TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  IUZ4−02 
   
   
   
   
   
   
  Madness Falls 
   
  A One Round D&D LIVING GREYHAWK
  ®  
  Iuz Meta-Regional Adventure 
  Version 1.0 
   
   
   
  by Jeffery A. Dobberpuhl 
  Shield Lands Triad POC 
   
  Reviewed by Chris Tulach, Metaregional Representative 
  Approved by Jason Buhlman, Circle 
   
   
   
  A search for a missing judge leads to dark dangers. An Iuz Meta-Regional adventure for brave characters at APLs 6 to 14. 
  Part One of the Purification Cycle. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Players 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Madness Falls 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard 1-round Regional adventure, set in the 
  Iuz Metaregion.  Characters native to the Iuz Metaregion 
  pay one Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep costs 
  12gp per Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Madness Falls 
   
  Page 3 
  
  Adventure Background 
  Iuz is never satisfied with what he has. Power calls him 
  like sweet flowers draw bees, or an open wound calls to 
  infection… This is the story of one of those quests. 
   
  A local dwarf cleric of Moradin, Delver Stonecutter, 
  is a traveling judge on the northern shores of Lake Quag. 
  He goes from village to village and helps them resolve 
  their legal disputes. On his travels, he is always on the 
  lookout for sites for new dwarf mining operations. 
  Recently, he heard rumors of an abandoned iron mine 
  and decided to investigate along with his fellow miners. 
  At the mines, the dwarves are captured by evil forces. The 
  dwarf miners are threatened with having the souls stolen, 
  literally. With great sadness, Delver demands they kill 
  him and let the miners free. He does not know, as he 
  proudly is taken in chains, the fate the unknown dark 
  forces have in store for him. 
   
  Delver and the miners are taken to the deepest level 
  of the mine. There the evil forces chant their rituals that 
  infuse a common creature with demonic energies. The 
  creature grows to great size, then seizes Delver and drains 
  him of all his blood and innards, leaving a desiccated 
  husk. 
   
  The miners go mad at the sight. The evil forces let 
  them wander off, and, satisfied with the ritual; take their 
  prize back to their foul master. That is when the party 
  gets involved… 
   
  Adventure Summary 
  A Special Note on Convention Play ~ This module 
  contains lots of role-playing opportunities for players, 
  especially in the villages. During home play, the 
  Dungeon Master is encouraged to let these encounters 
  run as long as the party has fun with them. However, if 
  this module is run in a limited time slot, such as at a 
  convention, try to ensure that no more than 25% of the 
  allotted time is spent outside of the mine region. Finally, 
  avoid drawing out every single corridor. It is suggested 
  the party set up a general marching order and most of the 
  mines is drawn out for the party as they explore it in a 
  much smaller, less detailed manner. Otherwise, merely 
  mapping the mines could be a four hour (and not very 
  fun) event! 
   
  Encounter 1 
   
  The party, investigating a rumored invasion of 
  bugbears, discovers the rumors were false. However, at a 
  border village, they discover two locals held in the jail 
  awaiting trial. The village uses the services of a 
  wandering cleric, Delver Stonecutter, to act as a judge (in 
  fact he acts as a Circuit Judge for a number of border 
  communities).  He is well over due. Members of the 
  prisoners’s families, wanting them free, ask the party to 
  find the dwarf and hasten him on his way. 
   
  The party backtracks to the village Delver should have 
  just visited, but discover he never showed. Backtracking 
  just one more village, they learn he was here a week ago. 
  However, instead of going by himself, he left with a band 
  of dwarf miners. They were going to investigate a new 
  find of iron ore at the old mines. The mines are located 
  between village two and three about a day into the lands 
  controlled by the Wolf Nomads. The river nearby is 
  called Madness Falls because the waters are rumored to 
  cause insanity in those who drink it.  The exact location is 
  not known. 
   
  Encounter 2.  
  The party tracks the dwarves only to discover a small 
  party of hobgoblins led by a low level acolyte of Iuz 
  working on concealing a trail. Overcoming them is no 
  big feat, and from there, the party can easily track their 
  way to Madness Falls. At the falls, they find the entrance 
  to the cave guarded by a small patrol of hobgoblins. 
  Again, it is nothing the party cannot overcome. However, 
  the hobgoblins merely buy time for those inside the 
  mine to prepare for invaders.  
   
  Encounters 3 and 4. 
  The party enters the mine (which is haunted) and 
  discovers it is only a few levels deep. In the mine they 
  face a number of threats. Additionally they face the dwarf 
  miners, now quite insane, who are chanting strange 
  things in dwarvish.  
   
  Finally the party makes their way to the room where the 
  dwarf was slain and fights the final evil of the mine. The 
  battle is fierce but the party overcomes the evil. There 
  they discover the husk of the dwarf as well as a number 
  of consecutively larger and larger spider husks. Icky! 
  They also find a cryptic ledger (leading into events for 
  the next module). 
   
  Encounter 5.  
  The party can return the dwarf cleric to be buried and sit 
  as judges in the fate of the prisoners. However a week 
  after this adventure, the vile fumes of Madness Falls 
  possibly infects the party with a minor and temporary 
  insanity. 
    
  Introduction  
  This event begins with the party in the northern 
  wilderness on the shores of Lake Quag. Read or 
  paraphrase the following to the party: 
   
  Madness Falls 
   
  Page 4 
  
  Your party marches south-east along the northeastern 
  shore of Lake Quag. Its waters are quiet and nearly 
  mirror like. All of you had heard the same rumors: 
  That a band of bugbears had discovered a magical 
  sword named “Hate” that had great powers. Stories of 
  the sword led you to believe the blade was possibly 
  some artifact, maybe from the era of Keraptis.  
   
   
  Upon arriving, you searched extensively for truth 
  of the rumors and managed to find each other. You 
  joined forces and intensified your search, only to 
  come up with nothing for all your efforts. 
   
  Tired of searching, you march southeast towards 
  a small hamlet, intent on catching a good meal and 
  exchanging a few quick good byes before leaving for 
  your homes. 
  Let the party members introduce themselves. If they 
  want to know where they heard these rumors, select an 
  appropriate choice for each player from the list below: 
   
  � A merchant known to deal in questionable goods 
  had received word of the rumor from one of her 
  “sources”. 
  � An important person of the character’s homeland 
  had received word through their information 
  network of the activity and asked the PC to 
  investigate. 
  � The PC received a vision in a dream of the bugbears 
  wielding a midnight black sword filled with stars 
  near the shores of Lake Quag. 
  � Idle chatter in a local pub from a wandering ranger 
  led directly to the story of the bugbears. 
  � A sage in Greyhawk City sent a message that 
  research showed the sword Hate to be found near 
  the shores of Lake Quag amid a tribe of ferocious 
  bugbears. 
  � A dour, tired fighter had met a PC in the PC’s 
  homeland and had related a story HE had heard 
  from a fellow soldier. 
  � Something else along these lines, based on the PC’s 
  history, etc. 
   
  If they ask, the PC’s did not even find a tribe of bugbears 
  in the area! 
   
  Tell the party they are approaching a small hamlet. 
  It’s mid to late afternoon on a warm windless day. They 
  know (from their time here) the hamlet is named 
  Wallport and contains good and orderly folk. 
   
  Encounter One 
  A note to the Dungeon Master regarding these hamlets: 
  All of them are much more heavily armored and have a 
  high percentage of militia, more than one might typically 
  expect. This is because the hamlets are essentially on the 
  frontier. Fending off wild beasts and being forced to 
  defend themselves is not abnormal. Thus they are well 
  prepared for minor skirmishes. 
   
  1. Wallport 
  � The Hamlet of Wallport (hamlet): Conventional (city 
  council); AL NG; 100 gp limit, Assets 1000 gp; Population 
  200. (65% human, 20% dwarf, 5% gnome, 5% halfling and 
  the rest mixed races); Authority Figures: Self patrolled 
  (Com 2); Milita: Wallport Militia (50 foot commoners) 
    
  This hamlet is built right on the shore and derives most 
  of its income from trading local (woodcrafts oriented) 
  goods for food and textiles via the lake. They also support 
  a fishing industry (albeit a small one). 
   
  The populace will be glad to see the strangers. The 
  party had passed by a few days ago and seemed of sturdy 
  and honest stuff. As the party enters town, word will 
  spread and by the time the party reaches the inn, a small 
  group will be there to meet with them. Read or 
  paraphrase the following: 
   
  Entering the gates of the small community, the 
  tenacity of good and orderly people everywhere to 
  live on the very sword’s edge of danger is amazing. 
  They are located on lands neighboring the Wolf 
  Nomads. Bands of evil humanoids are known to travel 
  in the region.  
   
  Your entrance has not gone unnoticed. Chi dren 
  spot you and run ahead. A few locals give you a polite 
  wave and continue about their business. You had 
  passed this way a few days before and had found it to 
  be a generally pleasant community. As you walk 
  towards the hamlet’s only inn, the Watering Hole, 
  you can see a few of the commoners are standing 
  outside, pointing at you. 
  l
   
  The attached map shows the location of the only inn in 
  town, the Watering Hole. The map is for reference only.  
   
  The Watering Hole is a sturdy single-level building 
  about 30’ by 25’. It doubles as the city hall for council 
  meetings. It is run by Ol’ Snaggler, a crusty middle-aged 
  human woman. She is polite enough but is always clearly 
  ‘business first!’ 
   
  Standing in front of the inn are five humans: two 
  middle-aged women and three younger men, possibly 
  sons. As the party approaches, one of the younger men 
  will step forward. Read or paraphrase the following: 
   
  As you near the tavern, one of the young men in front 
  steps forward. With a deep bow he says “Greetings 
  and welcome. We are glad to see you return to our 
  Madness Falls 
   
  Page 5 
  
  village. I am F etcherson, my mother (gesturing to 
  one of the women) is Dorla Fletchers. With us is 
  Mava Weaver and her sons, Kalwin and Derwik. We 
  understand you to be heroes, and we desperately need 
  your help. 
  l
   
  With that, they will wait for the party’s response. If the 
  party ignores them, the adventure is probably over for 
  them before it began.  However, speaking with the 
  commoners will reveal the following: 
   
  � Garvel Fletchers (husband of Dorla) and Kzed 
  Weaver (husband of Mava), are both in jail awaiting 
  trial. 
  � They are accused of beating up a local fisherman, 
  Noram. Noram said they beat him up so they could 
  steal his fish. 
  � This community is too poor to afford a full time 
  judge, so they share a judge with a few other 
  communities in the area.  
  � The judge is a dwarf named Delver Stonecutter. 
  Stonecutter is a cleric of Moradin and uses the 
  opportunity to travel between communities to scout 
  for new mining locations. 
  � He is overdue by a week. No one has had any word 
  of him. Word is he never showed up in the nearest 
  hamlet, Zius, either. 
  � Until the judge shows, their husbands have to sit in 
  jail. They want the party to find the judge and get 
  him here as soon as possible. 
   
  The party may want to investigate these criminal matters 
  on their own. There is nothing to prevent this; however, 
  it will be pointless. Zius swears the two jumped him 
  (even in a zone of truth). The jailed pair swears they 
  didn’t (even in a zone of truth). The reality is they two 
  parties had a very heated discussion over the cost of 
  Noram’s fish. Noram was partly paid. A fight broke out 
  and both parties are telling it the way they see it. In any 
  event, the hamlet’s council isn’t willing to appoint the 
  party as judges.  
   
  If the party insists on using high Diplomacy rolls, 
  magical abilities, etc. to immediately resolve the dispute 
  the villagers will give them a luke-warm thanks but still 
  be very agitated over the (highly popular) missing dwarf 
  judge.  
   
  Finally, nobody here has heard of any rampaging 
  hordes of bugbears (and will very nervous at the thought 
  of it!). Nobody here has heard of any powerful magic 
  sword named Hate.  
   
  Otherwise, the next nearest community, Zius, is 
  about 2 days further southeast along the shores of Lake 
  Quag.  
   
  If party members attempt to scry on Delver Stonecutter, 
  it will be ineffectual as there is nothing left of the dwarf 
  other than his skin. 
   
  SPECIAL NOTE: The sword Hate is an item first 
  heard of in the Shield Lands module SHL03-06 A Chink 
  in the Armor. It is also rumored to be in the hands of 
  some vile merchants from Perrenland, known only as the 
  Black Wave. It plays no part in this module beyond the 
  common rumor being spread to the party members. 
   
  2. Zius 
  � The Hamlet of Zius (hamlet): Magical (ruled by the 
  Church of Geshtai); AL N; 100 gp limit, Assets 1500 gp; 
  Population 250. (55% human, 30% dwarf, 5% gnome, 5% 
  halfling and the rest mixed races); Authority Figures: 
  Temple Guard (Clr/War 1/1); ilitia: Zius Militia (50 foot 
  Com 1, 10 Temple Guard Ftr 1) 
   
  Much like Wallport, Zius is built on the edge of Lake 
  Quag and derives its livelihood from trade. Unlike 
  Wallport, it has a few more metal smiths, especially 
  among the dwarves. Also unlike Wallport, the town is 
  ruled by the temple of Geshtai, a Baklunish water deity. 
  The temple encourages Judge Delver Stonecutter to do 
  his job as it takes away the appearance of impropriety 
  (which is important to the local clergy). Further, those in 
  town who do NOT avidly worship Geshtai appreciate a 
  third party trying their matters. 
   
  Describe Zius as a hamlet built on the shores. It has a 
  wooden stockade around the community with two main 
  gates. The community has two catapults, one by each 
  gate. The locals are indifferent to the party’s appearance. 
   
  This hamlet has the following buildings, run by the 
  following locals (followed by the name of the 
  leader/proprietor and a brief description of what 
  information they may have): 
    
  � Temple of Geshtai: Cleric Theala Deepwaters: 
  Female Human Clr 4. She likes Stonecutter although 
  they tend to take opposite approaches to life. He is 
  set in his ways while she is more of a free spirit. She 
  does not know where he is but an augury has 
  revealed it would be weal to seek him in the next 
  community down the shore: Greypike. 
  � Fastriver Tavern and Bait. Garlon Mashhammer: 
  Male Dwarf Com 3. He is a lively sort who probably 
  samples his own ale a bit too much a bit too early in 
  the day. He missed “the goodly Earthfather” 
  Stonecutter as Garlon is a devotee of the Dwarven 
  Gods, especially Moradin. He knows Garlon has 
  been searching for good iron ore so a local dwarf 
  mining company can get back to work. The mining 
  company is based out of Greypike. 
  Madness Falls 
   
  Page 6 
  
  � Shield Mates General Store: Silva Nixletop: Female 
  Halfling Ftr 2. She recently sent to the Eastern Lake 
  Quag Mining and Exploration Society all of her 
  picks and shovels (6 of each). They were sent to 
  Greypike. She doesn’t care for Stonecutter much 
  after he ruled she was price gouging and made her 
  return some money to the locals. Still she is the only 
  general store in town and sells everything at a price 
  50% above PHB profit (no items over 100 gp). 
   
  3. Greypike 
  Greypike is located another two days southeast along the 
  shores of Lake Quag. 
   
  � The Hamlet of Greypike (hamlet): Conventional 
  (ruled by the mayor); AL LG; 100 gp limit, Assets 900 gp; 
  Population 190. (45% human, 35% dwarf, 10% gnome, 5% 
  halfling and the rest mixed races); Authority Figures: Day 
  and Night shifts of 2 volunteers at a time (Ftr 2); Militia: 
  Greypike Militia (20 light dwarf infantry (Ftr 2), 30 
  commoners (Com/War 1/1) 
   
  This community has stone walls around most of it, 
  cunningly installed by the gnome and dwarf population. 
  The mayor is an ancient hill dwarf who moved most of 
  his family here because of the good copper in the area. 
  The hamlet is named after the local fish, the Greypike. 
  Nearly everyone here is trained in combat in some 
  capacity and most citizens carry a short sword or a hand 
  axe. 
   
  This hamlet has the following buildings, run by the 
  following locals (followed by the name of the 
  leader/proprietor and a brief description of what 
  information they may have): 
   
  � Shattershield’s Armory: Ginixitvittle Hammersnap 
  Forgeshaper: Male Gnome Exp 5. He knows 
  Stonecutter very well and boasts that he often 
  repairs his armor/weapons (“he carries a nifty 
  dwarven warhammer and wears very nice full 
  plate!”) 
  � Kester’s (an inn and tavern): Kester: Female Human 
  (Wiz 4). Kester is a middle aged and kindly woman, 
  but a shrewd business person. Stonecutter usually 
  stays here when in town. The Eastern Lake Quag 
  Mining and Exploration Society rented a room 
  upstairs. 
  � City Hall: Mayor Stumphand: Male Dwarf (Ftr 5). 
  Stumphand is an ancient dwarf. He lost his eyesight 
  decades ago and his hearing isn’t far behind. He lost 
  a hand fighting an ogre decades before that and will 
  endlessly tell ANYONE who gets him started story 
  after story after story after… about all of his grizzly 
  wounds from adventuring. One gets the opinion the 
  locals made him mayor so he would have a place to 
  sit and not bother them. He, however, does know of 
  the Greypike mines. See below. 
   
  When the party goes to Kester’s, read or paraphrase the 
  following (this presumes the party arrives at mid-
  afternoon when business is slow. Be sure to modify the 
  description if they show up during the busy evening or 
  breakfast hours): 
   
  In front of you is Kester’s, a stone bui d ng two stories 
  tall and built in the shape o  a perfect cube, 20’ by 20’ 
  by 20’. The door is a heavy copper affair that must 
  have been made ages ago, if its green tainted surface 
  is any indication  
  l i
  f
  .
   
   
   
  Presuming they enter, continue on: 
  Entering the inn you find it to be a tidy affair. The 
  main room is 10’ by 20’ with a few scattered tables. A 
  pleasant looking human woman is sweeping the floor. 
  Her brown and grey hair is tied in a neat ponytail and 
  she wears a heavy looking dress of yellow and tan. 
   
  There are a few humans sitting at the back table. 
  They look like grim sorts, possibly woodsmen. As you 
  enter they seem suddenly more interested in their 
  drink than in watching you. 
  The woman is the owner, Kester. She is friendly enough, 
  if business like. She can rent the party a room upstairs for 
  a silver piece.  Food and drink here is reasonable and very 
  good (the cooking area is in the unseen 10 x 20 area).  She 
  knows the following: 
   
  � Stonecutter is a regular and a great person to get to 
  know. 
  � The Eastern Lake Quag Mining and Exploration 
  Society has rooms rented upstairs. She describes 
  those dwarves as “the most down on their luck 
  miners I ever saw”.  
  � Stonecutter saw the miners as a personal project. He 
  felt if he could find them one good dig to get back 
  on their feet, he would be doing his god’s work in its 
  truest sense. 
  � She last saw all of them weeks ago, maybe two?  
  � If the party tells her about Stonecutter being 
  missing, she will gladly let them look in the rooms 
  rented by the miners (There is nothing there – it’s 
  cleaned out). 
   
  The humans are three local woodsmen. They remember 
  being here the night Stonecutter was last seen. 
   
  Madness Falls 
   
  Page 7 
  
  � Argol, Phendor, and Oxnel: Human Male Rng 1. 
   
  These three tend to finish each other’s sentences. NOTE: 
  These are the last persons to see the dwarves. However, 
  they are a bit nervous around strangers and will take a 
  small amount of cajoling to talk. They look VERY 
  nervous when the party comes in. If the party doesn’t talk 
  to them, Kester will tell the party, “You know, I think 
  those lads were here the last time I saw the dwarves, now 
  that I think about it…” or some such.  
   
  Argol, Phendor and Oxnel know the following, but 
  will only relinquish it with a successful Diplomacy, Bluff 
  or Intimidation check (DC 15 for any of them): 
   
  � Stonecutter was approached by a traveling shovel 
  salesman. This man believed he had stumbled across 
  the old Greypike Iron Mines. 
  � Stonecutter and the man spoke together for nearly 
  an hour.  
  � The next morning all the dwarves left town together, 
  taking the forest path towards Zius. 
  � They were nervous to see adventurers in town 
  because they think something bad has happened to 
  Stonecutter. They don’t want to be any part of it. 
  � They think something bad happened because they 
  know just about everyone in the region and don’t 
  know of any traveling shovel salesman. 
   
  Speaking to any of the locals about the old Greypike 
  mines will be useless. The mines are nothing but a legend 
  to any of them. No one here even knows where it was, 
  only a vague memory of it being part of the region 
  centuries ago. 
   
  However, the mayor knows stories of the Greypike 
  Mines. Speaking with him will reveal the following: 
   
  � The Greypike Mines were legendary iron mines 
  about three days northwest of here.  
  � They were closed before his time, but rumor has it 
  that the mine just ran dry. 
  � The mine is located on the banks of the Madness 
  Falls. 
  � Madness Falls is a two mile stretch of whitewater 
  that ultimately feeds into Lake Quag. The locals 
  shun the place because it is in the Wolf Nomads’ 
  Territory and because those who drink of the water 
  are said to go insane (thus its name). 
   
  Players can use Bardic Knowledge or Knowledge History 
  to learn more (Knowledge Geography will just give the 
  party a general idea of the location of the Falls area – Use 
  Player Handout 2 – Map of the Greypike area). 
   
   
  DC 10: What the Mayor knows. 
   
  DC 20: The iron mines were on this side of the river.  
   
  DC 25: The forest path used to hook up with the iron 
  mine and was used for bringing ore back to Greypike. 
   
  DC 30: The mine closed because all of the miners 
  were found dead. Apparently, the foreman had killed 
  them all and then hung himself from the entrance to the 
  mine. There was a very old song “Working in the Iron 
  Mines” by Devos, a well traveled minstrel, which 
  mentioned some of this.  
   
  Encounter Two 
  1. The Local Setting 
  The party can take the forest path to trace Stonecutter’s 
  path. A party may try flying or walking: 
   
  � By foot: The path is long and winding. After two 
  days of travel local traffic tapers off and the path 
  becomes a bit overgrown. However, those with 
  Tracking can make a Survival Check DC 22 (soft 
  ground = base of 10, 8 dwarves -3, 15 days have 
  passed +15), to find a clear set of 7 or 8 dwarf-sized 
  boot prints marching along the path. Alternatively, a 
  Survival Check DC 15 will reveal some of the foliage 
  in the area has been recently (perhaps two weeks 
  ago) been cut. 
   
  Following the forest path for another day will 
  bring the party to the encounter detailed below. As 
  the party travels, they will hear (from the north) the 
  occasional sound of fast running waters perhaps no 
  more than a mile away. 
   
  Nighttime in the forest is fairly quiet. There are 
  a large number of wolves in the area, including a few 
  dire wolves. The party should be able to easily avoid 
  these by having a fire up, setting watch, etc. These 
  creatures are wily and know there is easier prey. If 
  the party INSISTS on clearing the forest of the gods’ 
  good creatures, you can have them fight up to two 
  wolf packs, one per night. Each pack has APL in 
  wolves and ½ APL in Dire Wolves (See the Monster 
  Manual). There are also normal forest game animals 
  in the area.  
   
  � Flying: Overhead travel will reveal little as the entire 
  area is very heavily forested.  However, flyers will 
  discover the Madness Falls. At the start of the path 
  above, it’s about 15 miles away, however, both the 
  path and river veer towards each other until they 
  end up running about a mile to a mile and a half 
  apart (with the river being north of the path - it 
  varies in distance as the path and river weave back 
  and forth). The river is not especially wide, perhaps 
  10 to 15 feet. However, the forest trees tend to cover 
  Madness Falls 
   
  Page 8 
  
  most of this area as well. The area near the river 
  seems especially hilly.  
   
  As such, searching from the air will let the party 
  check out each of the various hills they see.  Unless 
  the party actually lands at each hill, merely looking 
  for the mine from the sky will require a Spot Check 
  DC 24 to discover the mine site. This alters the way 
  the party faces the below encounter. The encounter 
  listed below cannot be seen from the air. 
   
  2. Iuzian Patrol 
  If the party follows the road eventually they will come 
  across the hidden path to the mines. Unfortunately for 
  them, a random patrol of Iuzians, a group that is 
  completely unaware of what has transpired here, have 
  also stumbled across the mine.  
   
  The patrol consists of an Iuzian sorcerer and some 
  orcs. The Challenge Level of this encounter is well under 
  what a party might expect considering their Average 
  Party Level. However, the party won’t know that. The 
  point of the patrol is to show the party the entrance to 
  the mine and if the party is over eager, drain off a few 
  spells and resources before they go the mine.  
   
  Depending on the party’s rate of travel, in the middle 
  of the third day read or paraphrase the following:  
   
  Travel over the last few days has been slow going. 
  There have been numerous false leads off the path. As 
  frustrating as this is, you do believe you are getting 
  very close. 
   
  The forest is thick with pines, birch, maple trees 
  and the occasional oak, and the ancient path is 
  choked with vegetation. Clearly, however, others 
  have been this way in recent times. For lands 
  technically in the borders of Wolf Nomads, it seems 
  rather peaceful here. 
   
  It is now the middle of the third day. The noon 
  sun sends javelins of light through the forest canopy, 
  giving the area a surreal view. A hunting bird can be 
  heard from ahead, and the pounding of the river can 
  be heard from the north. 
   
  Consult the map for this encounter. A patrol has 
  discovered the trail to the mine and is organizing an 
  investigation. Two orc scouts sit in trees watching the 
  path. When they see the party, they let loose with a hawk 
  cry as a warning to the rest of the Iuzians. The orcs are 
  hard to Spot (DC 24) if you aren’t looking for them (as 
  they are up in a tree and not at normal eye level, and the 
  area here is streaked with areas of light and darkness). 
    
  APL 6 (EL 4)  
  � Orcs (4): HP 8 each. See Monster Manual page 203 for 
  statistics.  
  � Grogg, Sor3 (1): HP 16 (See Appendix A) 
   
  APL 8 (EL 5) 
  � Orcs (4): HP 8 each. See Monster Manual page 203 for 
  statistics. 
  � Grogg, Sor4 (1): HP 20 (See Appendix A) 
   
  APL 10 (EL 6) 
  � Orcs (6): HP 8 each. See Monster Manual page 203 for 
  statistics. 
  � Grogg, Sor5 (1): HP 24 (See Appendix A) 
   
  APL 12 (EL 7) 
  � Orcs (6): HP 8 each. See Monster Manual page 203 for 
  statistics. 
  � Grogg, Sor6 (1): HP 27 (See Appendix A) 
   
  APL 14 (EL 8) 
  � Orcs (8): HP 8 each. See Monster Manual page 203 for 
  statistics. 
  � Grogg, Sor7 (1): HP 32 (See Appendix A) 
   
  Tactics: The Orcs are all armed just as shown in the 
  Monster Manual with a falchion (wielded two-handed), 
  and 6 javelins. They wear studded leather armor. Two of 
  the orcs are hiding in the trees. They are the ones that 
  made the cry of the hunting bird described in the box 
  text. If a character asks about the cry, let them make a 
  Knowledge (nature) check (DC 20) and a Sense Motive 
  check (DC 20). Failure of either of these will reveal only 
  that it is a bird they are unfamiliar with, possibly a kind 
  of hawk. Success reveals that it sounds more like 
  someone imitating a hawk. 
   
  The orcs in the trees will ready actions to throw their 
  javelins at what appear to be spell casters. The remaining 
  orcs will guard the sorcerer (as best they can) as he 
  summons monsters in to fight the party. If he gets 
  desperate, he will try to use his rod of cancellation on 
  someone who is attacking him. 
   
  When the sorcerer hears the “hawk” cry, he will first 
  put up a mage armor spell. Then on the next round, he 
  will go invisible (if he has the spell) and maneuver 
  himself to use his spells as best as he can against the 
  party. The sorcerer is a bit of a coward and is not above 
  fleeing for his life. 
   
  SPECIAL NOTES: This patrol has been trained to 
  speak to each other only in orc. 
   
  Treasure: APL 6 – loot: (27 gp), rod of cancellation, 
  potion of Invisibility (916, 25) 
  Madness Falls 
   
  Page 9 
  
   
  APL 8 – loot: (27 gp), rod of cancellation, potion of 
  Invisibility (916, 25) 
   
  APL 10 – loot: (54 gp), rod of cancellation, potion of 
  Invisibility (916, 25) 
   
  APL 12 – loot: (54 gp), rod of cancellation, potion of 
  Invisibility (916, 25) 
   
  APL 14 – loot: (54 gp), rod of cancellation, potion of 
  Invisibility (916, 25) 
   
  Development: If the party goes to the mines by 
  flight, the patrol will wait for them to enter, and then 
  summon monsters in after them. 
   
  If the monsters are captured, speak with dead is 
  used, etc., they only know they were on a routine 
  patrol/exploration. They have a main base camp of about 
  150 more orcs and leaders two days’ march from here to 
  the north. The patrol is not stupid and if forced to serve 
  the party will gladly do so rather than be killed. They 
  don’t know of any bugbears in the region. 
   
  If, for some strange reason, the sorcerer manages to 
  escape, he will return to his camp and report what he has 
  learned. Report this in the Critical Events Summary. 
   
  Encounter Three 
  1. Exterior to the Mines 
  The party should be in excellent shape to encounter the 
  mines with possibly only minor losses after encountering 
  the orc patrol. Consult the Outdoor Area Map. Read or 
  paraphrase the following to the party: 
   
  At the site of the orc ambush, an old trail was 
  discerned running straight north. There are clear 
  signs someone has been here recently as some of the 
  vegetation has been hacked through, and the 
  occasional booted footprint can be seen in the forest 
  floor. 
   
  Through the forest you can see a clearing in 
  which sits a hill. It is adjacent to a rapidly moving 
  river flowing towards the west. The hill itself is a 
  rocky affair, probably 30 feet high. There are many 
  such in the area, but what draws your attention is the 
  tunnel entrance burrowed into the side of it. 
  Crumbling masonry surrounds the entrance and 
  thrump-cap (loose rock) is scattered in vegetation 
  covered piles outside. A modest wind whips through 
  the area, rustling the leaves and providing a cool 
  relief to the warm and humid forest. 
   
  The river itself is a white-water nightmare: 
  pounding waters slam against boulders and tumble 
  insanely over elevation drops. The roar o  it is nearly 
  deafening. 
  f
   
   
  Although not immediately apparent, if the party 
  investigates the area they will discover a number of 
  backpacks and mining shovels arranged haphazardly near 
  the entrance to this clearing (near the trail). A person 
  with Tracking can make a Survival check (DC 17) to 
  discover a number of footprints in the area, some being 
  the familiar booted prints of the dwarves, but others 
  being of a different make (all the tracks lead into the 
  mine entrance). If the Survival check succeeds by 5 or 
  more, they will know from the footprints that apparently 
  the dwarves were surrounded by about 15 humanoids of 
  medium build.  
   
  The waters in this area run 10’ to 20’ deep and radiate 
  a strong necromantic (curse) magic. The curse is cast at 
  level 20 and there is no saving throw if the cursed waters 
  are actually consumed. If anyone is foolish enough to 
  drink the waters, they will instantly become insane as if 
  under the effects of the curse of Madness Falls (see 
  adventure summary, below). The curse was placed as if 
  cast at 20
  th level.  
   
  Inspecting the masonry surrounding the mine 
  entrance reveals it was originally shaped in the maw of a 
  giant beast, but time has eroded and cracked it, leaving 
  the exact nature of the creature lost to time (It was a wolf 
  head). 
   
  As the party approaches the mine, read or paraphrase 
  the following:  
   
  Staring into the old mine you can see clean rock 
  floors leading off into the darkness. The walls are 
  shored up with ancient timbers. It must be the winds 
  for you hear, echoing up from the darkness, a ghostly 
  howl. It sounds like it is a rasping voice howling 
  “Ssssooooouuuuuullllsssss…..” 
  The howl is just the wind and possibly overactive 
  imaginations at this point. Inspecting the mine entrance 
  would require dwarven Stonecunning or Knowledge 
  (architecture and engineering) or (dungeoneering). A 
  person with either can make a check (Int based for 
  Stonecunning) DC 12 to determine the construction here 
  is excellent and the timbers are still in good shape. 
   
  2. The Mine – The Upper Dig 
  OVERVIEW: The mine is haunted by Guz Mandover, the 
  original foreman centuries past. He was always a fair man 
  who tried to make sure all of his workers were properly 
  treated. However, the waters of Madness Falls (at the 
  time called the White River) were not originally insanity-
  inducing. Thus, the mine was opened and iron ore was 
  dug. However, one day one of the miners cut down a tree 
  (for support lumber) with out first praying to the Old 
  Faith. As a result, he accidentally killed the Dryad living 
  within.  In retaliation, the forces of fey left this part of the 
  forest, but not before they put a terrible curse on the 
  Madness Falls 
   
  Page 10 
  
  waters from which the miners drank. Forevermore, 
  drinking of it would cause insanity. Eventually, all of the 
  miners went crazy. The last of them was killed by Guz, 
  who then hung himself from the mine’s entrance. His 
  spirit still haunts this place. 
   
  The curse was grown stronger with age. Now, 
  prolonged exposure to the area around the Falls also gives 
  a chance of insanity. See the Adventure Summary for 
  more information. 
   
  While in the Mines, the following effects are in 
  place: 
   
  � Amulet of Focus (sometimes mistakenly called an 
  Amulet of Concentration). A player with this amulet 
  (which appeared in COR1-08 Forbidden Choice) will 
  have a special effect (which they may or may not 
  figure out is related to their amulet). Whenever the 
  character enters a stressful situation, such as combat, 
  the player has something that distracts any spell 
  casting (such as the player will have sudden 
  headaches, lights will flash before their eyes, they 
  will suffer hand tremors, etc.). Only placing the 
  amulet in an extra-dimensional space will prevent 
  this. As a result, while in the mine, the amulet will 
  not provide its normal concentration bonus and 
  instead gives a 10% spell failure to all spells cast by its 
  possessor. Special Note: If a player is suffering from 
  a mind affecting spell (but not the Madness Falls 
  curse), and the amulet’s headache effect is triggered, 
  this pain will allow the character another save versus 
  the mind affecting spell. 
  � Weakened support areas. Not all of the mine is still 
  solid. These weakened areas are shown on the map. 
  Especially loud noises (such as sonic attacks) or 
  explosions (thunderstones/most evocation spells 
  like lightning bolt and fireball) used in this area have 
  a chance of causing a mine failure. The chance is 10% 
  + 10% per level of the spell used (+30% for a 
  thunderstone or similar). If the mine fails, it triggers 
  a cave in. Because of the amount of rock that falls, 
  the DC is increased to 20. See the Dungeon Masters 
  Guide page 66.  
  � Magic Jar. Guz still haunts the mine (see below) and 
  is master of it. If anyone uses magic jar while in his 
  mine (or within 30’ of the outside of it), he will know 
  and will go and possess the caster’s body. He will 
  then get up and try to sneak away.  
  � Other means of exploration. It’s impossible to guess 
  all of the means a party may have for exploring this 
  mine. However, remember that Guz is hateful and 
  wants more spirits to keep him company. So, for 
  example, if a player uses ghostform (from Tome and
  Blood), Guz may decide to just attack that person 
  while both are incorporeal. 
  � Make sure to read Guz’s tactics (See Encounter Four, 
  Room Nine). He will float throughout the mines, 
  using his monster summoning spells until his is out 
  of them. He will then resort to using his new found 
  source of evil, the vile sphere of ultimate damnation. 
  � Animals, Animal Companions and Familiars will, on 
  some primal level, detect the malevolence of Guz the 
  Ghost. Thus, they will not voluntarily enter this 
  place (…but will if the player insists – The dungeon 
  master should role play it more as extremely 
  hesitant. I.E. the wolf whines and tucks its tail 
  between its legs, hanging its head low as it slinks in. 
  If the characters are able to communicate with the 
  animal, they will only learn the creature just has an 
  extremely bad feeling about being here.). Animals 
  summoned into the mine will act normally as they 
  are under the compulsion of the summoning spell. 
  � The entire mine area detects as a strong lingering 
  evil (See detect evil, Players Hand Book, 218). 
  � The inside of the mine is very cool and slightly 
  damp. The floors are slightly slick with grime and 
  mostly clean. Players can use the Track feat in the 
  mine. It will take a Survival check (DC 25) to 
  discover in all areas (unless otherwise marked) a 
  number of square-booted foot prints (This is because 
  the villains who captured the dwarves thoroughly 
  explored and mapped it before leaving). 
  � There is no natural light in the mine. Make sure to 
  note how players are illuminating everything. 
  Further, make sure to remember this in battle (I.E. 
  how is the player carrying the bulls-eye lantern 
  holding a shield and swinging a sword?). 
  � Unless specifically stated otherwise, all rooms and 
  corridors are 8’ tall. All walls were dug by hand and 
  shored up with wood (and in a few rare cases stone-
  work).  
  � Commune with nature (depending on the questions 
  asked) will be able to identify that no natural 
  creatures have exited the mine in centuries. It will 
  also reveal there is a source of great unnatural power 
  in the mine. Finally, it can reveal the presence of 
  large amounts of iron. 
  � If the party locates the stairs down before clearing 
  out the rest of the upper level, consider having Guz 
  using a Summon Monster spell to draw them back 
  into the upper levels (or using telekinesis on a deer 
  carcass and have it float down one of the other 
  tunnels). 
   
  Room One 
  This is the entrance to the mine. Read or paraphrase the 
  following to the players. 
   
   
  Madness Falls 
   
  Page 11 
  
  The entrance to the old mine is a sturdy looking 
  affair. Solid timbers, centuries o d, still do their job of
  holding up the tons of earth above your heads.   
  l
   
   
   
   
  Looking about, you can see that the outside sun 
  only penetrates the darkness of the mine by about 10 
  feet. The howling you heard from outside seems to be 
  merely a trick of the wind. Once you enter, the sound 
  seems limited to this entry way. 
   
  Your light reveals the room to extend forward 
  about 30 feet, narrowing in the last 10 feet to a 
  corridor stretching off into the darkness.  
   
  The party can easily move about the main passages of the 
  mine unless the area is marked with a “W” for weak. See 
  note 1, above on weak areas. Describe the footsteps of the 
  party as echoing into the darkness. They can hear the 
  occasional slow drip – drip – dripping (from somewhere 
  up ahead) as apparently the river has finally eroded 
  through just a tiny bit. The mine area smells faintly of old 
  rotting meat and possibly vegetables. Occasional small 
  cobwebs hang from the walls and ceiling, but it looks as if 
  someone recently passed through the area and cleared 
  that sort of thing away. 
   
  Room Two  
  This room used to be a barracks. The villains that 
  captured the dwarves used it for similar purposes when 
  they visited. Read or paraphrase the following to the 
  players. 
   
  Your light reveals a thirty foot by thirty foot room. 
  The ceiling rises fully fifteen feet above you. Trash 
  and debris litter the floor and the room smells a bit 
  like an outhouse. As you ponder entering, you detect 
  a very low, steady, whistling sound from inside the 
  room. 
  Searching this room reveals the villains that captured the 
  dwarves were total pigs in using this room. Old paper 
  wraps for breads and jerky litter the room. Sticking out of 
  the refuse is a busted greatsword (it was used in the ritual 
  and partly consumed by the magical forces. The handle 
  and about a foot of blade are all that remains. If players 
  inquire, it looks like the bulk of the blade was melted off, 
  as if by a great heat.).The far corner was used as a 
  makeshift privy and in the center of the room is a large 
  pile of ash, as if from a campfire. A successful Search of 
  the room (DC 15) locates a crumpled scrap of paper 
  (slightly charred – it must have escaped the campfire) 
  written in the horrific script of Abyssal. It reads “7 taken, 
  1 used”. 
   
  A successful Search of the ceiling (DC 20) reveals a 
  small hole (just under one foot across) angling off. In fact, 
  this room can be used to start a fire to help ward off 
  chills. The hole in the roof does lead outside and acts as a 
  natural chimney. This is where the whistling sound is 
  coming from. 
   
  Room Three 
  This room was used by the villains as a place to throw the 
  carcasses of the animals they killed for food. Read or 
  paraphrase the following to the players. 
   
  A low buzzing sound comes from the room ahead. 
  There is a trace of a slightly metallic, slightly sweet 
  smell in the air.  
   
  Let the party react to the description. 
   
  The room starts as 10’ wide and rapidly widens to 30’ 
  across. It is 20’ deep. Your light plays across the edges 
  and corners of the room where you see a number of 
  shapes, huddled in the darkness.  
   
  The shapes are the carcasses of four deer. The buzzing 
  sound is from flies and other insects that have begun to 
  eat at what the villains left behind. 
   
  Room Four 
  This corridor ends in a tunnel shaft heading straight 
  down. The hole is covered with an old tarp the villains 
  left behind. Read or paraphrase the following to the 
  players. 
   
  The corridor runs forward 20’ to a wall. An old tarp 
  lies discarded at the end of the tunnel, covering much 
  of the floor. At the end of the tunnel, runes are 
  written into the wall in a faint glowing red. 
  If anyone looks at the tarp, no Search check is needed to 
  see that it sags slightly in the middle. Stepping on it 
  drops the unlucky character 20’ to the floor below (See 
  Mines – the Lower Dig, room 1, below). 
   
  The tunnel shaft is 4’ across and there are hand-holds 
  dug into the rock wall. The last 8’ of the tunnel to the 
  Lower Dig use to be connected with a ladder that is now 
  long gone. Players will have to drop the remaining 8’ feet 
  to the room below. NOTE: There is nothing in the room 
  or shaft to tie a rope to (although players might pound a 
  spike into the rock, etc.). 
   
  The writing on the wall was made using a few 
  Arcane Mark spells. It is written in Abyssal and was a 
  cruel joke as to the fate of the dwarven miners. It reads:  
   
  Trapped with demons you shall stay 
  Demons you created and only you can slay 
  Madness Falls 
   
  Page 12 
  
  May you fore’er hear evil’s calls 
  As you wait ‘neath Madness Falls 
   
  It basically refers to the demons of insanity created in the 
  miner’s minds and the fact the villains intend for them to 
  be trapped here forever. 
   
  Room Five 
  This huge room was the used as the mine’s headquarters. 
  Read or paraphrase the following to the players. 
   
  As your light plays across the surfaces of this room, 
  you are amazed to see hundreds if not thousands of 
  twinkling lights reflecting back at you. The domed 
  ceiling stretches upwards just barely h gher than 20’ 
  above the ground and the room itself appears clean of 
  any signs of debris. 
  i
  l
   
   
  The light is merely catching strips of mica embedded in 
  the walls and ceiling of this room. The ceiling area is 22’ 
  above the ground. 
   
  This room is cooler than normal and sounds echo 
  excellently in here. 
    
  Room Six 
  This corridor leads to one of the final dig sites on the 
  upper levels. Read or paraphrase the following to the 
  players. 
   
  The coolness and the dampness of the tunnel area 
  seem to have increased as you travel deeper into the 
  mines. The floor is completely free from debris. The 
  ceiling and walls are more rough y hewn although 
  the floor is still even and well made. 
  This tunnel was one of the final dig sites. The location 
  marked “B” on the map contains a patch of brown mold 
  attached to the ceiling. Note that it is located ‘just’ around 
  the corner, so anyone spotting it would undoubtedly 
  have to be within 5’ of this dreaded stuff. Also remember 
  that a heat source, such as a torch, bull’s-eye lantern, 
  burning sword, etc. will cause the mold to double in size. 
   
  To make matters worse, just around the corner is, 
  depending on the APL, either a gelatinous cube or a grey 
  ooze which will move forward to feed on anyone rushing 
  through the brown mold patch. 
   
  All APLS 
  Patch of Brown Mold: CR 2; 5-ft. cold aura (3d6, cold 
  nonlethal). See the Dungeon Master’s Guide page 76. 
  Knowledge (dungeoneering) can discern information 
  about the mold (if seen): DC 10 = The ceiling is covered 
  with a colony of a mold – be careful! DC 15 = It is a 
  brown mold – these tend to leech energy from living 
  creatures. DC 20 = the basic information shown in the 
  Dungeon Masters Guide.  
   
  APL 6 (EL 2) 
  � Gelatinous Cube (1): hp 36; see the Monster Manual, 
  pages 201-202 for statistics. 
  (At APL 6, this cube was previously wounded by the 
  villains, thus its lower HP total and slightly lower CR) 
   
  APL 8 (EL 3) 
  � Gelatinous Cube (1): hp 54; see the Monster Manual, 
  pages 201-202 for statistics. 
   
  APL 10, 12 and 14 (EL 4) 
  � Grey Ooze (1): hp 31; see the Monster Manual, page 
  202 for statistics. 
   
  Tactics: Essentially, none. As soon as the ooze notices the 
  players (they have blindsight 60’), they will get ready to 
  move around the corner and attack. If the party is 
  especially unlucky, they will use fire or the like to kill the 
  ooze, making the brown mold very big and very deadly 
  very fast. 
   
  Development: With the ooze and mold dead, the 
  party can discover this is essentially a dead end. 
   
  Room Seven 
  These are the stairs leading to the Lower Dig. Read or 
  paraphrase the following to the players. 
   
  The mine walls stretch off into the darkness. Just at 
  the edge of your light you can see stairs heading to 
  the lower levels. The air is much cooler here and the 
  walls glisten with condensation. 
   
  Room Eight 
  These areas represent the end of the prior digs (See also 
  Encounter Four Room Six). Read or paraphrase the 
  following to the players. 
   
  The mine ends abruptly at a very rough wall. Old chip 
  marks from picks dig deep into its face. You get the 
  feeling the prior miners were not through with this 
  area… 
   
  A 
  character 
  making 
  a 
  successful 
  Knowledge 
  (dungeoneering) or Stonecunning Check (DC 20) and 
  spending a full day taking samples from the various ends 
  of the mining shafts will reveal that good ore is still to be 
  found in this mine! 
   
  Madness Falls 
   
  Page 13 
  
  Encounter Four 
  1. The Mine - The Lower Dig 
  All of the rules of the mine (See Encounter Three above) 
  still apply to the lower level. Additionally note the 
  following: 
   
  � It is much cooler here. The rushing water outside 
  and the protection from the sun makes the Lower 
  Dig a naturally ‘air conditioned’ area. This also has 
  the side effect of making all the walls and floors 
  slightly damp (slick, glistening) with condensation. 
  While this is a similar effect to the upper level, on 
  this level it is much more pronounced.  
  � The air down here definitely feels wrong. At this 
  point, even player characters can feel the sense of 
  “we should not be here” that the animals and animal 
  companions felt at the mine’s opening. As a result, 
  the DC for all Handle Animal checks is increased by 
  a penalty of 5 for the Lower Dig. 
  � The condensation, over the years, has leached 
  mineral deposits from the rock. As a result, the walls 
  seem to ooze strange humors and fluids. At any 
  given spot, the walls will run red, green, aqua, pink 
  or orange with slick and hardened mineral deposits. 
  Any 
  character 
  can 
  make 
  Knowledge 
  (dungeoneering) or Stonecunning checks (DC 15) to 
  realize this is fairly common in unattended 
  stonework. In fact it is very common in caves. Being 
  abandoned for centuries has obviously allowed this 
  to occur. 
   
  Room One  
  This is the room were the tunnel to the upper level 
  connects (See Encounter Three, Room Four, above). Read 
  or Paraphrase the following to the players: 
   
  The walls o  this large chamber glisten with 
  condensation. As you stand quietly for a moment, you 
  can hear the pounding of the river off in the distance. 
  You could swear it sounds like the beating of heart… 
  This chamber is 8’ tall and is 30’ on a side. An alcove 
  in one wall has a 10’ wide tunnel leading out of here.  
  f
  l
   
  There is nothing in this room. The walls, the floor, the 
  ceiling, all are slick with condensation. This has no affect 
  on movement, in this room, but might be foreshadowing 
  of what is to come. 
   
  Room Two 
  This corridor has a colony of green slime covering much 
  of it. Parties will have to proceed cautiously or face grave 
  peril. Read or paraphrase the following to the party. 
   
  The walls ahead widen from 10’ across to 20’ across 
  and deepen from 8’ high to 15’ high. A faint, nearly 
  maddening ‘drip, drip, drip’ echoes from deep inside 
  the chamber.  The pounding of the river is nearly 
  deafening at this point. Because your light glistens off 
  the very moist condensation on the wal s, you 
  presume the river must be roaring by just on the 
  other side of the rock walls. 
   
  Note that the green slime is only on the ceiling. The 
  dripping sound heard is from a small patch of it at the far 
  end of the corridor dripping to the floor (not enough to 
  matter, but enough for a clue for the observant party).  If 
  the party is close enough to look up at the ceiling (and 
  does so), they will see the ceiling glistens a wet yellowish-
  green. 
   
  The floor in this room is also very wet. As a result, 
  anyone moving at greater than their base speed must 
  make a Balance check (DC 14 – Hewn Stone +10, +2 for 
  lightly obstructed (small rubble, condensed mineral 
  deposits, etc.), +2 for slightly slippery).  
   
  All APLS 
  Green Slime: CR 4; drops on passing creatures (1d6 con 
  damage per round, dissolves most metals). See the 
  Dungeon 
  Master’s 
  Guide 
  page 
  76. 
  Knowledge 
  (dungeoneering) can discern information about the 
  slime: DC 10 = The ceiling is covered with a large colony 
  of slime – be careful! 
  DC 15 = It is a green slime – these tend to eat through 
  anything. DC 20 = the basic information shown in the 
  Dungeon Masters Guide. DC 30 = moving slowly might 
  keep the slime from sensing someone below it. 
   
  Tactics: The slime will drip on anyone moving through 
  at a rate faster than 10’ per round. Anyone moving under 
  a slime patch at a speed greater than 10’ per round will 
  have to make a reflex save (DC = 8+APL) for each patch 
  moved under or be hit by dropping slime.  
   
  Development: Getting through here is the only way 
  the party can get to the Dwarf Miners. Also note that the 
  walls are weak in this area.  
   
  Room Three 
  This horrible chamber is where the Dwarf Miners fled to 
  after they went mad. Read or paraphrase the following to 
  the players. 
   
  As your light plays across this room, you see a truly 
  unnerving site. There are four hulking forms clawing 
  at the rock. As your light plays across their shadowed 
  features, you see these are what are left of the dwarf 
  Madness Falls 
   
  Page 14 
  
  miners! On the floor lie the gnawed-on carcasses of 
  two other dwarves. 
   
  Their skins are covered with open cuts, scrapes 
  and possibly bite marks. Clumps of hair hang from 
  their heads and their beards are partially pulled out 
  from their chins. Bits of blood and flesh dribble from 
  their lips and cling to their torn beards. Their clothes 
  are completely dirty rags barely hanging from their 
  bodies.  
   
  In one hand each holds a mining pick, but with 
  the other hand they are clawing repeatedly at the wall 
  before them!  The ends of their fingers are literally 
  rubbed off and blood drips from their bony stumps. 
   
  They turn towards you and begin to shamble 
  forward moaning over and over again in a rasping 
  dwarvish “Enn solez machs gheck kezz!” 
   
  APL 6 (EL 4) 
  � Insane Dwarf (4): hp 15 each. See Appendix A. 
   
  APL 8 (EL 6) 
  � Insane Dwarf (4): hp 25 each. See Appendix A. 
   
  APL 10 (EL 9) 
  � Insane Dwarf (4): hp 55 each. See Appendix A. 
   
  APL 12 (EL 12) 
  � Insane Dwarf (4): hp 85 each. See Appendix A. 
   
  APL 14 (EL 15) 
  � Insane Dwarf (4): hp 115 each. See Appendix A. 
   
  Tactics: The dwarves are thoroughly insane. They have, 
  in their madness, lost all they know and are now nearly 
  mindless barbarians. They will charge into the party 
  swinging their picks two handed and trying to kill 
  everyone. Because of their appearance, a party might 
  believe they are undead. 
   
  Treasure: Four masterwork mining picks (treated 
  for all purposes as a heavy pick; see the Players Handbook 
  page 116)  
   
  All APLS: Loot: (101 gp), Magic: adamantine chunk: 
  250 gp. 
   
  Development: The dwarvish phrase translates 
  literally to “your soul will be eaten by the wicked” which 
  is the last thing they heard chanted over and over again 
  by the villains during the ritual. Only break 
  enchantment, heal, limited wish, wish, or miracle can 
  restore their minds. If the party can subdue them and 
  return them to town, they can eventually be healed.  
   
  The dwarves were clawing at a blackish lump in the 
  wall. It is a chunk of adamantine. It would take two hours 
  to successfully pry it from the walls. Doing so will allow a 
  player to craft one adamantine weapon (or 50 missiles 
  such as arrows, bolts or sling bullets). The chunk is too 
  small for armor.  
   
  If healed, the dwarves will reveal only that they were 
  captured by slightly taller than normal duergar. The 
  cleric willingly gave up his life so the villains would not 
  kill the miners. The dwarves were forced to watch a 
  terrifying ritual, but it was so horrible they cannot 
  remember anything about it. After that, they were 
  dropped unceremoniously down to the lower levels were 
  they lived for an unknown (to them) amount of time 
  (they were there for three days). They will adamantly 
  refuse to assist the party in exploring the mines, but will 
  wait outside for them. 
   
  Room Four 
  This is the landing from the stairs down (See Encounter 
  Three, Room Seven). Read or paraphrase the following to 
  the players. 
   
  The stairs down were slick with condensation and 
  this level is much coo er than the one above. All is 
  quiet here, as quiet as a tomb.  
  l
   
  The very walls appear covered in mineral 
  deposits and are wet in appearance. Nearly ever color 
  imaginable is reflected from your light. 
   
  The smell down here is a humid, almost sweet, 
  smell, subtle, but present. The only things you hear 
  are the echoes of your own voices and footsteps. 
   
  Room Five 
  This room was once a shrine to the Old Faith. Read or 
  paraphrase the following to the players. 
   
  This 10’ by 10’ room has murals carved into its three 
  walls. The murals are now covered with seeping 
  mineral deposits and are difficult to view. Recent 
  hack marks in the wall further obscure the older 
  carvings. 
   
  This was a shrine to the Old Faith. Anyone with 
  Knowledge (religion) can study the walls for five minutes 
  each. After doing so, they can make a Knowledge 
  (religion) check (DC 20) to determine the carvings were 
  there as a sign of worship to the Old Faith. The recent 
  marks are from the villains taking a few more hacks at it, 
  just for spite.  
   
  If any player (or players) take an hour, they can 
  actually restore (by carefully chipping away at the 
  deposits), much of the glory of the old carvings. Anyone 
  specifically doing so (and not just standing around, 
  guarding, for example), will gain the effects of bless spell 
  for the remainder of their adventures in the mine. 
  Madness Falls 
   
  Page 15 
  
   
   
  NOTE, as stated in Encounter Four, Room Nine, this 
  is the ONLY place in the Mine Guz will not go or bother 
  the parties. The memories of this place and his failure are 
  too painful… 
   
  Room Six 
  These areas represent the end of the prior digs (See also 
  Encounter Three Room Eight). Read or paraphrase the 
  following to the players. 
   
  The walls of the mine suddenly stop at a roughly 
  hacked wall. You can easily see where the miners had 
  buried their picks into the rock face many years ago. 
  You get the feeling the prior miners were not through 
  with this area… 
   
  A 
  character 
  making 
  a 
  successful 
  Knowledge 
  (dungeoneering), or Stonecunning Check (DC 20) and 
  spending a full day taking samples from the various ends 
  of the mining shafts will reveal that good ore is still to be 
  found in this mine! 
   
  Room Seven 
  This tunnel suddenly ends at a cave in. Read or 
  paraphrase the following to the players. 
   
  The walls of the mine narrow to 5’ wide and just over 
  6’ tall. The corridor runs only a mere 20’ where piles 
  of loose rock and rubble block further movement in 
  this direction. 
   
  This area was never developed by the miners.  
   
  Room Eight 
  This alcove was used as a makeshift shrine to some evil 
  god. Read or paraphrase the following to the players. 
   
  Your lights reveal a gruesome sight: the twenty foot 
  wide alcove has been made over into a shrine to some 
  evil god! The floor is sticky with days-old blood and 
  the room has a horridly sickly sweet smell to it. The 
  coolness here has become nearly cold. 
   
   
  f
   
   
  Against the wall in three wrought-iron candle 
  holders are the stubs of some black candles, their wax 
  dripping on to the floor. However, the worst part is 
  the giant skull painted onto the wall. Its hollow eyes 
  seem to follow your every move and its silent 
  laughter seems to be focused specifically at you. 
   
  The players are free to clean up, desecrate, or otherwise 
  sanctify this area. Doing so properly takes ten minutes. 
  However, any party member undertaking this task (and 
  not merely guarding the area or the like) suffers from a 
  bane spell for the duration of their adventures in this 
  mine. 
   
  NOTE: This shrine is not specifically to any 
  particular deity, but to evil in general. Thus, Knowledge 
  (religion) checks and the like will not be able to pinpoint 
  a particular dark god that was worshipped here.  
   
  NOTE: At APL 6, 8, and 10 the room has had a glyph 
  of warding spell placed on it by Guz. The spell allows evil 
  characters to pass normally. Otherwise, when triggered, 
  it will target the first intruder with a bestow curse (-6 con 
  drain). The glyph and the bestow curse use Guz’ statistics 
  for the APL for determining the DC and any effects and 
  saves. See the Players Handbook pages 203, 236 and 237 
  for more information. 
   
  At APL 12 and 14 the room has had a greater glyph 
  of warding spell placed on it by Guz. The spell allows evil 
  characters to pass normally. Otherwise, when triggered, 
  it will target the first intruder with a harm spell. The 
  greater glyph and the harm both use Guz’s statistics for 
  the APL for determining the DC and any effects and 
  saves. See the Players Handbook pages 236, 237 and 239 
  for more information. 
   
  Room Nine 
  This is the final room of horrors. It is where the dwarf 
  was sacrificed to unholy rituals. It is also where Guz 
  makes his home. Read or paraphrase the following. 
   
  There is no questioning that you have found the 
  source o  evil in this mine. The room before you is a 
  massive chamber, 30’ across and 40’ wide, carved in a 
  rough oval. The domed roof rises nearly 15’ above the 
  floor. 
   
  Around the room you see all sorts of arcane 
  symbols, none of which make sense no matter the 
  amount of study. The floors are littered with various 
  sized husks, shaped like monstrously huge spiders. In 
  the very center of the room is a five foot by five foot 
  slab, three feet tall. On it, bound by chains, is a sheet 
  of leather in a disturbing shape. A second glance tells 
  the truth of it: The leather is actually the hollow 
  drained body of a dwarf! Around its neck dangles a 
  holy symbol of Moradin… 
  And yet, despite all these horrors, the worse is yet 
  to come. Suspended 2’ above the surface of the altar is 
  an area of darkness, 2’ in diameter.  
   
  At all levels, the area has an unhallow spell placed on it by 
  the villains. It is cast at caster level 14 and has a resist 
  elements (fire) tied to it. This means that any chaotic evil 
  being in the room gains the benefits of a fire resistance 
  30. 
  Madness Falls 
   
  Page 16 
  
   
  APL 6 (EL 8) 
  � Guz Mandover (1): hp 47. See Appendix A. 
   
  APL 8  (EL 10) 
  � Guz Mandover (1): hp 61. See Appendix A. 
   
  APL 10 (EL 12) 
  � Guz Mandover (1): hp 75. See Appendix A. 
   
  APL 12 (EL 14) 
  � Guz Mandover (1): hp 89. See Appendix A. 
   
  APL 14 (EL 16) 
  � Guz Mandover (1): hp 103. See Appendix A. 
   
  Tactics: Guz Mandover is incredibly wise. This mine is 
  his home and his prison and he will use every nook and 
  cranny to the best of his ability. Because it is impossible 
  to know how any given party will react to all of the 
  encounters, it is impossible to know how best to use any 
  of Guz’s abilities at any given time. Here are some 
  guidelines: 
   
  � He will try to stay undetected for as long as possible. 
  He does not want any toe-to-toe confrontations with 
  the party unless he has to (as in this room). He 
  would prefer to use his spells to augment other 
  dangers in the mines to hinder, hurt or kill the party. 
  � Not all regions will provide the same challenge to all 
  APLS. The brown mold, for example, is much weaker 
  against the higher level parties. Using some of Guz’s 
  hampering spells in these scenarios can quickly turn 
  the tide (such as a silenced hold person, a dispel 
  magic, a confusion, etc.) 
  � He will use his summon monster spells at the 
  greatest ranges possible and at times that such spells 
  will confuse or endanger the party (such as 
  summoning the monsters from around a corner). He 
  always summons an evil monster and prefers to 
  summon a chaotic evil monster (this is because his 
  Evil Domain increases the duration of such spells by 
  1 round).  
  � Guz cannot cast spells if he is completely within the 
  rock walls of the mine. If he partly materialized, he 
  may have significant cover, but he would still be 
  (possibly) visible when casting.  
  � He will look to maximize the other areas in the 
  dungeon to hurt the party. For example, the green 
  slime, while deadly, is nothing a well prepared party 
  cannot handle. However, Guz may choose that time 
  to encircle a couple of players in his silent blade 
  barrier spell, keeping them from easy assistance 
  while the slime slowly drops on them… Similarly, 
  the exception to his summoning evil monsters may 
  be to summon a fire elemental into the midst of the 
  party when they are dealing with the brown mold! 
  � Guz will travel ethereally through the walls of the 
  mine. If a party member uses magic jar, Guz will 
  swoop in on the unmanned body and use his 
  Malevolence to take it over. 
  � If the party sends a single scout out ahead of the 
  party, Guz might trap the scout using his anti-life 
  shell and then use his ghostly touch attacks to drain 
  the lone party member of one of his abilities. This 
  can be especially deadly if he uses it on a bend in the 
  corridor as that way the rest of the party cannot see 
  what is going on. 
  � Guz is not above using his telekinesis ability to try 
  and draw players into traps or using up spells. For 
  example, he will can telekinesis the deer carcass or 
  broken great sword (see above) to possibly make the 
  party use up spells, split up, etc. Consider just having 
  him take the broken greatsword and dragging it 
  along the walls. The party may follow the noise to 
  investigate… 
  � He will NOT use the Vile Sphere of Ultimate 
  Damnation until the party has entered his last 
  chamber. Guz can use the Vile Sphere but if ethereal 
  when he is using it, he has a -2 to his check. He is 
  immune to its touch (see Appendix C: Vile Sphere of 
  Ultimate Damnation). 
   
  Treasure: Guz, centuries ago, crafted a secret room above 
  this one. The crawl space is difficult to find as it requires a 
  Search check (DC 12 + APL). Inside the party will find all 
  the treasures Guz has rounded up (with telekinesis) from 
  unlucky adventurers to his mine over the years. They will 
  also find his diary. This diary contains all of the 
  information shown in Appendix B, Guz Mandover’s 
  Diary. Using this information, the party may be able to 
  remove the curse that lies upon the waters. What is in the 
  crawlspace depends on the APL. 
   
  APL 6: Coin: 6 Emeralds valued at 250 gp each (250 
  gp), Magic: hat of disguise: 150 gp. 
   
  PL 8: Coin: 6 Emeralds valued at 250 gp each (250 
  gp), Magic: hat of disguise, lesser bracers of archery, 
  quaal’s feather token – swan boat: 600 gp. 
   
  PL 10: Coin: 6 Emeralds valued at 250 gp each (250 
  gp), Magic: deck of illusions, hat of disguise, lesser 
  bracers of archery, quaal’s feather token – swan boat: 1275 
  gp. 
   
  PL 12: Coin: 6 Emeralds valued at 250 gp each (250 
  gp), Magic: candle of invocation, deck of illusions, hat of 
  disguise, lesser bracers of archery, quaal’s feather token – 
  swan boat robe of bones: 2175 gp. 
  Madness Falls 
   
  Page 17 
  
   
  APL 14: Coin: 6 Emeralds valued at 250 gp each (250 
  gp), Magic: amulet of health +6, candle of invocation, 
  deck of illusions, hat of disguise, lesser bracers of archery, 
  quaal’s feather token – swan boat, robe of bones: 5175 gp. 
   
  Development: Once Guz is destroyed, the body of 
  the cleric may be taken away for burial. Searching the 
  room reveals a number of spider husks (of a poisonous 
  web spinner). The smallest is about the size of a fist, while 
  the largest is about 20’ across. The body of the dwarf has 
  two large puncture marks in its chest and the body has 
  been completely drained of fluids, bones, and organs. 
  Insomuch as his soul has been completely destroyed, 
  there is no way for speak with dead or the like to be 
  effective. 
   
  Encounter Five 
  Much of Encounter Five is optional if the party has 
  excess time available. During play at a convention this 
  may be less likely than during home play.  
   
  The party, if it thinks about it, can attempt to remove 
  the curse on the river. This can be done one of two ways: 
  Either a break enchantment, limited wish, miracle or 
  wish spell can be cast on the river, or the party can spend 
  1 TU tracking down a dryad and apologizing on behalf of 
  the miners (if just some of the party wants to do this, 
  those members would be the only ones able to sell the 
  mining rights – see below). To locate a dryad would 
  require a Knowledge (nature) check (DC 14 + APL). If the 
  party does this, report it on the critical events summary.  
   
  The party can return the dwarf cleric to Greypike to 
  be buried. Further, they can go back to Wallport and sit 
  as judges in the fate of the prisoners. The community will 
  appreciate the party returning to advise them of the 
  cleric’s fate and will accept the party’s decision. However, 
  the testimony from all parties will make it clear that both 
  sides share equal blame. Checking the records of the 
  community would reveal that the time the prisoners 
  served would be more than adequate punishment. 
   
  Conclusion 
  Either way, the vapors from the river are dangerous. Each 
  character must make a Will save (DC 18) or become 
  temporarily insane. For up to the next three adventures, 
  that character will suffer a strange phobia: Roll a d10 and 
  record it on the player’s AR. When faced with the subject 
  of a phobia, the character must make a Will save (DC 18) 
  or the character will do everything in their power to 
  avoid the subject of their phobia. After each adventure, 
  the character can make another Will save (DC 18) to be 
  rid of the phobia. After dealing with the fear for three 
  adventures, the character will overcome its fears and be 
  cured. 
   
  1. Fear of canines – and the smaller the canine the more 
  frightened the character will be. 
  2. Fear of felines – and the smaller the feline the more 
  frightened the character will be. 
  3. Fear of bugs. Face it, bugs are just creepy! 
  4. Fear of the color red. Red is the color of blood, of 
  course its icky… 
  5. Fear of the color green. Moldy, rotten things are 
  green… 
  6. Fear of shadows. Shadows hide stuff, like enemies… 
  7. Fear of fire. Fire burns! Fire is bad! 
  8. Fear of being alone. Togetherness is a good thing. 
  Being alone means the bad guys can get you. 
  9. Fear of going to sleep. Who knows what vile things 
  will haunt the dreams of a hero?  
  10. Fear of gold. Gold causes greed and greed causes evil 
  so gold is bad.  
   
  This insanity can be removed with a break enchantment, 
  heal, limited wish, wish or miracle. 
   
  In any event, read or paraphrase the following: 
   
  Your adventures within the mine were troublesome. 
  Someone went to an awful lot of trouble to lead the 
  cleric of Moradin off the beaten path to this haunted 
  location. Further, your findings in the mine were 
  equally disturbing. Clearly, foul dealings are in the 
  works, dealings that will surely cause untold damage 
  to free peoples everywhere. 
   
   
  The End 
   
  The author would like to thank Greg Marks of the 
  Highfolk Triad for his excellent comments, and Britt 
  Frey of the Bandit Kingdom Triad for his most excellent 
  comments. Thank you also to Erich Borchardt for 
  becoming a salmon and swimming the rapids, and to 
  Robert Vaughn for insisting I write out the entire bard 
  song. Also, a special thanks to the two playtest groups 
  who’s advice and comments made this a much better 
  module. 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Two – Iuzian Patrol 
  Experience objective 
   
  APL6 120 xp; APL 8 150 xp; APL 10 180 xp, APL 12 210 
  xp; APL 14 240 xp 
  Madness Falls 
   
  Page 18 
  
   
  Encounter Three – Room Six 
  Experience objective 
   
  APL6 120 xp; APL 8 150 xp; APL 10 150 xp, APL 12 150 
  xp; APL 14 150 xp 
   
  Encounter Four – Room Two 
  Experience objective 
   
  All APLS 120 xp;  
   
  Encounter Four – Room Three 
  Experience objective 
   
  APL6 120 xp; APL 8 180 xp; APL 10 270 xp, APL 12 360 
  xp; APL 14 450 xp 
   
  Encounter Four – Room Nine 
  Experience objective 
   
  APL6 240 xp; APL 8 300 xp; APL 10 360 xp, APL 12 420 
  xp; APL 14 480 xp 
   
  Destroying the Sphere 
  APL6 50 xp; APL 8 70 xp; APL 10 95 xp, APL 12 115 xp; 
  APL 14 140 xp 
   
  Removing the curse on the Madness Falls 
  APL6 50 xp; APL8 75 xp; APL10 95 xp; APL12 120 xp; 
  APL 14 140 xp 
   
  Discretionary roleplaying award 
  All APLs 80 xp each. 
   
  Total possible experience:  
   
  APL6 900 xp;  APL8 1,125 xp; APL10 1,350 xp; 
  APL12 1,575 xp; APL14 1,800 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Two – 2. Iuzian Patrol 
   
  APL 6 – L: (27 gp), M: (931 gp) 
   
  APL 8 – L: (27 gp), M: (931 gp) 
   
  APL 10 – L: (40 gp), M: (931 gp) 
   
  APL 12 – L: (40 gp), M: (931gp) 
   
  APL 14 – L: (54 gp), M: (931 gp) 
   
  Encounter Four – Room Three   
   
  All APLS – L: (101 gp), M: (250 gp). 
   
  Encounter Four – Room Nine 
   
  APL 6 – C: (250 gp), M: (150 gp) 
   
  APL 8 – C: (250 gp), M: (600 gp)  
   
  APL 10 – C: (250 gp), M: (1275 gp) 
   
  APL 12 – C: (250 gp), M: (2175 gp) 
   
  APL 14 – C: (250 gp), M: (5175 gp) 
   
  Total Possible Treasure* 
  * Reduce the magic and total gp by 916 gp if the rod 
  of cancellation was used to destroy the vile sphere of 
  ultimate damnation. 
  APL 6: L: 128 gp; C: 250 gp; M: 1331 gp  - Total: 1709 
  gp 
  Madness Falls 
   
  Page 19 
  
  APL 8: L: 128 gp; C: 250 gp; M: 1781 gp  - Total: 2159 
  gp 
  APL 10: L: 141 gp; C: 250 gp; M: 2356 gp  - Total: 2747 
  gp 
  APL 12: L: 141 gp; C: 250 gp; M: 3336 gp  - Total: 3727 
  gp 
  APL 14: L: 155 gp; C: 250 gp; M: 6336 gp  - Total: 6786 
  gp 
   
   
  Special 
   
  Favor of Moradin. You put the dwarf miners to rest (or 
  rescued them). As a result, Moradin favors you. At any 
  time as a free action, you may (out loud and with great 
  vigor) call upon Moradin and ask for his aid. You will 
  receive the benefits of both a divine favor and a bear’s 
  endurance as if they were cast at 10
  th level. Cross this 
  favor off when used. 
   
  Mining Rights. If you managed to clear the entire mine 
  of dangers and managed to remove the curse on the river, 
  you are able to sell the mining rights. For the next 20 
  regional, metaregional and standard core adventures, you 
  gain 100 gold pieces, not to exceed the maximum 
  allowable gold pieces for the APL of the scenario played. 
    
  Insanity. You were driven mad by the vapors of the 
  Madness Falls. You are now afraid of _________________________. 
  Whenever you are faced with the subject of your fear, 
  you must make a Will save (DC 18) or do everything in 
  your power to avoid it. At the end of each adventure, you 
  may make a Will save (DC 18) to overcome the insanity. 
  In any event, it vanishes after three adventures. Mark 
  down the number of adventures your character was 
  insane. It can also be cured by a break enchantment, heal, 
  limited wish, miracle or wish. If your character manages 
  to stay insane for three complete adventures, your 
  character heals, but gains a +2 circumstance bonus to 
  saves versus fear for the next 52 TU. 
   
  Chunk of Adamantine. You may have a weapon or one 
  stack of ammunition (50 arrows, bolts or sling bullets) 
  crafted from Adamantine. You must pay the normal costs 
  for this weapon. 
   
  Items for the Adventure 
  Record 
   
  Item Access 
   
  APL 6:  
  Hat of disguise (Adventure, DMG) 
  Rod of cancellation (Adventure, DMG) 
   
  APL 8: (All of APL 6 plus the following) 
  Lesser bracers of archery (Adventure, DMG) 
  Quaal’s feather token – swan boat (Adventure, DMG) 
   
  APL 10: (All of APLs 6-8 plus the following) 
  Deck of illusion (Adventure, DMG) 
   
  APL 12: (All of APLs 6-10 plus the following) 
  Candle of invocation (Adventure, DMG) 
  Robe of bones (Adventure, DMG) 
   
  APL 14: (All of APLs 6-12 plus the following) 
  Amulet of health +6 (Adventure, DMG) 
   
  NOTE: The vile sphere of ultimate damnation cannot be 
  kept or sold by the players. 
   
  Madness Falls 
   
  Page 20 
  
  Appendix or DM Aid 
  Appendix A 
   
  Encounter 2. 
  APL 6 
  � Grogg (Iuzian Sorcerer): male ½ orc sor 3; CR 3; 
  medium humanoid (orc); HD 3D4+3 (Sor) hp 16; Init 
  +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10) [+1 Dex]; 
  BA/G +2/+2; Atk +2 melee [1d4+1 dagger] or +2 ranged 
  [1d6+1, javelin]; Full Att +2 melee [1d4+1 dagger]; AL 
  CE; SV Fort +2, Ref +2, Will +3; Str 12, Dex 12, Con 12, 
  Int 6, Wis 10, Cha 16.  
   
  Skills and Feats: Concentration +7, Spell Focus: 
  Evocation, Greater Spell Focus: Evocation, Summon 
  Familiar. 
   
  Possessions: dagger, Iuzian Cultist Robes, 6 
  javelins, rod of cancellation, potion of invisibility, Toad 
  Familiar (See PHB page 52). 
   
  Physical Description: An ugly male with beady 
  tiny eyes filled with hate. 
   
  Spells Known (6/5; base DC = 3 + spell level, +2 if 
  an evocation spell): 0—[acid splash, detect magic, flare, 
  ghost sound, touch of fatigue]; 1st—[grease, mage 
  armor, magic missile]  
   
  APL 8 
  � Grogg (Iuzian Sorcerer): male ½ orc sor 4; CR 4; 
  medium humanoid (orc); HD 4D4+4 (Sor) hp 20; Init 
  +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10) [+1 Dex]; 
  BA/G +3/+3; Atk +3 melee [1d4+1 dagger] or +3 ranged 
  [1d6+1, javelin]; Full Att +3 melee [1d4+1 dagger]; AL 
  CE; SV Fort +2, Ref +2, Will +4; Str 12, Dex 12, Con 13, 
  Int 6, Wis 10, Cha 16.  
   
  Skills and Feats: Concentration +8, Spell Focus: 
  Evocation, Greater Spell Focus: Evocation, Summon 
  Familiar. 
   
  Possessions: dagger, Iuzian Cultist Robes, 6 
  javelins, rod of cancellation, potion of invisibility, Toad 
  Familiar (See PHB page 52). 
   
  Physical Description: An ugly male with beady 
  tiny eyes filled with hate. 
   
  Spells Known (6/6/3; base DC = 3 + spell level, +2 
  if an evocation spell): 0—[acid splash, detect magic, 
  flare, ghost sound, touch of fatigue]; 1st—[grease, mage 
  armor, magic missile]; 2
  nd – [scorching ray] 
   
  APL 10 
  � Grogg (Iuzian Sorcerer): male ½ orc sor 5; CR 5; 
  medium humanoid (orc); HD 5D4+4 (Sor) hp 24; Init 
  +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10) [+1 Dex]; 
  BA/G +3/+3; Atk +3 melee [1d4+1 dagger] or +3 ranged 
  [1d6+1, javelin]; Full Att +3 melee [1d4+1 dagger]; AL 
  CE; SV Fort +2, Ref +2, Will +4; Str 12, Dex 12, Con 13, 
  Int 6, Wis 10, Cha 16.  
   
  Skills and Feats: Concentration +9, Spell Focus: 
  Evocation, Greater Spell Focus: Evocation, Summon 
  Familiar. 
   
  Possessions: dagger, Iuzian Cultist Robes, 6 
  javelins, rod of cancellation, potion of invisibility, Toad 
  Familiar (See PHB page 52). 
   
  Physical Description: An ugly male with beady 
  tiny eyes filled with hate. 
   
  Spells Known (6/6/4; base DC = 3 + spell level, +2 
  if an evocation spell): 0—[acid splash, detect magic, 
  flare, ghost sound, touch of fatigue]; 1st—[grease, mage 
  armor, magic missile]; 2
  nd – [scorching ray, summon 
  swarm] 
   
  APL 12 
  � Grogg (Iuzian Sorcerer): male ½ orc sor 6; CR 6; 
  medium humanoid (orc); HD 6D4+6 (Sor) hp 28; Init 
  +5 (Dex +1, Improved Init); Spd 30 ft.; AC 11 (touch 11, 
  flat-footed 10) [+1 Dex]; BA/G +4/+4; Atk +4 melee 
  [1d4+1 dagger] or +4 ranged [1d6+1, javelin]; Full Att 
  +4 melee [1d4+1 dagger]; AL CE; SV Fort +3, Ref +3, 
  Will +5; Str 12, Dex 12, Con 13, Int 6, Wis 10, Cha 16.  
   
  Skills and Feats: Concentration +8, Improved 
  Initiative, Spell Focus: Evocation, Greater Spell Focus: 
  Evocation, Summon Familiar. 
   
  Possessions: dagger, Iuzian Cultist Robes, 6 
  javelins, rod of cancellation, potion of invisibility, Toad 
  Familiar (See PHB page 52). 
   
  Physical Description: An ugly male with beady 
  tiny eyes filled with hate. 
   
  Spells Known (6/6/5/3; base DC = 3 + spell level, 
  +2 if an evocation spell):): 0—[acid splash, detect 
  magic, flare, ghost sound, ray of frost, touch of fatigue]; 
  1st—[grease, mage armor, magic missile]; 2
  nd – 
  [scorching ray, summon swarm]; 3
  rd – [lightning bolt] 
   
   
  APL 14 
  � Grogg (Iuzian Sorcerer): male ½ orc sor 7; CR 7; 
  medium humanoid (orc); HD 7D4+7 (Sor) hp 32; Init 
  +5 (Dex +1, Improved Init); Spd 30 ft.; AC 11 (touch 11, 
  flat-footed 10) [+1 Dex]; BA/G +4/+4; Atk +4 melee 
  [1d4+1 dagger] or +4 ranged [1d6+1, javelin]; Full Att 
  +4 melee [1d4+1 dagger]; AL CE; SV Fort +3, Ref +3, 
  Will +5; Str 12, Dex 12, Con 13, Int 6, Wis 10, Cha 16.  
   
  Skills and Feats: Concentration +8, Improved 
  Initiative, Spell Focus: Evocation, Greater Spell Focus: 
  Evocation, Summon Familiar. 
  Madness Falls 
   
  Page 21 
   
  
   
  Possessions: dagger, Iuzian Cultist Robes, 6 
  javelins, rod of cancellation, potion of invisibility, Toad 
  Familiar (See PHB page 52). 
   
  Physical Description: An ugly male with beady 
  tiny eyes filled with hate. 
   
  Spells Known (6/6/5/4; base DC = 3 + spell level, 
  +2 if an evocation spell): 0—[acid splash, detect magic, 
  flare, ghost sound, ray of frost, touch of fatigue]; 1st—
  [grease, mage armor, reduce person, magic missile]; 2
  nd 
  – [glitterdust, scorching ray, summon swarm]; 3
  rd – 
  [hold person, lightning Bolt]  
   
  Encounter 4. 
  Room Three 
  APL 6  
  � Insane Dwarf: male dwarf brb 1; CR 1; medium 
  dwarf; HD 1D12+3 (Brb) hp 15; Init +1 (Dex +1); Spd 
  30 ft.; AC 12 (touch 11, flat-footed 11) [+1 padded 
  armor, +1 Dex]; BA/G +1/+4; Atk +6 melee [1d6+4 
  Masterwork Heavy Pick]; Full Att +6 melee [1d6+4 
  Masterwork Heavy Pick]; SA: Rage 1xday; SQ: Dwarf 
  Traits (+4 vs. bullrushed or tripped, +2 saves vs. poison 
  and spells, darkvision 60’, +1 to hit Orcs and Half-Orcs, 
  +4 Dodge vs. Giants), Fast Movement; AL CN; SV Fort 
  +5, Ref +1, Will +1; Str 16, Dex 12, Con 16, Int 10, Wis 
  12, Cha 6.  
   
  Skills and Feats: Jump + 7, Listen + 5, Weapon 
  Focus Heavy Pick. 
   
  Possessions: Masterwork Mining Pick (Heavy 
  Pick), Padded Armor (note, these rags have no value). 
   
  Physical Description: See Encounter Description. 
   
  APL 8 
  � Insane Dwarf: male dwarf brb 2; CR 2; medium 
  dwarf; HD 2D12+6 (Brb) hp 25; Init +1 (Dex +1); Spd 
  30 ft.; AC 12 (touch 11, flat-footed 11) [+1 padded 
  armor, +1 Dex]; BA/G +2/+5; Atk +6 melee [1d6+4 
  Masterwork Heavy Pick]; Full Att +6 melee [1d6+4 
  Masterwork Heavy Pick]; SA: Rage 1xday; SQ: Dwarf 
  Traits (+4 vs. bullrushed or tripped, +2 saves vs. poison 
  and spells, darkvision 60’, +1 to hit Orcs and Half-Orcs, 
  +4 Dodge vs. Giants),  Fast Movement, Uncanny 
  Dodge; AL CN; SV Fort +6, Ref +1, Will +1; Str 16, Dex 
  12, Con 16, Int 10, Wis 12, Cha 6.  
   
  Skills and Feats: Jump + 8, Listen + 6, Weapon 
  Focus Heavy Pick. 
   
  Possessions: Masterwork Mining Pick (Heavy 
  Pick), Padded Armor (note, these rags have no value). 
   
  Physical Description: See Encounter Description. 
   
  APL 10 
  � Insane Dwarf: male dwarf brb 5; CR 5; medium 
  dwarf; HD 5D12+12 (Brb) hp 55; Init +5 (Improved 
  Init, Dex +1); Spd 30 ft.; AC 12 (touch 11, flat-footed 
  11) [+1 padded armor, +1 Dex]; BA/G +5/+8; Atk +10 
  melee [1d6+4 Masterwork Heavy Pick]; Full Att +10 
  melee [1d6+4 Masterwork Heavy Pick]; SA: Rage 
  2xday; SQ: Dwarf Traits (+4 vs. bullrushed or tripped, 
  +2 saves vs. poison and spells, darkvision 60’, +1 to hit 
  Orcs and Half-Orcs, +4 Dodge vs. Giants), Fast 
  Movement, Trap Sense +2, Uncanny Dodge; AL CN; 
  SV Fort +7, Ref +2, Will +2; Str 17, Dex 12, Con 16, Int 
  10, Wis 12, Cha 6.  
   
  Skills and Feats: Jump + 11, Listen + 9, Improved 
  Initiative, Weapon Focus Heavy Pick. 
   
  Possessions: Masterwork Mining Pick (Heavy 
  Pick), Padded Armor (note, these rags have no value). 
   
  Physical Description: See Encounter Description. 
   
  APL 12 
  � Insane Dwarf: male dwarf brb 8; CR 8; medium 
  dwarf; HD 8D12+24 (Brb) hp 85; Init +5 (Improved 
  Init, Dex +1); Spd 30 ft.; AC 12 (touch 11, flat-footed 
  11) [+1 padded armor, +1 Dex]; BA/G +8/+12; Atk +14 
  [1d6+6 Masterwork Heavy Pick]; Full Att +14/+9 melee 
  [1d6+6 Masterwork Heavy Pick]; SA: Rage 3xday; SQ: 
  Dwarf Traits (+4 vs. bullrushed or tripped, +2 saves vs. 
  poison and spells, darkvision 60’, +1 to hit Orcs and 
  Half-Orcs, +4 Dodge vs. Giants), Damage Reduction 1/-
  , Improved Uncanny Dodge, Fast Movement, Trap 
  Sense +2, Uncanny Dodge; AL CN; SV Fort +9, Ref +3, 
  Will +3; Str 18, Dex 12, Con 16, Int 10, Wis 12, Cha 6.  
   
   
  Skills and Feats: Jump + 15, Listen + 12, Improved 
  Critical, Improved Initiative, Weapon Focus Heavy 
  Pick.                 
   
  Possessions: Masterwork Mining Pick (Heavy 
  Pick), Padded Armor (note, these rags have no value). 
   
  Physical Description: See Encounter Description. 
   
  APL 14 
  � Insane Dwarf: male dwarf brb 11; CR 11; medium 
  dwarf; HD 11D12+33 (Brb) hp 115; Init +5 (Improved 
  Init, Dex +1); Spd 30 ft.; AC 12 (touch 11, flat-footed 
  11) [+1 padded armor, +1 Dex]; BA/G +11/+15; Atk +17 
  [1d6+6 Masterwork Heavy Pick]; Full Att +17/+12/+7 
  melee [1d6+6 Masterwork Heavy Pick]; SA: Rage 
  3xday, Greater Rage; SQ: Dwarf Traits (+4 vs. 
  bullrushed or tripped, +2 saves vs. poison and spells, 
  darkvision 60’, +1 to hit Orcs and Half-Orcs, +4 Dodge 
  vs. Giants), Damage Reduction 2/-, Improved Uncanny 
  Dodge, Fast Movement, Trap Sense +3, Uncanny 
  Dodge; AL CN; SV Fort +10, Ref +4, Will +4; Str 18, 
  Dex 12, Con 16, Int 10, Wis 12, Cha 6.  
  Skills and Feats: Jump + 18, Listen + 15, Improved 
  Critical, Improved Initiative, Power Critical (*CW 
  Feat, see Appendix C), Weapon Focus Heavy Pick. 
   
  Possessions: Masterwork Mining Pick (Heavy 
  Pick), Padded Armor (note, these rags have no value). 
  Madness Falls 
   
  Page 22 
   
  
   
  Physical Description: See Encounter Description. 
   
  Encounter Four 
  Room Nine  
  APL 6  
  � Guz Mandover: male human (ghost) clr 6; CR 8; 
  medium human (ghost); HD 6D12 (Clr) hp 47; Init +1 
  (Dex +1); Spd fly 30 ft.; AC 15 (touch 15, flat-footed 14) 
  [+1 Dex, +4 Deflection (Cha)]; BA/G +4/+4; Atk +5 
  [Incorporeal Touch]; Full Att +5 melee [Incorporeal 
  Touch]; SA: Horrific Appearance (DC 19), Malevolence 
  (DC 19), Telekinesis (DC 17); SQ: Incorporeal, 
  Manifestation, Rejuvenation, Turn Resistance, Undead 
  Type; AL CE; SV Fort +5, Ref +3, Will +9; Str 10, Dex 
  12, Con -, Int 10, Wis 18, Cha 18.  
   
  Skills and Feats: Concentration +11, Hide +10, 
  Knowledge Dungeoneering +6 Listen +9, Move 
  Silently +11, Spellcraft +9, Speak Infernal; Ability 
  Focus 
  Malevolence, 
  Ability 
  Focus 
  Horrific 
  Appearance, Augmented Summoning, Spell Focus 
  Conjuration. 
   
  Possessions: 
   
  Physical Description: This horrifying spirit is of an 
  elderly man. His head hangs at an odd angle from his 
  body and a thick noose dangles from his neck. He 
  wears old looking clothing, caked in blood. 
   
  Spells Prepared (5/4+1/4+1/3+1); base DC = 
  14+spell level): 0—[detect magic x2, guidance x3]; 
  1st—[protection from good*, doom, entropic shield, 
  obscuring mist, summon monster I] 2nd—[desiccate*, 
  bane (silent spell), silence, summon monster II, 
  undetectable alignment] 3
  rd-[nondetection*, dispel 
  magic, hold person (silent spell), summon monster III]  
  *Domain spell. Domains: [Evil (evil spells are cast at +1 
  level); Trickery (Bluff, Disguise and Hide are class 
  skills)]. 
   
  APL 8 
  � Guz Mandover: male human (ghost) clr 8; CR 10; 
  medium human (ghost); HD 8D12 (Clr) hp 61; Init +1 
  (Dex +1); Spd fly 30 ft.; AC 15 (touch 15, flat-footed 14) 
  [+1 Dex, +4 Deflection (Cha)]; BA/G +6/+6; Atk +6 
  [Incorporeal Touch]; Full Att +7/+2 melee [Incorporeal 
  Touch]; SA: Horrific Appearance (DC 20), Malevolence 
  (DC 20), Telekinesis (DC 18); SQ: Incorporeal, 
  Manifestation, Rejuvenation, Turn Resistance, Undead 
  Type; AL CE; SV Fort +6, Ref +3, Will +10; Str 10, Dex 
  12, Con -, Int 10, Wis 19, Cha 18.  
   
  Skills and Feats: Concentration +13, Hide +10, 
  Knowledge Dungeoneering +8 Listen +9, Move 
  Silently +12, Spellcraft +10, Speak Infernal; Ability 
  Focus 
  Malevolence, 
  Ability 
  Focus 
  Horrific 
  Appearance, Augmented Summoning, Spell Focus 
  Conjuration. 
   
  Possessions: 
   
  Physical Description: This horrifying spirit is of an 
  elderly man. His head hangs at an odd angle from his 
  body and a thick noose dangles from his neck. He 
  wears old looking clothing, caked in blood. 
   
  Spells Prepared (6/5+1/4+1/4+1/3+1); base DC = 
  14+spell level): 0—[detect magic x3, guidance x3]; 
  1st—[protection from good*, divine favor, doom, 
  entropic shield, obscuring mist, summon monster I] 
  2nd—[desecrate*, bane (silent spell), silence, summon 
  monster 
  II, 
  undetectable 
  alignment] 
  3
  rd-
  [nondetection*, dispel magic, hold person (silent spell), 
  glyph of warding, summon monster III] 4
  th-
  [blindness/deafness 
  (silent), 
  confusion*, 
  spell 
  immunity, summon monster IV]  
   
  *Domain spell. Domains: [Evil (evil spells are cast 
  at +1 level); Trickery (Bluff, Disguise and Hide are class 
  skills)]. 
   
  APL 10 
  � Guz Mandover: male human (ghost) clr 10; CR 12; 
  medium human (ghost); HD 10D12 (Clr) hp 75; Init +1 
  (Dex +1); Spd fly 30 ft.; AC 15 (touch 15, flat-footed 14) 
  [+1 Dex, +4 Deflection (Cha)]; BA/G +6/+6; Atk +6 
  [Incorporeal Touch]; Full Att +7/+2 melee [Incorporeal 
  Touch]; SA: Horrific Appearance (DC 21), Malevolence 
  (DC 21), Telekinesis (DC 19); SQ: Incorporeal, 
  Manifestation, Rejuvenation, Turn Resistance, Undead 
  Type; AL CE; SV Fort +6, Ref +3, Will +10; Str 10, Dex 
  12, Con -, Int 10, Wis 19, Cha 18.  
   
  Skills and Feats: Concentration +13, Hide +10, 
  Knowledge Dungeoneering +8 Listen +9, Move 
  Silently +12, Spellcraft +10, Speak Infernal; Ability 
  Focus 
  Malevolence, 
  Ability 
  Focus 
  Horrific 
  Appearance, Augmented Summoning, Spell Focus 
  Conjuration. 
   
  Possessions: 
   
  Physical Description: This horrifying spirit is of an 
  elderly man. His head hangs at an odd angle from his 
  body and a thick noose dangles from his neck. He 
  wears old looking clothing, caked in blood. 
   
  Spells Prepared (6/5+1/4+1/4+1/3+1); base DC = 
  14+spell level): 0—[detect magic x3, guidance x3]; 
  1st—[protection from good*, divine favor, doom, 
  entropic shield, obscuring mist, summon monster I] 
  2nd—[desecrate*, bane (silent spell), silence, summon 
  monster 
  II, 
  undetectable 
  alignment] 
  3
  rd-
  [nondetection*, dispel magic, hold person (silent spell), 
  glyph of warding, summon monster III] 4
  th-
  [blindness/deafness 
  (silent), 
  confusion*, 
  spell 
  immunity, summon monster IV]  
   
  *Domain spell. Domains: [Evil (evil spells are cast 
  at +1 level); Trickery (Bluff, Disguise and Hide are class 
  skills)]. 
  Madness Falls 
   
  Page 23 
   
  
   
  APL 12 
  � Guz Mandover: male human (ghost) clr 12; CR 14; 
  medium human (ghost); HD 12D12 (Clr) hp 89; Init +5 
  (Improved Init +4, Dex +1); Spd fly 30 ft.; AC 15 (touch 
  15, flat-footed 14) [+1 Dex, +4 Deflection (Cha)]; BA/G 
  +9/+9; Atk +9 [Incorporeal Touch]; Full Att +10/+5 
  melee [Incorporeal Touch]; SA: Horrific Appearance 
  (DC 22), Malevolence (DC 22), Telekinesis (DC 20); 
  SQ: Incorporeal, Manifestation, Rejuvenation, Turn 
  Resistance, Undead Type; AL CE; SV Fort +8, Ref +5, 
  Will +13; Str 10, Dex 12, Con -, Int 10, Wis 20, Cha 18.  
   
  Skills and Feats: Concentration +17, Hide +14, 
  Knowledge Dungeoneering +8 Listen +12, Move 
  Silently +18, Spellcraft +11, Speak Infernal; Ability 
  Focus 
  Malevolence, 
  Ability 
  Focus 
  Horrific 
  Appearance, 
  Augmented 
  Summoning, 
  Improved 
  Initiative Spell Focus Conjuration, Stealthy. 
   
  Possessions: 
   
  Physical Description: This horrifying spirit is of an 
  elderly man. His head hangs at an odd angle from his 
  body and a thick noose dangles from his neck. He 
  wears old looking clothing, caked in blood. 
   
  Spells 
  Prepared 
  (6/7+1/5+1/5+1/4+1/4+1/2+1; 
  base DC = 15+ spell level): 0—[detect magic x3, 
  guidance x3]; 1st—[protection from good*, divine 
  favor, doom x2, entropic shield, obscuring mist, 
  summon monster I x2] 2nd—[desecrate*, bane (silent 
  spell), silence, summon monster II x2, undetectable 
  alignment] 3
  rd-[nondetection*, dispel magic, hold 
  person (silent spell), blindness/deafness, glyph of 
  warding, summon monster III] 4
  th-[blindness/deafness 
  (silent), confusion*, spell immunity, summon monster 
  IV x2] 5
  th-[dispel good*, flame strike, true seeing, 
  summon monster V x 2] 6
  th-[mislead*,anti-life shell, 
  summon monster VI]. 
   
  *Domain spell. Domains: [Evil (evil spells are cast 
  at +1 level); Trickery (Bluff, Disguise and Hide are class 
  skills)]. 
   
  APL 14  
  � Guz Mandover: male human (ghost) clr 14; CR 16; 
  medium human (ghost); HD 14D12 (Clr) hp 103; Init 
  +5 (Improved Init +4, Dex +1); Spd fly 30 ft.; AC 15 
  (touch 15, flat-footed 14) [+1 Dex, +4 Deflection (Cha)]; 
  BA/G +10/+10; Atk +11 [Incorporeal Touch]; Full Att 
  +11/+6 melee [Incorporeal Touch]; SA: Horrific 
  Appearance (DC 23), Malevolence (DC 23), Telekinesis 
  (DC 21); SQ: Incorporeal, Manifestation, Rejuvenation, 
  Turn Resistance, Undead Type; AL CE; SV Fort +9, Ref 
  +5, Will +14; Str 10, Dex 12, Con -, Int 10, Wis 20, Cha 
  18.  
   
  Skills and Feats: Concentration +17, Hide +17, 
  Knowledge Dungeoneering +8 Listen +15, Move 
  Silently +18, Spellcraft +11, Speak Infernal; Ability 
  Focus 
  Malevolence, 
  Ability 
  Focus 
  Telekinesis, 
  Augmented Summoning, Improved Initiative Spell 
  Focus Conjuration, Stealthy. 
   
  Possessions: 
   
  Physical Description: This horrifying spirit is of an 
  elderly man. His head hangs at an odd angle from his 
  body and a thick noose dangles from his neck. He 
  wears old looking clothing, caked in blood. 
   
  Spells 
  Prepared 
  [6/7+1/6+1/5+1/5+1/4+1/3+1/2+1]; base DC = 15+ 
  spell level): 0—[detect magic x3, guidance x3]; 1st—
  [protection from good*, divine favor, doom x2, 
  entropic shield, obscuring mist, summon monster I x2] 
  2nd—[desecrate*, bane (silent spell)x2, silence, 
  summon monster II x2, undetectable alignment] 3
  rd-
  [nondetection*, dispel magic, hold person (silent spell), 
  blindness/deafness, glyph of warding, summon 
  monster 
  III] 
  4
  th-[blindness/deafness 
  (silent), 
  confusion*, spell immunity, summon monster IV x3] 
  5
  th-[dispel good*, flame strike, true seeing, summon 
  monster V x 2] 6
  th-[mislead*,anti-life shell, flame strike 
  (silent spell) summon monster VI] 7
  th-[blasphemy*
  blade barrier (silent spell), summon monster VII]. 
  , 
   
  *Domain spell. Domains: [Evil (evil spells are cast 
  at +1 level); Trickery (Bluff, Disguise and Hide are class 
  skills)]. 
  Madness Falls 
   
  Page 24 
   
  
   
  Madness Falls 
   
  Page 25 
   
  
  Appendix B 
  Songs, History and the Diary 
   
  Working in the Iron Mine, by Devos 
   
  refrain 
  Working in the iron mines, making our living, 
  Doing our best effort, getting what we’re giving. 
    
  I 
  Every day n’ every night, the miners dug so deep 
  Trying for that precious ore, iron, to sell for gold to 
  keep 
   
  II 
  The foreman said “for the mine supports we need more 
  wood. 
  But don’t cut a tree without yer prayers sed as good 
  miners should.” 
   
  III 
  Then a miner failed to pray and his axe dug deep. 
  From the oak came not sap but dryads blood it weeped. 
   
  IV 
  The fey grew dark o’er murder foul and cursed the 
  waters all. 
  Now the miners work the mine ‘neath the madness 
  falls. 
   
  V 
  The waters made the miners mad and on each other 
  they preyed 
  The foreman was the last to go, from roof he swayed. 
   
  VI 
  So take this lesson to the grave, my daughters and my 
  sons. 
  Always say yer prayers each day, lest a curse it is ye’ve 
  won. 
   
  Guz Mandover, a short history 
  Two hundred and forty years ago, Guz was a successful 
  woodsman. Through his study of nature, he discovered 
  that one of the local hills happened to be rich in iron 
  ore. He went to the only local community, a thorpe (at 
  the time) known as Greypike, and recruited a dozen 
  miners. The mine was a rich and fabulous success. 
   
  Being strong in the old faith (as a cleric), Guz was 
  proud to reveal nature’s ways to his miners. They 
  always prayed before felling a tree as this gave the 
  spirits a chance to depart. However, in haste one day, 
  one of the miners forgot this and cut down a tree 
  containing a dryad. The dryad was killed and in 
  retaliation, the local fey placed a secret but terrible 
  curse on the nearby waters. Forevermore, whoever 
  drinks of the waters of the White River shall be driven 
  insane. 
   
  It did not take long before the miners succumbed 
  to insanity. Guz, himself, killed the last of the miners 
  with his own bare hands, then hung himself from the 
  mine’s entrance. Dying horribly, he was denied 
  entrance to the afterlife and lingers on as a ghost. He 
  will be unable to rest until he somehow manages to 
  obtain forgiveness from a fey creature (something 
  incredibly unlikely since he’s trapped in a mine). His 
  spirit can go no further than 30’ from the mine’s 
  entrance. 
   
  When Iuz took power, Guz found a new source of 
  power to tap into. All his clerical training came to the 
  forefront and, as a ghost, he began to use his former 
  prayers to the old faith to succor favor from Iuz. He is 
  now a fairly powerful cleric (albeit an undead one) in 
  the old one’s service. Undoubtedly, Iuz appreciates the 
  sweetness of having a formerly good man becoming an 
  undead minion. 
   
  The villains who performed their experiments 
  needed a haunted location and chose the mine. Guz 
  watched in fascination at the foul deeds that were 
  performed. In his insanity, he is unclear exactly what 
  was done and if somehow is questioned he can only say 
  “A soul was claimed here. It caused a dark power to 
  grow, monstrously… A dwarf died horribly here!” and 
  other similar cryptic messages. When the rituals were 
  concluded, however, Guz was unable to teleport away 
  with the villains and their newly created monstrous 
  companion. He remained trapped in the mine. 
   
  He is now furious and will do his best to kill 
  anyone who shows up. Better yet is if he can take over 
  a body and flee to civilized lands (If he possesses a 
  body, he can then move about normally and is no 
  longer trapped in the mines).  
   
  Note that Guz only speaks Infernal and Ancient 
  Suloise. 
   
   
   
  Madness Falls 
   
  Page 26 
   
  
  Guz Mandover’s Diary 
  This book is actually an ancient mining ledger. It 
  contains a complete map of the mine and shows the 
  results of the various digs. However, its last few pages 
  change from mining to the demented ramblings of an 
  insane mind. It is written in Ancient Suloise. 
   
  It tells that Guz Mandover, the original foreman of 
  the mine, was always a fair man who tried to make sure 
  all of his workers were properly treated. They set up 
  the mining operation on the shores of the White River. 
  It was rich in iron ore. Guz was a loyal follower of the 
  Old Faith and always required his miners to pray 
  before felling a tree. He believed this allowed the fey 
  spirits of the woods time to depart.  
   
  However, one day one of the miners cut down a 
  tree (for support lumber) with out first praying to the 
  Old Faith. As a result, he accidentally killed the Dryad 
  living within.  In retaliation, the forces of fey left this 
  part of the forest, but not before they put a terrible 
  curse on the waters from which the miners drank. 
  Forevermore, drinking of it would cause insanity. 
  Eventually, all of the miners went crazy. The last of 
  them was killed by Guz. The diary ends with the 
  author saying he would swing for his crimes.  
   
  In reading the diary, it is clear the curse can only 
  be lifted by either one of the fey (such as a dryad) or via 
  powerful magic spells. If the fey is sought, they will 
  undoubtedly require some level of restitution.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Madness Falls 
   
  Page 27 
   
  
  Appendix C  
  New Feats and Items 
   
  1. Power Critical (Encounter Four, Room 
  Three) 
  Power Critical (from the Complete Warrior, page 
  103). Choose one weapon, such as a longsword or a 
  greataxe. With that weapon, you know how to hit 
  where it hurts. 
   
  Prerequisites: Weapon Focus with weapon, base 
  attack bonus +4. 
   
  Benefit: When using the weapon you selected, 
  you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select Power Critical as one 
  of his fighter bonus feats.  You can gain Power Critical 
  Multiple Times. Each time you take the feat, it may be 
  with a different weapon or the same weapon. If you 
  take it with the same weapon, the effects of the feats 
  stack. 
   
   
  2. The Vile Sphere of Ultimate Damnation 
  (Encounter Four, Room Nine) 
  The Vile Sphere of Ultimate Damnation was created as 
  a byproduct of the evil rituals performed on the dwarf 
  paladin. It looks exactly like a Sphere of Annihilation 
  (See the Dungeon Masters Guide page 279). It is not a 
  true sphere of annihilation (those have no alignment 
  and are holes in the continuity of the universe). The 
  Vile Sphere is a concentration of the Negative Energy 
  Plane and it is pure evil through and through.  In fact, 
  this sphere is that part of the dwarf cleric’s soul that 
  was altered as part of the dark ritual magics.  
   
  That said, the Vile Sphere is identical to a true 
  Sphere of Annihilation except as follows: 
   
  � It is pure evil. As a result, protection from evil 
  spells work normally against it. 
  � The necessary check to control a lesser sphere is 
  INT, WIS or CHA based. The DC for controlling 
  the sphere is merely 20. Thus to control the sphere 
  a person merely needs to make a Control check of 
  1d20 + level + (Int, Wis or Cha) modifier.  
  � If it enters a character’s square, it gets a free touch 
  attack at its current controllers base attack bonus 
  plus the modifier used to control it. I.E. if Migalee 
  tried to control it as a level 10 wizard with an 18 
  Int, the lesser sphere’s touch attack would be +9 
  (+5 for Base Attack Bonus, +4 for Int). It always 
  has a minimum of +5 to hit.  
  � If, uncontrolled, it enters the square of a character, 
  its touch attack is +5. 
  � A successful hit is treated exactly like the 
  disintegrate spell. The damage done, the damage 
  taken if a Fort Save is successful, and the Fort Save 
  DC are listed below based on the APL. 
  � Just like a disintegrate spell, inorganic matter is 
  left behind (thus swords, armor, etc. are 
  unaffected). 
  � If touched with a Rod of Cancellation (the 
  sphere’s touch AC is 10), both items are destroyed 
  and the resulting explosion does 1d4 damage per 
  half of the APL in a 20’ radius (thus at APL 6, it 
  does 3d4 upon explosion, while at APL 14 it does 
  7d4 damage). There is a Fort Save allowed for ½ 
  damage. The DC for this save is the same as if the 
  Vile Sphere touched a character (See below). 
  � The sphere may be controlled by an ethereal 
  creature, such as a ghost, but in such a case the 
  ethereal creature has an -2 circumstance bonus to 
  the check. 
  � Evil Creatures are always deemed to have made 
  their Fort Save if touched by the Sphere. A clever 
  player with the skill Use Magic Device might 
  successfully imitate an evil alignment and thus 
  automatically make their fort save. 
  � It does no damage to non-corporeal creatures, 
  such as ghosts. 
   
   
  APL 
  Base damage 
  based on APL 
  Damage if Fort 
  Save is successful 
  Fort 
  Save DC 
  6 
  9d6 
  3d6 
  16 
  8 
  12d6 
  4d6 
  18 
  10 
  15d6 
  5d6 
  20 
  12 
  18d6 
  6d6 
  22 
  14 
  21d6 
  7d6 
  24 
   
   
   
   
  Madness Falls 
   
  Page 28 
   
  
  Appendix D 
  Maps
   
  Madness Falls 
   
  Page 29 
   
  
   
   
   
   
   
  Madness Falls 
   
  Page 30 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Madness Falls 
   
  Page 31 
   
  
   
  Madness Falls 
   
  Page 32 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Iuz Border States/594/Normal Scenarios/IUZ4-02 Madness Falls (APL 6-14)/IUZ4-02 - Madness Falls.pdf