giant Spitting Snake: HD 4; AC 5[14]; Atk bite (1d3 + poison) or spit 
  poison; Move 13; Save 11; AL N; CL/XP 6/400; Special: spit or bite 
  with lethal poison (40ft range). (Monstrosities 440)
  Emerald Naga (Adult): HD 8; AC 2[17]; Atk bite (1d8 + poison) and 
  coils (2d6 + constrict); Move 15; Save 8; AL N; CL/XP 10/1400; 
  Special: constrict (automatic 2d6 damage per round after successful 
  coil attack), magic resistance (20%), poison (save or die), spells (as 8th-
  level caster). (see Appendix A: New Monsters)
   
  Spells: 1st—faerie fire, magic missile; 2nd—heat metal, hold person, 
  invisibility, obscuring mist; 3rd—fireball, remove curse; 4th—charm 
  monster; 5th—raise dead.
  Swarms of Poisonous Snakes (1d4+6): HD 2; AC 5[14]; Atk bite (1d6 
  + poison); Move 18; Save 18; AL N; CL/XP 2/30; Special: poison (+2 
  save or die).
  MiScELLAnEouS MAgicAL itEMS, MEdiuM
  MiScELLAnEouS MAgicAL itEMS, MEdiuM
  LEprEchAun’S goLd
  LEprEchAun’S goLd
  Leprechaun’s gold consists of a group of saucer-sized gold coins with a great glyph 
  on one face and a snake eating its tail on the opposite face. If a creature other than 
  the leprechaun who owns the coins opens their container, the coins immediately burst 
  into a cloud of tiny golden-winged snakes. The snakes disperse and attempt to hide. 
  A character may attempt to spot the leprechaun’s gold by rolling 3d6 vs. 3d6 rolled 
  by the coins. The higher number wins. If the coins win, the character doesn’t find any 
  coins. If the character wins, he or she spots a number of coins equal to the difference 
  between the two rolls (so if the character rolls an 18 and the coins roll a 7, then 11 
  coins are found). Once spotted, leprechaun’s gold may be acquired. Once captured, 
  a flying snake reverts to a coin. Leprechaun’s gold is worth 10 gp per coin. They are 
  usually found in caches of 1d100 + 8 coins. If they are gathered in a group of nine or 
  more coins, they attempt to escape and hide again. They always try to escape to their 
  original owner.
  wEAponS
  wEAponS
  dEAdLy whiSpEr
  dEAdLy whiSpEr
  This elegantly crafted +1 blade slices the air with barely a whisper, and the pommel 
  is adorned with a gleaming black opal that seems to drink the light around it. Three 
  times per day, you may create silence in a 10-foot radius. To end the silence, the blade 
  must be sheathed; otherwise, the silence remains for 1d6 + 4 minutes. The first time 
  the silence is used against a target, the wielder gains a +1 bonus to hit.
  FEySLAyEr Sword
  FEySLAyEr Sword
  This heavy +1 blade is crafted from meteoric iron and always feels cold to the 
  touch. Once per day, you may grant an ally of your choice within 30 feet of you a +1 
  bonus on an attack roll or saving throw. If you have fey ancestry or are an elf, you have 
  a –1 penalty on all attack rolls made with the blade.
  curSEd itEM
  curSEd itEM
  LuricAwnE ShoES
  LuricAwnE ShoES
  These exquisitely crafted shoes conform to the feet of any creature who wears 
  them. When you put the shoes on, you must make a saving throw or immediately begin 
  dancing. You may continue to move as long as it involves dancing. The character takes 
  1d6 points of damage per hour from the pain. Remove curse allows the wearer to 
  remove the shoes.
  uiLLEAn pipES oF rEALity
  uiLLEAn pipES oF rEALity
  Uillean pipes of reality cause a single song of its choice to manifest into reality 
  once per day. The magic of the pipes approximates the song with as close a proxy as it 
  can identify. The uillean pipes compel you to travel, and you may not stay in the same 
  town, village, or camp twice. You must perform before a crowd at least once per day, 
  and you must perform a song of the pipes’ choosing during that performance. You may 
  use the pipes to cast the following spells without material components:
  At will: transport via plants
  3/day: dimension door
  In combat, the pipes can work to protect their wielder. If cornered, the pipes emit a 
  heavy, dull note. All creatures within 60 feet other than the wielder who hear the note 
  must make a saving throw with a –4 penalty or be petrified for 12 hours.
  
  28|Seanache’S Lament
  28|Seanache’S Lament
  FROG GOD
  G A M E S
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  System Reference Document 5.0 © 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, 
  Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and 
  Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. 
   
  Original Spell Name Compendium © 2002 Clark Peterson; based on NPC-named spells from the Player’s 
  Handbook that were renamed in this System Reference Document. The Compendium can be found on the legal 
  page of www.necromancegames.com.  
  Swords & Wizardry Core Rules, © 2008, Matthew J. Finch 
  Swords & Wizardry Complete Rules, © 2010, Matthew J. Finch 
  Seanche’s Lament, © 2020, Frog God Games; Author Ian McGarty. 
  
  The Seanche, a legendary bard, has traveled the lands for hundreds 
  of years. It isn’t known if the name is a title that gets passed on, 
  or whether the Seanche is a supernatural being, but the Seanche’s 
  arrival is always greeted with joy. Recently, though, his tales have 
  taken a dark turn as a result of a deadly wager lost, and his pres-
  ence is spreading havoc.  Can the characters discover the facts 
  behind the chaos and prevent the rise of the Serpent Priest?
  This sandbox-style adventure offers a wide variety of challenges and 
  encounters, against a backdrop of legends, tales, rumors, and fey 
  creatures of (at best) ambiguous morality. From the terrifying cave 
  of the Doirche, to the Wizard’s Weal Tavern, to the Giant’s Feast, 
  to fey courts and a deadly confrontation in the Hartwood, The Se-
  anche’s Lament is a picaresque adventure of epic proportion. Fans 
  of Jack Vance’s Lyonesse series and anyone who enjoys Celtic folk-
  lore will find themselves right at home in this environment.
  FROG GOD GAMES ADVENTURES
  Seanche
  eanche’s
       Lament
       Lament
  Seanche’s
       Lament
  Seanche’s
       Lament
  Seanche’s
       Lament
  FROG GOD
  G A M E S
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Seanche's Lament (SW).pdf