TEXT: Frog God 
  Games
  By Lance Hawvermale
  By Lance Hawvermale
  Desperation of Ivy
  Desperation of Ivy
  
  Frog  
  God 
  Games
  CEO
  Bill Webb
  Creative Director:  
  Swords & Wizardry
  Matthew J. Finch
  Creative Director:  
  Pathfinder Roleplaying Game
  Greg A. Vaughan
  Frog V
  Patrick N. Pilgrim
  Art Director
  Charles A. Wright
  Developers
  John Ling and  
  Patrick N. Pilgrim
  Customer Service Manager
  Krista Webb
  Zach of All Trades
  Zach Glazar
  Final Boss
  Skeeter Green
  FROG GOD GAMES IS
  Author
  Lance Hawvermale
  Developers
  Patrick N. Pilgrim
  Producer
  Bill Webb
  Editor
  Jeff Harkness
  Swords & Wizardry Conversion
  Jeff Harkness
  Layout and Graphic Design
  Charles A. Wright
  Front Cover Art
  Artem Shukaev
  Interior Art
  Eric Lofgren, MK Ultra, Tim Truman
  Cartography
  Alyssa Faden
  Adventures 
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  ©2017 Frog God Games. All rights reserved. Reproduction without the written 
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  Quests of Doom 4
  The Desperation of Ivy
  
  2
  Quests of Doom 4
  GENERAL RESOURCES 
  Swords & Wizardry Complete S&W 
  The Tome of Horrors Complete PF, S&W 
  Tome of Horrors 4 PF, S&W 
  Tome of Adventure Design
  Monstrosities S&W 
  Bill Webb’s Book of Dirty Tricks 
  Razor Coast: Fire as She Bears PF 
  Book of Lost Spells 5e, PF 
  Fifth Edition Foes 5e 
  The Tome of Blighted Horrors 5e, PF, S&W
  Book of Alchemy* 5e, PF, S&W 
  THE LOST LANDS 
  Rappan Athuk PF, S&W 
  Rappan Athuk Expansions Vol. I PF, S&W 
  The Slumbering Tsar Saga PF, S&W 
  The Black Monastery PF, S&W 
  Cyclopean Deeps Vol. I PF, S&W 
  Cyclopean Deeps Vol. II PF, S&W 
  Razor Coast PF, S&W 
  Razor Coast: Heart of the Razor PF, S&W 
  Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W 
  LL0: The Lost Lands Campaign Setting* 5e, PF, S&W
  LL1: Stoneheart Valley PF, S&W 
  LL2: The Lost City of Barakus PF, S&W 
  LL3: Sword of Air PF, S&W 
  LL4: Cults of the Sundered Kingdoms PF, S&W 
  LL5: Borderland Provinces 5e, PF, S&W
  LL6: The Northlands Saga Complete PF, S&W
  LL7: The Blight 5e, PF, S&W
  LL8: Bard’s Gate 5e, PF, S&W 
  LL9: Adventures in the Borderland Provinces 5e, PF, S&W
  QUESTS OF DOOM 
  Quests of Doom (Vol. 1) 5e 
  Quests of Doom (Vol. 2) 5e 
  Quests of Doom (includes the 5e Vol. 1 and 2, but for PF 
  and S&W only) PF, S&W 
  Quests of Doom 2 5e 
  Quests of Doom 3 5e, S&W
  Quests of Doom 4* 5e, PF, S&W
  PERILOUS VISTAS 
  Dead Man’s Chest (pdf only) PF 
  Dunes of Desolation PF 
  Fields of Blood PF 
  Mountains of Madness PF 
  Marshes of Malice PF
  Other Products from Frog God Games
  You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.  
  Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,  
  and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
  * (forthcoming from Frog God Games)
  
  3
  The Desperation of IVy
  Table of Contents
  Credits ........................................................................ p. 2
  Desperation Ivy ..............................................................p. 4
  Map Appendix .............................................................. p. 18
  Legal Appendix .............................................................p. 22
  
  4
  Quests of Doom 4
  The forces of Nature have formed a barricade around an ancestral 
  home, not to prevent intruders but instead to keep something inside from 
  getting out. The Desperation of Ivy is an adventure for 4 to 6 characters 
  of levels 3-5 that can be placed in any suitably out-of-the-way location 
  in your campaign. However, in the Lost Lands campaign setting, the 
  abandoned village of Hythe Wexshaw lies in the Cut Horn Gap near the 
  Dehari River that forms the border between the Free Duchy of Duquesne 
  and the Domain of Hawkmoon. The ruins of the village stand some 7 
  miles north of the Hawkmoon Road in the lower foothills of the Forlorn 
  Mountains.
  Adventure Background
  They say the god of Nature never forgets. This deity, known today as 
  Oon, birthed himself from nothingness by planting his own seed among 
  the stars. His first memory was of his roots sinking deeply into the Cosmos, 
  stealing their secrets before the beginnings of Time. Countless millennia 
  later, one of his clerics would try in turn to steal from Oon, and the god 
  punished the man by transforming him into a deathless creature, forced to 
  live in misery for eternity. Yet in his wisdom, Oon did not permit his fallen 
  priest to roam the countryside freely and write terror in the hearts of the 
  innocent. Instead, he commanded the very plants to imprison the undead 
  creature forever.
  Of course, that entire story is nothing but a tale told by old wives. Here 
  is what is known as fact: A once-imposing residence called Coltherstone 
  Hold was abandoned years ago, and in the decades since, a fantastic 
  amount of vegetation has grown up the walls and rooftops, covering 
  the structure. Many of the plants are dangerous — deadly, even — and 
  reclaiming the hold will require more than just a few machetes to chop 
  down some weeds. Much worse, a few of the plant specimens possess 
  intelligence as well as an undo degree of malevolence. They’ve infested a 
  nearby village — all but burying it in overgrowth — and have absorbed a 
  few villagers along the way. 
  Starting the Adventure
  The characters can enter the story in a variety of ways:
  • In a previous quest, they found a deed to Coltherstone Hold and have 
  come to claim it as their own to use as base of operations. (Such a docu-
  ment can be found in the adventure A Midnight Council of Quail).
  • They’ve been employed by a concerned relative to find a missing family 
  member in the village near the hold.
  • They come upon the place purely by chance, and curiosity compels 
  them to explore.
  In reality, the rumors about the god Oon and an evil priest are mostly 
  false. But as in most fiction, a core of truth can be found in those outlandish 
  tales. A defrocked cleric was indeed transformed into an undead creature 
  due to malign acts, and many years ago, his heartbroken family members 
  sealed him within the hold’s basement. Over time, the hold was abandoned. 
  For centuries, it served as the manse of many important families, but by 
  and by, they departed and left the great old building to its fate. Perhaps 
  as the result of a druid’s collateral magic, the surrounding vegetation 
  grew to unnatural proportions, all but smothering the hold. The ivy is so 
  comprehensive in its coverage that it seems as if it’s intent on trapping 
  something inside — and that something is the undead creature formerly 
  known as Almeric, rector of the local parish.
  Coltherstone Hold
  A green mass of ivy completely encases Coltherstone Hold. So much 
  of this verdant plant covers the building that the once-beautiful stonework 
  is visible only in patches here and there. The windows and doors are 
  completely obscured. The two-story structure retains its former shape, but 
  otherwise it is unrecognizable. 
  Tightly woven together, the vines prove a serious blockade to anyone 
  hoping to steal a curious look inside. Getting into Coltherstone means 
  chopping at the ivy, and that takes time and not a small amount of effort. 
  The ivy is so old that its main stems are several inches thick, as formidable 
  as the ropes on a great sailing vessel. Some of the leaves are the size of 
  parasols.  Likewise, the property around Coltherstone is overgrown with 
  rampant foliage. No discernable path leads to the house; visitors must 
  wade through knee-high weeds and prickly brambles.
  The characters have a few options for entering the hold:
  Doors: The doors allow ground-level entry to Areas 2, 3, and 11. 
  However, getting these doors entirely clear of vegetation so that they 
  can be opened requires sufficient slashing or chopping weapons and 1 
  turn plus 3d6 rounds of work. The noise alerts the shroom in Area 15 
  and everyone else occupying the lower level, as well as the ophidians 
  on the roof.
  Windows: Nearly every window is smashed, the glass entirely gone, 
  with cable-like vines snaking in and out of the openings. The characters 
  may climb through any window on the first or second level. However, 
  there is a 50% chance that any particular window is guarded by a tangle 
  weed or strangle vine.
  Tangle Weed/Strangle Vine: HD 4; AC 6[13]; Atk 4 vines 
  (1d6); Move 0; Save 13; AL N; CL/XP 6/400; Special: 
  strangulation (2-in-6 chance after hit, 1d6 damage per 
  round, save resists). (Monstrosities 466)
  Roof: Because of the ivy, the walls are easily climbed, 
  granting a +25% bonus to all checks. The characters might 
  also use magic to reach the rooftop. In either case, a tribe 
  of ophidians who climbed the ivy and now make their home 
  in the thick foliage on the roof attack ascending characters. 
  Ophidians (11): HD 3; HP 22, 21x2, 19x3, 17, 16x3, 15; AC 
  4[15]; Atk spear (1d8+1), bite (0); Move 12; Save 14; CL/XP 
  5/240; Special: reproductive bite (save or birth ophidian in 
  1d4 weeks and die). (Monstrosities 363)
  Equipment: spear. 
  The ophidians drop heavy stones on anyone trying to climb all the way 
  to the roof. These round rocks weigh 20 lbs. A saving throw permits the 
  climber to dodge the falling stone, but a failed save means the climber 
  takes 1d6 points of damage from the initial impact and then 2d6 more 
  points when they strike the ground. Other ophidian tactics include 
  dropping venomous snakes onto climbers, or waiting until someone sticks 
  his head above the roofline and then attacking as a group.
  The ophidians’ thatch-roof huts contain spears, knives, and slings, along 
  with plenty of food. They’ve also managed to amass 41 gp and 83 sp, 
  though these coins are scattered throughout their huts and require at least 
  an hour to collect. If the characters conduct a particularly thorough search, 
  they also find a waterskin holding two doses of a potion of heroism.
  The ophidians have cut a hole in the roof. A woven vine rope permits 
  access to Area 19. 
  The Desperation of Ivy
  
  5
  The Desperation of IVy
  The Status Quo Within
  The ivy has invaded the hold’s interior through shattered windows and 
  cracks in the walls. Unless otherwise noted, a matting of leaves and vines 
  cover the walls, floor, and ceilings of all rooms, reducing movement rates 
  by 10%.
  Four main factions with which the characters might interact are within 
  the hold:
  Redwraith: Known as Almeric when he was alive and serving as the 
  local rector, this undead horror is trapped in Area 31 for his crimes. He 
  cannot escape … unless the characters open the door.
  Shroom: This mysterious, intelligent, and evil fungal humanoid is a 
  recent inhabitant, having been drawn here by the abundant plant life. The 
  shroom has an innate kinship with plants and holds magical sway over 
  them, so Coltherstone is a natural fit. The shroom — whose actual name 
  is unpronounceable — only just arrived and has not explored much of the 
  hold. It is located in Area 15.
  Mushroom-Men: The enigmatic mushroom-men found Coltherstone a 
  welcome place after the plants invaded, and they have lived here for the last 
  two years. They’ve turned several rooms into a colony. The mushroom-
  men are not inherently aggressive, and they deal with the characters as 
  neutral traders, unless they are provoked to violence, in which case they 
  respond assertively. They occupy three rooms, all of which are labeled as 
  Area 24.
  Ophidians: Having set up camp on the rooftop, these snake-like beings 
  enjoy the rich plant life that grows there. They use the ivy as a ladder, and 
  their elevated community has so far proven itself easy to defend.
  1. Sagging Porch
  Coltherstone Hold features two large porches, on the north and 
  south sides of the building. Both have fallen victim to the ivy’s heavy 
  encroachment.
  What used to be a grand veranda is now on the verge of 
  collapse. The porch floor has buckled under a thick layer 
  of vegetation, and long green runners hang down from the 
  drooping ceiling. Honeybees and other insects delight in the 
  many flowers, most of which are bright sunflowers and thistle.
  The pleasant-looking patch of sunflowers contains a cobra flower that 
  attacks anyone who attempts to cross the porch.
  Cobra Flower: HD 6; HP 27; AC 5[14]; Atk bite (1d8 plus 
  1d6 acid); Move 3; Save 11; AL N; CL/XP 7/600; Special: 
  squeeze (1d8 hp/round, +2 to hit with bite). (Tome of Horrors 
  Complete 103)
  While combating the cobra flower, the characters have a 50% chance of 
  drawing the attention of either the spiderweed in Area 8 or the shroom in 
  Area 15, depending on which porch they’re occupying.
  2. Cloak Room
  This foyer contains racks, pegs, and hangers on either side. Long ago, 
  guests hung their garments here, but now the ivy has woven itself through 
  the hooks and shelves and tied them up in knots. Trapped behind the 
  ivy are half a dozen coats and shawls, almost all of them damaged by 
  moisture, time, and hungry insects. One, though, is still clearly intact, a 
  dun-colored cape pinned against the wall by leafy vines. The cape is long 
  enough to drag the ground when worn by anyone shorter than 6ft, 4in tall. 
  When tied around the shoulders of any humanoid, the cape changes color 
  every turn, from black to beige to blue to red. This color shift happens 
  every 10 minutes, but the pattern is entirely random, so the wearer never 
  knows what hue is coming next. The cape has no other magical properties. 
  It was crafted many years in the past at the behest of a fashion-minded 
  family member whose name has been lost to antiquity.
  3. Dining Hall
  The plants have made this once-spacious room all but impassible. 
  Resilient vines crisscross from wall to wall and from floor to ceiling. The 
  room’s chandelier was enspelled with continual light, and though the 
  place fell into ruin, the artificial sunshine remains, bathing these plants 
  in a warm and healthy glow. Green runners wrap around the large dining 
  table, practically tying the chairs to one another. If the characters peer 
  through the few openings, they see a large chest beneath the table, mostly 
  obscured. Hacking through this room forces the characters to move at 
  10% their usual movement rates. Along the way, they draw the attention 
  of an assassin vine.
  In order to grab and crush its prey, the assassin vine animates the other 
  plants in the room if the characters try to force their way through the thick 
  foliage. These plants seize and trap intruders unless the characters make 
  a saving throw and quickly retreat the way they came. The assassin vine 
  automatically damages immobilized victims each round until they are 
  dead or liberated with outside assistance.
  Assassin Vine: HD 7; HP 49; AC 5[14]; Atk vine (1d6+1); Move 
  1; Save 9; AL N; CL/XP 8/800; Special: animate plants (30ft 
  radius). (Monstrosities 23)
  The chest under the table is locked and contains the family silver: 14 
  place settings of silver in need of a polish, including plates, bowls, flagons, 
  and flatware. Each setting weighs 3 lbs. and can fetch 50 gp on the market 
  due to the antique nature of the pieces.
  4. Kitchen
  This kitchen is unlike other rooms in the hold in that no living plants 
  can be found here. Other than a few dried and brown ivy strands, there 
  is no sign of vegetation — which should strike the characters as strange 
  considering that the rest of building has been all but overrun. The kitchen 
  contains a 400-lb. butcher’s block engraved with the name Olin, one of 
  the family chefs. Also located here is a doublewide iron oven, an insulated 
  wooden chest designed to store ice blocks cut from the nearby pond, and 
  racks of dusty cookware.
  The dead ivy and generally clean state of this room are due to a natural 
  herbicide slowly being released by an earthenware crock in the oven. This 
  
  6
  Quests of Doom 4
  lidded container contains a combination of old food, rot grubs, and green 
  slime. Accidentally converging in the crock, these substances combined 
  into a foul, airborne toxin that is fatal to plant life. The crock’s contents 
  may be used to kill a limited number of plants in the hold, though the 
  effects take several hours to manifest. At the Referee’s discretion, the 
  fumes can adversely affect druids, clerics of nature deities, and elves. 
  In these instances, characters experience headaches after 1d4 rounds of 
  exposure, followed by vomiting and general unease for the remainder of 
  the day, penalizing all rolls by –2.
  5. Northeast Stairwell
  Stairs lead up to Area 25 on the second level. A butler’s pantry is also 
  here, though the wooden credenza is water-damaged and coated in slimy 
  mold. Vines run from the dining room across the floor and up the stairs, 
  while a wild rose bush that thrust its way partially inside smashed the 
  glass on the window to the south. The flowers are huge and scarlet in 
  color, the thorns 3in long.
  6. Bay Window
  Padded benches and comfortable pillows once permitted Coltherstone 
  residents to sit and gaze upon the gardens through large and impressive 
  windows — all of which are now gone, other than a few sharp chips 
  remaining in the window frames. Exceptionally thick vines have infiltrated 
  the open windows and grabbed hold of the chair legs as if holding them 
  captive. Anyone looking under one of the benches discovers a brass 
  spyglass clutched vigorously in multiple coils of vines. This telescope 
  was used to observe the surrounding countryside. Though it isn’t magical, 
  it’s an antique and quite functional. However, the vines have tied it up 
  tightly, so liberating it should require hard work from the characters: 
  sawing, tugging, and swearing. This requires 3d4 rounds to complete. The 
  spyglass is worth 100 gp.
  7. Corner Portrait
  A painting hangs here and remains in relatively good 
  condition despite the ambient moisture. This portrait depicts 
  a lovely half-elven woman of middle age and somewhat regal 
  bearing. She wears a dove-shaped choker encrusted with 
  pearls. Mounted to the gilded frame is a brass plaque that 
  bears the woman’s name, Rochilda.
  Of the many people who have occupied Coltherstone Hold through the 
  years, Rochilda is one of the few whose name has survived, and only 
  because of the thoughtful inclusion of the painting’s plaque. In reality, 
  she was not an exceptionally important or wealthy woman, but she 
  happened to be the mistress of the home when it fell on hard times and 
  was abandoned. Rochilda is buried in the glass casket in Area 34.
  The portrait is worth at least 300 gp to art dealers. If the characters 
  remove the painting and intentionally search the wall behind it, they stand 
  the usual chance of discovering secret doors. If successful, they pivot the 
  wall outward to reveal a space 10 feet wide and 25 feet deep containing 
  6d6 bolts of exotic, imported fabric, each one worth 1d10x10 gp. Though 
  at first this may not appear to the characters to be a breathtaking treasure, 
  in fact these exquisite fabrics are rarer than jewels. Included here are 
  worsted wools from the sheep of isles that have since sunk beneath the 
  waves, drider silk, silver brocade, golden-hued elven damask, and others. 
  Each bolt weighs between 10 and 60 lbs., except for a roll of white linen 
  that has been magically treated to be weightless, so that clothing as light 
  as air can be fashioned from it by a master tailor.
  8. False Spider
  Long ago, this room was apparently a study or private 
  library, as hundreds of books remain, yet thin vines with 
  bright red flowers cross the shelves. A remarkable number of 
  flying insects have landed on these flowers or hover around 
  them, creating a rather loud collective buzzing sound. Like 
  the shelves, vines entwine the desk, so inspecting the books 
  or the contents of the desk require you to brave the insects 
  and chop through the plants. Other identifiable items in the 
  green strands include a padded reading chair and a small bar 
  where several bottles and glasses are covered in dust.
  If the characters take a few steps into the room, what looks to be a 
  large spider emerges from the vines near the ceiling. The spider is about 
  3 feet across and uses the vines as if they were webs. In reality, this is 
  no arachnid at all, but rather a spiderweed. Though a single spiderweed 
  likely poses little threat to a well-armed party, its position near the ceiling 
  makes it difficult to strike with melee weapons given the profusion of 
  vines. If attacked with a missile weapon or magic, it scurries into a weed-
  ball lair on the far side of the desk.
  Spiderweed: HD 2; HP 13; AC 7[12]; Atk 2 thorn slashes (1d4 
  plus sap); Move 6; Save 16; AL N; CL/XP 2/30; Special: sap 
  (rash for 4d4 hours, –2 to all rolls, save avoids). (Monstrosities 
  454)
  The characters may choose to explore various items in the room:
  The Desk: The desk’s knee hole serves as the spiderweed’s nest. The 
  vines that hold the desk drawers in place are coated in the spiderweed’s 
  sticky sap, so that handling them gives the victim a painful rash for 4d4 
  hours, during which time all saving throws are penalized by –2. All but 
  one of the desk drawers are empty, and it contains an excellent quill-and-
  ink set. The pen’s nib is plated in gold, and the colorful feather is from 
  a couatl’s wing. In fact, the ink is that of a squid and can be used in the 
  creation of certain potions and elixirs. 
  The Books: The insects are at their thickest here, proving to be a serious 
  irritant. There are 621 books in all. Common subjects include travelogues, 
  risqué fiction, arts and crafts, and dry family epics. The Referee should 
  invent a few unique titles to supplement these examples:
  Calculus and My Other Lovers by the halfling mathematician Golanni 
  Breembucket. This charming textbook is a treatise on higher-level math 
  but also contains the author’s unflatteringly caricatures of people he has 
  met, including many well-known NPCs from the Referee’s own campaign 
  world.
  Magical Weapon No. 4, Second Attempt by Hjonmir Falsson and 
  Antordox the Augmented. This slender volume provides step-by-step 
  instructions on how a magic-user and a weaponsmith can combine their 
  talents to create something called a sword of winter’s longing. A few of the 
  ingredients for the sword include iron from a frozen peat bog, forge coals 
  from an efreeti’s lantern, and a kiss from the North Wind. The process to 
  create and enchant the sword requires 4 months of continuous work. The 
  Referee should assign specific properties to the sword if the characters are 
  intent on forging it.
  My Diary, Volume Two: Life in Hythe Wexshaw by Emblyn Falsdottir. 
  The daughter of a local smith, young Emblyn recorded nearly every event 
  of her girlhood, from the time she was able to write until leaving the hold 
  at age 13. Her stories are full of hyperbole typical of a person her age, but 
  there is value in skimming through her heavy-handed prose. In elaborate 
  detail, Emblyn describes an old lakeside shack she used as a playhouse, 
  noting its bright green roof and multitude of wind chimes. If the characters 
  remember her description while visiting Hythe Wexshaw, they’ll know to 
  follow Emblyn’s instructions and check in a hollow table leg to find “my 
  dearest treasure” when they come upon the shack at Area G.
  The Wet Bar: Though most of the vintages were removed when the 
  last family finally departed the hold, they left behind dozens of pieces 
  of glassware, service trays, and three intact bottles. The contents of one 
  
  7
  The Desperation of IVy
  of these has spoiled over time, the result of a poorly placed cork. The 
  second bottle, labeled Kaun’s Finest is a dry sherry quite pleasing to the 
  palette but not exceptionally expensive. The third bottle, from Totem Elf 
  Vineyards, is 23 years old and incredibly rare, as ogres raided the vineyard 
  in question a decade ago, razing its buildings and slaughtering its vintners. 
  This wine is worth 450 gp.
  The Chair: Though it seems to be a slightly worn but nonetheless 
  comfortable place to sit and read, this is actually the chair of the ancestors 
  (see New Magical Items). The characters are likely to overlook its value 
  unless specifically searching it for a magical aura.
  9. The Way Down
  This cellar door permits access to a stairway going down to Area 29, 
  built below the stairs that wind up to the second floor and Area 16. The 
  door is decorated with a stonework letter “C” that hangs from a wire so 
  rusty with moisture that it breaks if the door is opened, causing the letter 
  to hit the floor and shatter.
  10. The Way Up
  This set of wooden stairs, once elegant but now damp and covered in 
  mold and mushrooms, curves up to Area 16 on Coltherstone’s second 
  level. The heavy newel post, having been moistened from dripping water, 
  is covered in a teal-colored moss. Each ascending baluster is likewise 
  coated, albeit in varying hues, making the staircase look like a strange and 
  brightly painted piece of artwork. The treads are unsafe; anyone weighing 
  more than 150 lbs. crumbles the moist wood underfoot, taking no damage 
  but forcing them to rake their foot free before moving on.
  At the top of the stairs is a 4-foot toadstool known as a shrieker. 
  Anyone moving up the stairs sees the toadstool before coming within 
  10 feet and causing it to erupt into an ear-splitting siren, but whether or 
  not they identify it is another story. The piercing sound causes 1 point 
  of damage to anyone within 30 feet who fails a saving throw, and, much 
  worse, it alerts everyone in the hold that interlopers are afoot. All residents 
  respond accordingly.
  Shrieker: HD 3; HP 20; AC 7[12]; Atk none; Move 1; Save 14; 
  AL N; CL/XP 3/60; Special: shriek (1hp/round, 30ft radius, 
  save avoids). (Monstrosities 423)
  11. Briar Blockade
  This once-grand entrance hall is filled with sharp brambles that have 
  pushed up through cracks in the parquet marble floor and overtaken the 
  entire area. The thorny bushes are 18 inches high. Anyone not wearing 
  armor who forces his way through sustains 1 point of damage per 10 feet 
  traveled. The briar patch may be burned away, or the characters can spend 
  time chopping the plants and clearing a path; this requires 1 round per 5 
  feet square. Any activity here alerts the shroom in Area 15. 
  12. Ruined Equipment
  Moisture caused the door to this closet to swell, and it is now sufficiently 
  stuck in its jamb as to require an Open Doors check. If the door is opened, 
  water runs out across the floor, having pooled here due to a leaky floor 
  in Area 19 on the second level. A former master of the hold once stored 
  riding and trekking gear here: multiple pairs of boots for different 
  activities, a selection of riding crops, along with walking-sticks, sun hats, 
  and miscellaneous leather gear. All of it is now damp, moist, and coated in 
  moss and muck. In particular, green slime covers a few items. Anything 
  organic or made of metal that comes into contact with this substance must 
  make a saving throw or be transformed into green slime.
  Green Slime: NA; Special: transform flesh and metal into green slime 
  (save avoids).
  13. Watchtower
  On the southwest corner of the hold is a tower that looks out over the 
  entangled village of Hythe Wexshaw. The characters have an uninterrupted 
  view of the village and the lake. All six windows have been smashed and 
  invaded by ivy. The tower is crowded with knee-high plant life, requiring 
  the characters to chop their way through. A loaded crossbow stands near 
  one of the open windows, but the ivy has netted it completely. It is loaded 
  with a +2 crossbow bolt. Other items in the ivy’s grip include an oversized 
  signal lantern, a bugle once used to sound alerts, and a dead ophidian who 
  was trapped helplessly in the vines.
  14. Junk Corner
  Over the years, different generations used this area for storage, piling 
  up and then removing goods, only to pile up some more a few years later. 
  These crates, easels, mannequins, and bags of clothing have no real value, 
  though the Referee should enliven the selection with interesting objects 
  from his or her own campaign.
  15. The Master Shroom
  The shroom’s level of readiness depends on whether or not the characters 
  have announced their approach by the volume of their actions. If the 
  shroom knows that intruders are advancing, it commands the multitude of 
  plants in this room to gather around it in a natural-looking way, gaining 
  full concealment. If caught unawares, the shroom is ordering the plants 
  about, and they obey fully, rushing from side to side like a strange green 
  tide as the shroom investigates the room. Either way, the shroom is highly 
  intelligent and never stands face to face in combat. It uses its full resources 
  to defend itself, commanding the surrounding plants to hold targets at bay 
  while it casts spells.
  
  8
  Quests of Doom 4
  The shroom’s first action is to cast mirror image so that 1d4 alternate 
  shrooms appear and possibly confuse attackers. With plant growth, it can 
  turn any room into a nearly impassible jungle. If it needs to escape, it casts 
  darkness 15-foot radius and retreats to the closest exit, commanding the 
  plants behind it to thwart pursuit.
  Shroom: HD 6+1; HP 41; AC 6[13]; Atk staff (1d8); Move 9; 
  Save 11; AL C; CL/XP 8/800; Special: plant control, spells 
  (4/3/2/1). (Monstrosities 424)
  Spells: 1st—charm person, magic missile (x2), sleep; 
  2nd—darkness 15ft radius, mirror image, web; 3rd—fly, 
  lightning bolt; 4th—plant growth.
  Equipment: staff, grass belt with pouches containing 
  potions of healing and fire resistance.
  The shroom has only just arrived at the hold and has not yet claimed 
  any particular room as a future lair, so it has gathered no treasure here. 
  First, it intends to explore the breadth of the building, command the plants 
  to do its bidding, and eliminate any potential rivals. Once a grand family 
  room, this chamber still contains much of the old furnishings, including 
  the usual chairs and sofas, but also a huge water clock, an impressive 
  fireplace, and a large chandelier with almost two dozen glowing crystals 
  bathing the room in magical light.
  Water Clock: This intricate device is built into a maple cabinet that is 
  3 feet wide and 5 feet tall. If water is placed in the proper receptacle, it 
  begins to drip, causing the gears to move and levers to rise and fall. The 
  cabinet’s glass door permits a full view of this clockwork operation, which 
  keeps precise time so long as its water reservoir is replenished. If the clock 
  is muscled outside — no small feat, given its bulk — it can be sold for as 
  much as 500 gp.
  Fireplace: A tree grows up through the hearth’s stone floor, all the way 
  up through the chimney flue to the open air of the roof, where branches 
  sprout thick green leaves.
  Chandelier: If the characters somehow get up to the ceiling to inspect 
  the chandelier, they learn that 22 captive fairies provide the light. These 
  inch-tall fey creatures glow constantly, like fireflies, but when closely 
  examined, they are clearly humanoid in appearance. Being magical, they 
  are effectively immortal, requiring no sustenance to survive. They have 
  been imprisoned for decades. If released from their crystals, they vow 
  eternal friendship to the characters and promise to serve them in whatever 
  small way they can.
  16. The Floater
  Drifting slowly in this hallway at the top of the stairs is a non-intelligent 
  plant known as a gas spore. The gas spore is roughly spherical, about  
  5 feet in diameter, and drawn toward warm-blooded creatures. 
  A successful touch by the creature injects spores into its victim, 
  forcing a saving throw. A victim who fails this save becomes 
  gravely ill as the spores grow and transform inside their host, 
  transforming the victim into a gas spore in 24 hours unless a cure disease 
  is applied. If the gas spore is successfully struck by any attack form, it 
  instantly explodes, causing 6d6 points of damage to everyone without 
  20ft (save for half). Anyone killed by this blast of spores eventually turns 
  into a gas spore. The stairs connect this area to the lower level at Area 10.
  Gas Spore: HD 1d4 hp; HP 3; AC 9[10]; Atk touch (disease); 
  Move 0 (fly 3); Save 18; AL N; CL/XP 4/120; Special: attacks 
  as 3HD monster, causes disease (save or turn into 1d6+1 gas 
  spores), explode (6d6 damage, 20ft radius, save for half). 
  (Monstrosities 187)
  17. Water Closet
  This windowless room served as the hold’s latrine. Decades ago, 
  one of the family matriarchs spent an exorbitant amount of gold on the 
  construction of a magical disposal effect, so as not to have her home 
  reeking of human waste. Two benches feature holes that permit waste 
  matter to be deposited into a small space below, where it is vaporized. 
  Materials such as metal, stone, ceramic, and wood are not affected, 
  but organic matter is instantly subject to a disintegrate effect; living 
  tissue thrust into the toilet hole is permitted a saving throw to avoid 
  being atomized.
  18. Closet Dweller
  A violet fungus occupies this dark closet and immediately attacks 
  anyone who opens the door. The Referee should determine surprise 
  normally to see if the characters are taken unaware. On a successful hit, 
  a fungal tentacle strikes flesh, causing a limb to rot and become useless 
  unless the victim makes a saving throw or receives a curse disease spell.
  Violet Fungus: HD 3; HP 21; AC 7[12]; Atk 4 tendrils (rot); 
  Move 1; Save 14; AL N; CL/XP 4/120; Special: tendrils cause 
  rot (save avoids). (Monstrosities 183)
  Water, time, and the presence of the violet fungus destroyed the 
  contents of this closet. A pale, purple paste covers everything.
  19. Ophidian Retreat
  A hole in the ceiling allows the ophidians access to this room from the 
  roof. It also lets in the rain, which leaks through the floorboards to Area 
  12 below. This room formerly served as a guestroom for visitors to the 
  hold, and remnants of that function remain. However, the ophidians have 
  converted it into a nest where they raise their pet snakes.
  Vipers (4): HD 1d6 hp; HP ; AC 5[14]; Atk bite (1hp plus 
  poison); Move 18; Save 18; AL N; CL/XP 2/30; Special: lethal 
  poison (+2 save). (Monstrosities 438)
  These deadly vipers live under old furniture, and they attack if the 
  characters make a commotion while searching the room. The ophidians 
  removed anything of monetary value, but a thorough search requires 1d4 
  rounds to determine this.
  
  9
  The Desperation of IVy
  20. Child’s Play
  The walls of this room, seen in between tangles of ivy and 
  large green leaves, are painted a bright yellow that hasn’t 
  faded with time. The ceiling is designed to look like the night 
  sky and stars, and a mobile of flying fairies hangs down in 
  one corner. A wooden rocking horse is trapped in an ivy 
  net, and two small beds have been ruined by extensive plant 
  life and the insects that live there. Ants, in particular, have 
  claimed this space as their own. Two glass-eyed dolls are 
  locked in an eternal embrace, along with a colorful box, yet 
  more prisoners of the weeds.
  At some point in the past, this served as a fine bedroom and playroom 
  for children. The box can be removed from the weeds with a bit of work. A 
  crank handle can be turned to release the box’s occupant, who eventually 
  grows impatient and leaps out on its spring even if the handle isn’t turned, 
  surprising the characters 50% of the time. The jack-in-the-box carries a 
  tiny dagger coated with poison; anyone struck must make a saving throw 
  or acquire a permanent tremor in a randomly determined limb. This tremor 
  imposes a –1 penalty on various tasks as determined by the Referee. It 
  may be healed with a cure disease spell.
  Jack-in-the-Box: HD 2; HP 12; AC 5[14] or 3[16] within box; 
  Atk dagger (1d4 plus poison); Move 6; Save 16; AL C; CL/XP 
  2/30; Special: surprise (50% chance), poison (causes tremor 
  in random limb, –1 penalty to rolls). (Monstrosities 267)
  At first glance, the room doesn’t appear to contain anything of value. 
  But characters who are especially industrious and spend at least 30 minutes 
  hacking and yanking the plants away are rewarded for their efforts: One of 
  the little girls who played here years ago borrowed her mother’s emerald 
  bracelet and attached it to a doll as a necklace. The bracelet is worth 270 gp.
  21. A Peaceful Sleep
  Countless flowers have invaded this room from the broken 
  windows. Violets, lilacs, and dazzling roses form a sweet-
  smelling carpet on the floor. This used to be a fancy bedroom, 
  but the bed has been taken over by chrysanthemums, and 
  vines crawl up the four posters and hang down like a veil. A 
  dressing table and mirror are barely visible through a layer of 
  multi-colored tulips. A tall wardrobe against the wall is the 
  only piece of furniture on which the flowers have yet to find 
  solid purchase. The wardrobe’s two doors are held closed 
  with a delicate silver chain strung between the handles.
  Though beautiful, this room can prove perilous, as a flowerchild lives 
  on the soft moss beneath the bed. During long afternoons, the flowerchild 
  suns itself in the beams shining through the open window, but even then it 
  is mostly indistinguishable from the surrounding petals and vines. Anyone 
  entering this room and inhaling the fragrant air must make a saving throw 
  or slip into a blissful daze. Unless unaffected allies remove the dreamy 
  victim, the flowerchild releases a pollen cloud that fills the room, forcing 
  one saving throw every three rounds to avoid becoming a living, comatose 
  planting ground for the flowerchild’s seeds.
  Flowerchild: HD 5; HP 31; AC 8[11]; Atk none; Move 1; 
  Save 12; AL N; CL/XP 7/600; Special: immune to blunt and 
  piercing weapons, peaceful feelings (50ft radius, creatures 
  becomes passive, save resists), pollen (transforms victim 
  into flowerchild in 1d3+2 days, save every 3 rounds while 
  exposed, cure disease kills infection). (Monstrosities 172)
  Little remains in this master bedroom that hasn’t been claimed 
  and composted by nature. One exception is the wardrobe, which was 
  constructed solidly enough to protect its contents. If the characters 
  overcome the flowerchild and clear away enough vegetation that they can 
  open the wardrobe doors, they discover the following:
  • long winter coat made of owlbear fur and feathers;
  • three simple but lovely cotton dresses;
  • pair of glossy riding boots; one of the heels is a hidden compartment 
  capable of holding a few tiny items;
  • hatbox containing a feathered and colorful hat of protection +1 (as ring 
  of protection +1);
  • blue velvet cape that radiates magic but is cursed so as to impose a –1 
  penalty to all ability checks and saving throws; once donned, the cape can 
  be removed only with remove curse;
  • flat wooden box that holds half a dozen silver threads; these strings are a 
  component of the control rods for the flesh golem in Area 34.
  22. The Creeper
  Though the function of this room changed as one generation after the 
  next occupied the house, most recently it was an artist’s studio. Many 
  blank canvases on wooden stretcher bars lean against one wall, and crusty 
  paint pots of various sizes and shades are stacked in the corner. Brushes 
  abound. Of course, ivy from the open window holds everything in its 
  embrace. A fungal creeper clings to some of the pots like dried paint.
  Fungal Creeper: HD 3; HP 19; AC 7[12]; Atk touch (1d6); 
  Move 3; Save 14; AL N; CL/XP 4/120; Special: attaches (to-hit 
  roll of 19 or 20, automatic damage). (Monstrosities 182)
  
  10
  Quests of Doom 4
  23. Fallen Armor
  This broad hall formerly featured many portraits and sculptures of 
  family members, but the departing residents carted it all away. Plants 
  have taken over nearly every space, bathing in the light of the floor-to-
  ceiling window. A suit of full plate armor was once on display here, but it 
  collapsed from its pedestal. A blossom of pale pink flowers sprouts from 
  the helmet’s visor. The armor is ceremonial, beautiful and intricate but not 
  battle-ready. The flowers are harmless. The armor is sized for a humanoid 
  of a little under 6 feet tall. Shoved into one of the fingers of the steel 
  gauntlets is a tightly rolled piece of parchment. If someone attempts to 
  don the gloves, he discovers the parchment, which can be unfolded to 
  reveal a magic-user scroll containing the spell invisibility.
  24. Mushroom Enclave
  Currently, 22 mushroom-men call these rooms their home. Attacking en 
  masse, they might overwhelm unprepared parties, but they are not inherently 
  aggressive and choose a peaceful encounter if the characters do not immediately 
  demonstrate aggression. The characters first encounter a few mushroom-men 
  in the hallway outside their rooms; the mushroom-men observe the characters, 
  and by their postures, they are clearly wary but not threatening. What happens 
  next depends on the characters. If the mushroom-men are alarmed, they attack, 
  calling upon all members of the colony. However, if the characters offer some 
  gesture of peace, a mushroom-man shaman casts speak with humanoids (a 
  variant of speak with animals) and invites the characters into the colony’s rooms.
  Mushroom-Men (16) (3 HD): HD 3; HP 24, 23, 22x4, 21, 20x3, 
  19, 18, 17x2, 16, 15; AC 5[14]; Atk fist (1d6) or weapon; Move 
  12; Save 14; AL N; CL/XP 5/240; Special: spores (1d6 released 
  at death, grow into mushroom-men 1HD lower than parent 
  in 1d4 rounds). (Monstrosities 341)
  The Cauldron Experience
  The shaman introduces the characters to the colony’s hetman, or tribal 
  leader. Like the rest of his kind, the hetman is simpleminded and not 
  overly inquisitive; he doesn’t understand social nuances or abstract ideas. 
  He is primarily interested in trade. He can provide the characters with a 
  detailed description of Coltherstone Hold, its inhabitants and the adjacent 
  village of Hythe Wexshaw, but he offers nothing until the visitors gain 
  the colony’s trust by undergoing a trial known as the Ceremony of the 
  Cauldrons. He leads the characters into a corner of one of their rooms 
  where three large pots boil over a fire of dried vines. The pots are all 
  different: One is black, one is copper, and one is shiny steel.
  The thick, gray substance in the black cauldron smells 
  strongly of fish, and reminds you of the gruel served in 
  orphanages and prisons. It looks unappetizing but palatable. 
  The chunky red liquid in the copper cauldron smells like 
  burning leather. Finally, the milky white fluid in the dented 
  steel cauldron smells like honeysuckle, though it has a slight 
  oily film on it that makes it seem less inviting.
  The hetman explains that the characters may join him in fellowship by 
  partaking in the Ceremony of the Cauldrons. Anyone who accepts, even if 
  he sips from just a single kettle, earns the alliance of the mushroom-men. 
  Those who opt out may wait outside in the hallway. Characters who wish 
  to participate in the ritual may elect to imbibe from one, two, or from 
  all three cauldrons. Doing so grants them the one-time ability to cast a 
  single plant-based spell, regardless of their character class. However, the 
  hetman does not explain these benefits before the characters drink up, so 
  it’s up to them to take a chance, not knowing what will happen when they 
  consume the questionable fluids. The spell effect they receive as a reward 
  for their bravery may be used only once, but it may be retained indefinitely 
  before the character finally opts to cast it. The exact effect depends on 
  their selection, as indicated on the table:
  Cauldron Effects
  Cauldrons(s)
  Granted Power
  Black
  speak with plants
  Copper
  plant doorway
  Steel
  passplant
  Black and Copper
  transport via plants
  Black and Steel
  hold plant
  Copper and Steel
  anti-plant shell
  Black, Copper and Steel
  charm plants
  After the ceremony, the mushroom-men are visibly pleased with the 
  characters and offer any information the Referee deems appropriate. The 
  mushroom-men know the layout of both floors, and they know to avoid 
  the basement, as they sense something malignant down there. They’ve 
  learned of the shroom’s arrival, and they consider it a threat to their 
  community.
  If the characters choose combat to eliminate the mushroom-men, they 
  can spend 1d4 turns searching the colony’s rooms to discover various 
  items plundered from other rooms, as well as 24 gp, a shield painted with 
  the emblem of a local warlord, a locket containing a tiny portrait of a male 
  half-orc, and a scroll of protection from metal.
  25. Stairwell and Hall
  The stairs here descend to Area 5. The secret door in the southwest 
  corner is activated by pressing a small panel about 7 feet off the floor. At 
  that height, certain demi-humans will not be able to discover it by tactile 
  inspection. The mushroom-men in Area 24 have not yet discovered this 
  door.
  
  11
  The Desperation of IVy
  26. Butler’s Room
  As soon as this door is opened, dozens of birds rush from the open 
  doorway and the window. Startled by the characters’ sudden arrival, this 
  flock of mourning doves erupts in a flurry of feathers and alarmed coos 
  — perhaps giving the characters a jolt as they swoop by. The room they 
  vacate reeks heavily of bird droppings, which cover nearly every surface. 
  Ivy entered through the window and now covers the floor, walls, and 
  ceiling, providing ample nesting space for the birds. The heavily soiled 
  remains of a bed and footlocker can be seen through the tangled vines. 
  Anyone working his way through the bird droppings can extract the locker, 
  which contains several matching suits belonging to a manservant, along 
  with white gloves and a silver whistle to summon the family children for 
  dinner. The whistle is lightly magical and makes a special sound capable 
  of being heard up to one mile away.
  27. Maid’s Room
  This narrow room, like nearly every other in the hold, teems with plant 
  life. The flowers are so thick that thousands of bees careen in and out of 
  the open window from sunrise to dusk, carrying nectar and pollen back 
  to their hive. The bees are not threatening unless provoked, so careful 
  characters can investigate the room. The most recent inhabitant left little 
  behind, other than her uniforms and a pair of rugged-soled shoes. But 
  resting inside one of those shoes is a small glass vial containing one dose 
  of a potion of diminution; the nosy maid would shrink herself to spy on 
  the mistress of the house. If the characters swat at even a single bee, the 
  insect releases an alarm pheromone that calls all the others to attack. 
  Barring some kind of area-effect spell to remove the agitated swarm, the 
  characters are wise simply to flee the room.
  28. Cook’s Room
  A bookshelf in this plant-heavy room used to be filled with recipe 
  collections. Now only a few texts remain, and these are somewhat damp 
  from the shattered window. These cookbooks have no real value, but the 
  bookmark notes a page that bears what the annotation calls the award-
  winner! This is the recipe for Halfling Two-Beet Pie.
  29. West Basement
  The sub-level is not overrun by vegetation; the ivy has not yet penetrated 
  the door at Area 9. The temperature drops considerably as the characters 
  descend the stairs, as the basement chambers are much colder than the 
  rooms above. Four large vats stand against the west wall. These contain 
  the yeast-smelling remains of a brewing operation. Other equipment used 
  to make ale can be found on shelves along the north wall. Searching the 
  room also uncovers a small barrel of a powdered hot spice, imported from 
  Far Jaati and worth 125 gp in any urban area with particular culinary 
  demands. Eight earthenware jars contain such household condiments as 
  cinnamon, cardamom, fennel seed, and others.
  A secret door in the west wall is hidden behind the large vats and 
  will not be discovered unless the heavy objects are first shoved aside. 
  Assuming the characters move the vats aside, a successful search permits 
  the door to swing open into Area 33 if a little force is applied on the wall.
  The door on the east to Area 31 is sealed with a wizard lock cast by a 
  7th-level magic-user.
  30. Root Cellar
  This damp, dark room apparently served as a storage 
  area for preserved vegetables and dry foodstuffs. However, 
  the dampness has ruined nearly everything, as the flour 
  sacks are sodden and the crates are moldy. Shelves made 
  of boards stacked on bricks support hundreds of jars — 
  or at least they used to. One of the upper shelves has 
  collapsed, taking several below with it. Glass litters the 
  floor against the south wall, and only three jars remain 
  whole. Several roots have worked their way through the 
  ceiling from the sunlit world above. These long, black 
  appendages look like tentacles.
  The root cellar is more dangerous than it appears. Once upon a time, 
  it contained preserves from the family garden, but now most of those are 
  gone, victims of the falling shelves. Only three such containers remain. 
  These three quart-sized jars are made of glass, with large wooden corks 
  sealed to their rims with hardened wax. Green and yellow fungus coats 
  all of them. One of the jars contains rampant water (see New Magical 
  Items). The other is covered in yellow mold, and as soon as it’s touched, 
  spores fire outward, forcing everyone within 10 feet to make a saving 
  throw or die. The last jar contains pure, raw honey.
  31. East Basement
  A wizard lock (from a 7th-level caster) seals the door of this room. This 
  is the prison of Almeric the Redwraith. Once the rector of the Parish of 
  Hythe Wexshaw, Almeric was sentenced to immurement for his crimes, 
  all of which have since been forgotten. Immurement involves sealing up 
  the victim and letting him asphyxiate or starve to death. Trapped in this 
  room, Almeric died of dehydration and then transformed into a wight-like 
  undead called a redwraith.
  A ghastly figure confronts you. This undead wears 
  tattered red clothing, but that is the only vestige of its 
  humanity that remains. Its head is a skull that crawls with 
  worms, with red motes in eye sockets that are otherwise as 
  black as voids. The spidery hair atop its head floats around 
  its head. Tiny insects have picked its bones clean, and no 
  muscle mass remains, yet still it manages to stand, fists 
  clenched, empty ribcage heaving up and down in a ghastly 
  imitation of life. 
  Redwraiths can see only the color red; everything else is black and 
  white. Thus, Almeric directs his assault on anyone wearing red. If his 
  attack is successful, it drains 1,000 XP from the victim in addition to the 
  usual damage. Redwraiths are turned as wights.
  Almeric (Redwraith): HD 5; HP 33; AC 3[16]; Atk claw (1d8 
  plus drain life energy); Move 12; Save 12; AL C; CL/XP 8/800; 
  Special: drain life energy (touch steals 1000XP), silver or 
  magic weapon to hit. (Monstrosities 392)
  Halfling Two-Beet Pie
  Ingredients
  2 large beets, preferably from a halfling’s garden
  12 ounces shredded cheese of your choice
  2 tablespoons honey
  1 tablespoon mint
  Pie crust made from your favorite recipe
  Instructions
  Roast the halfling beets for 45 minutes, then allow to cool. Add 
  half the cheese to the prepared crust. Slice the peeled beets thinly 
  and arrange in circles atop the first layer of cheese, then add the 
  remainder of the cheese. Bake for 20 minutes at 350º. Drizzle the 
  honey on top, then add a touch of mint. Serve warm.
  
  12
  Quests of Doom 4
  Almeric never discovered the secret door on the north wall. A nearly 
  invisible stud in the corner causes a 5-foot section of wall to sink into the 
  floor, revealing Area 32.
  32. Heirloom Vault
  If the characters manage to locate this small chamber, they may pillage 
  the accumulated physical treasures of the various families who have 
  inhabited Coltherstone over the years, discovering the following items:
  • painting of a mustached family elder, in a silver-inlaid frame (200 gp);
  • heavy carafe made of the finest crystal (310 gp);
  • three matching perfume decanters, each containing a different scent 
  (50 gp each);
  • fist-sized, uncut jacinth in a polished rosewood box engraved with the 
  words STEALTH HEART (405 gp);
  • nobleman’s walking-stick, made of mahogany with an ivory head (175 gp);
  • white wedding gown on a wooden mannequin;
  • four dozen love letters addressed to Mynia from someone named Ranior
  • fragile ceremonial rapier with an elegant swept hilt and a large pearl 
  embedded in the pommel (75 gp);
  • child’s drawing of four family members holding hands;
  • bronze medallion embossed with WINNER — MIDSUMMER FEST 
  TRIALS (5 gp);
  • iron key with a hexagonal-shaped head (unlocks the granite casket in 
  Area 34);
  • wizard locked (7th-level caster) iron coffer holding 225 gp and 114 sp.
  33. Emptied Cavern
  Beyond the secret door is a set of stone steps cut from the rock that 
  lead down 10 feet into a room where the temperature is noticeably cooler. 
  Several short pillars are arrayed around the room, the kind that might have 
  displayed busts or works of art. None of that remains. One of the pillars 
  has collapsed, throwing shards across the floor. Empty iron hooks on the 
  walls indicate that tapestries once hung there, but that was long ago.
  An ochre jelly oozes from a crack in the stone stairs and attacks the last 
  character to enter the room, possibly gaining surprise.
  Ochre Jelly: HD 6; AC 8[11]; Atk acid-laden strike (3d4); 
  Move 3; Save 11; AL N; CL/XP 6/400; Special: lightning 
  divides the jelly.
  34. The Seven Dead
  Long, low alcoves have been roughly excavated here, providing just 
  enough space to fit seven caskets, each constructed of a different material: 
  alabaster, cedar, bronze, clay, granite, ivory, and glass. To examine a 
  casket, characters must slide it from its niche. One of the former patriarchs 
  of Coltherstone Hold commissioned these boxes, meant to inter the 
  remains of various ancestors of note. Over the years, though, some of the 
  bones were removed and relegated to less-interesting containers, replaced 
  with other things.
  Alabaster: Inside this elegant casket is a dusty set of bones, all that 
  remains of Sir Nothyn Orsik, the Axle Man. Over 700 years ago, Sir Orsik 
  gained fame as a serf to earn knighthood directly from a Foerdewaith 
  Overking. According to legend, Orsik, a lowly carter joined the army of 
  Osbert II in 2802 as he marched against the unstoppable Heldring horde 
  that threatened to overrun all of Foere. After saboutage held up the army’s 
  supply train forcing them to halt in their desperate march, the lifelong 
  carter saved the campaign from defeat when he miraculously repaired all 
  the wagons in a single night, thus enabling the march to continue and 
  the beleaguered Foerdewaith to catch the Heldring offguard and finally 
  defeat them at the Battle of Oescreheit Downs. Orsik’s story can be found 
  encoded in a set of bronze tablets that rest between his skeletal feet. The 
  writing is an older style of Foere, known as Gasquen, which means about 
  half of it can be read by a modern-day speaker; the rest requires a linguist 
  or an appropriate spell.
  Cedar: Much of the wood has grown soggy and rotten over the years. 
  Iron fittings at its corners and joints hold it together. The lid is easily 
  broken.
  The body within the cedar casket has not decayed with time. 
  Its torso and head are that of a scarred and tattooed human 
  male, but its bare legs are those of a dwarf. One arm appears 
  to be that of a woman, while the other bulges with masculine 
  muscles, its wrist ending in a solid iron sphere instead of a 
  hand. This misshapen figure stares up with one blue eye and 
  one gray eye, alive but unresponsive. Lying between its knees 
  are three flat wooden sticks of various sizes. Each stick has 
  several holes along its length.
  This a flesh golem. It was cobbled together two generations ago to 
  perform basic functions around the hold and to provide defense. After 
  its creator died, the golem’s control mechanism was disassembled when 
  the creature rampaged and killed two stable workers, and the golem was 
  entombed here.
  The recumbent golem does not respond to anything the characters do. 
  Reforming the marionette device is necessary to animate and control the 
  golem. If the wooden sticks are reconnected using the special silver strings 
  found in Area 21, the user gains near total authority over the golem’s 
  actions. The user may order the flesh golem to take any action of which 
  it is normally capable. However, each time a command is given, there is a 
  flat 5% chance that the golem’s magically reconstituted brain misfires, and 
  it savagely attacks anyone it sees, including the user. Disassembling the 
  control device requires 1d4 rounds, and even then, a berserk golem remains 
  active for one full turn (10 minutes) before finally sputtering and collapsing.
  Flesh Golem: HD 8; HP 40; AC 9[10]; Atk 2 fists (2d8); Move 8; 
  Save 8; AL N; CL/XP 12/2000; Special: healed by lightning, 
  +1 or better magic weapons to hit, slowed by fire and cold, 
  immune to most spells.
  
  13
  The Desperation of IVy
  Bronze: The metal has mostly turned green over the years, but if 
  cleaned and polished, it would shine again. The skeletons of two children 
  are in this coffin, along with the crumbling remains of some of their 
  favorite toys. No evidence exists of what happened to them. Nothing else 
  is here but sadness.
  Clay: Pulling this casket free of its niche causes the gray ooze on the 
  ceiling to drop down on whatever character is logically located at the 
  coffin’s head. Because it’s the color of rock, the ooze will not be detected 
  ahead of time unless the characters specifically state their intention to 
  inspect the ceiling. Immune to spells, heat, cold, and bludgeoning attacks, 
  the ooze may prove particularly irksome, especially since it forces all 
  metal items it touches to make a saving throw vs. acid or be destroyed. If 
  it falls on an armor-clad character, the armor must make a saving throw to 
  resist the intensely corrosive acid.
  Gray Ooze: HD 3; HP 20; AC 8[11]; Atk strike (2d6); Move 1; 
  Save 14; AL N; CL/XP 5/240; Special: acid, immunities (spells, 
  heat, cold, and blunt weapons).
  The clay casket isn’t locked, but its lid is sealed in place, requiring it 
  to be chipped open. Inside is the dusty cadaver of a long-forgotten family 
  member. Whoever he was, he apparently practiced music, as a flute and 
  a piece of sheet music rest beside him. Though the wooden flute has 
  decayed to the point where it crumbles if handled, the piece of parchment 
  is remarkably whole. This is due to a magical preserving spell placed on 
  it. The title of this composition, written for a solo flute, is “Flute Concerto 
  No. 2 in D.” Anyone with a musical background identifies the work as a 
  complex masterpiece that might fetch as much as 500 gp if the right buyer 
  could be found.
  Granite: This coffin is so heavy and it’s wedged so securely in its 
  alcove that it requires two characters to both succeed in a strength check 
  in order to yank it clear. Further, its lid is held fast with a lock so complex 
  that it imposes a –10% check on an Open Locks attempt. The key can 
  be found in the vault in Area 32. If opened, a wretched stench boils out, 
  forcing everyone within 10ft to make a saving throw or grow ill and suffer 
  a –2 penalty on all attack rolls until they leave the area to recover. At that 
  same instant, the casket’s occupant attacks, possibly with the advantage 
  of surprise. This entombed family member returned after death as a ghast 
  due to moral transgressions so vile they prevented his peaceful slumber. 
  Ghast: HD 4; HP 26; AC 4[15]; Atk 2 claws (1d3), 1 bite (1d6); 
  Move 15; Save 13; AL C; CL/XP 5/240; Special: paralyzing 
  touch (3d6 turns, save avoids), stench (10ft radius, –2 to hit, 
  save avoids). (Monstrosities 189)
  Highly intelligent, the ghast attempts first to paralyze everyone in the 
  party before concentrating its attacks on any single target. One emaciated 
  finger still bears a ring it wore in life, signifying its membership in the old 
  Fraternal Order of Scriveners from before the time that the Heldring ruled 
  Hawkmoon. The ring is black onyx and quite rare, fetching 200 gp on the 
  open market.
  Ivory: The entire casket is made of beautiful white ivory, carved with 
  arabesques and abstract forms. A fine seam indicates where the lid is 
  somehow fused in place. In the center of this lid is the following script:
  In life I saw truth
  in faces I know;
  Now I see the world
  from somewhere below.
  The “lid” is impossible to remove, as it isn’t a lid at all, but simply a 
  line etched around the edges of the casket. This box actually opens from 
  its underside, as indicated in the poem. The characters must turn the casket 
  over to reveal the actual lid, which is held closed by four latches, one on 
  each side. Inside are the dusty bones of a man whose story is lost to time, 
  but buried with him is his favorite pet — a mummified cat. Observant 
  characters will note that the cat is actually still alive, held in a form of 
  temporal stasis that suspends its life functions. If it receives a dispel 
  magic, the cat returns to its normal, healthy, purring state and immediately 
  adopts one of the characters as its new owner.
  Glass: The preserved body of a woman is inside this glass box. She 
  wears a necklace in the shape of a dove, studded with pearls. This is 
  Rochilda, the woman featured in the portrait in Area 7; if the characters 
  have seen the picture there, they recognize the corpse. The magic within 
  the casket has turned it into a preservation box, so that Rochilda’s dead 
  body remains perfectly intact. The coffin magically maintains any organic 
  material held inside. If the characters decide they want to haul the box 
  out of the basement and perhaps trundle it away in a wagon, they must 
  deal with the aggravation of its cumbersome size. If Rochilda is removed, 
  her body turns instantly to dust. Her necklace is worth 455gp. The empty 
  casket weighs 200 lbs. and is considered hardened glass for purposes of 
  withstanding damage.
  35. The Unexplained
  Moisture seeped through the hold’s foundation and collects in this 
  cavern. This has created an uncomfortably humid yet chilly environment. 
  It’s cold and damp down here, the perfect environment for the brown 
  mold that covers most of the walls.
  Brown Mold: HD n/a; AC n/a; Atk none; Move 0; Save n/a; 
  AL N; CL/XP 4/120; Special: drains heat (5ft radius, 2d8 
  damage/round, no save). (Monstrosities 335)
  The mold draws 2d8 points of damage per round from anyone in this 
  chamber. But the characters may want to linger, given what they see in 
  the room.
  Astonishingly, a four-man war chariot fills this cave. The 
  chariot is completely out of place and is far too large to have 
  been moved down the stairs and through the doorways 
  to arrive here, yet it is here nonetheless. More than 15 feet
  
  14
  Quests of Doom 4
  long and nearly 6 feet wide, the chariot is made of wood and 
  metal, its four wheels banded in bright bronze, with hubs in 
  the forms of flying falcons. The chariot walls are adorned 
  with images of birds of prey, the colors bright, the designs 
  militant. Either the builders constructed the chariot here in 
  this cave, knowing they’d never be able to get it out, or it was 
  brought here magically. Either way, it’s an impressive sight 
  to behold.
  Barring legend lore or similar magic, the characters will likely never 
  know that this vehicle was brought to this cave when an astral deva 
  charioteer from the Upper Planes accidentally steered through an extra-
  dimensional portal and ran aground in the catacombs below Coltherstone 
  Hold. The astral deva returned to his planar home but not before rewarding 
  his magical chariot to the house’s owner to commemorate an act of valor 
  for the cause Good. The owner who received the reward and what his act 
  may have been are long forgotten as is the presence of the chariot here, 
  but nonetheless the vehicle remains. It is known as the hardened chariot 
  of Paradise (detailed in New Magical Items). If they want to make use of 
  the chariot, the characters need to contrive some creative way of removing 
  it from this cave.
  Hythe Wexshaw 
  This small community was built upon the shores of a small lake called 
  Ullswater and supported the generations of families who have occupied 
  Coltherstone Hold. But just as the estate itself was abandoned and 
  eventually consumed by plants, so too was Hythe Wexshaw. Eventually, 
  the family’s money evaporated, and the lands fell into ruin. Those who 
  lived in Hythe Wexshaw depended on the hold for their livelihood, so they 
  departed when the hold’s fortunes changed. Now, overabundant plant life 
  — some of it quite dangerous — is slowly devouring the village.
   
  A. Diver Workshop
  At one point in the distant past, Ullswater was known for its freshwater 
  pearls. This building served as a launching point for small boats that 
  carried pearl-hunters across the water to their favorite dive spots. Several 
  dinghies and longboats are dry-docked here, along with seemingly endless 
  yardage of rope. If the characters lack any type of gear associated with 
  small watercraft, they can find it here. The building has several rooms, 
  some used as offices, but most given to the process of shucking mollusks, 
  preparing them to feed the residents of the hold, and caring for any pearls. 
  A thorough search is difficult, as it involves cutting away layers of tough 
  weeds grown up through the floorboards, but persistence turns up 1 pearl 
  per turn of exploration. Each pearl is worth 1d4x10gp. A total of 6 may 
  be discovered. 
  An overturned rowboat with a hull painted a faded blue is on the 
  lakeshore near the workshop. Though it’s covered in the white droppings 
  of waterfowl and partially concealed by weeds, the boat is obviously of 
  fine construction, as its hull has no visible damage from the elements. 
  On the damp rocks beneath the boat is an intricate crystalline stone. If 
  physically inspected, this crystal growth attacks.
  Crystal Growth: HD 5; AC 4[15]; Atk blood drain (1d8); Move 
  9; Save 12; AL N; CL/XP 5/240; Special: blood drain (1d8 hp/
  round). (Monstrosities 80)
  B. Fishery
  This once-thriving facility processed fish caught by the residents of the 
  village, then packed the fish in salt to be transported and sold in nearby cities. 
  Coltherstone Hold was supported financially by this small but profitable 
  trade. The back side of the building served as a warehouse, and now its 
  cargo-sized doors stands open, allowing long reeds and other wetland plants 
  to invade. The ground within the warehouse is soggy, and the floorboards of 
  the other rooms feel as if they might collapse at any moment. 
  Thrashing about in the fishery, moving from one room to the next in 
  search of prey, is a flytrap shambler. The size of a horse, this carnivorous 
  plant is in full bloom, with bright orange blossoms all along its bulk. It 
  grips a long sailor’s gaff in its tentacles and attacks on sight.
  Flytrap Shambler: HD 3; HP 22; AC 4[15]; Atk bite (2d6) and 
  polearm (1d8+1); Move 6; Save 14; AL N; CL/XP 4/120; 
  Special: immune to piercing weapons. (Monstrosities 176)
  Inspecting the entire fishery requires a full hour to move and examine 
  boxes, explore old desks, and move weeds aside. If the characters spend 
  that time, they find that one of the barrels is quite heavy, as it is packed 
  with salt. If the salt is probed, the characters discover a small metal fish 
  figurine. This is the ready carp (see New Magical Items).
  C. Net-Mender
  A pair of vigilant archer trees defend this building. Having become 
  aware of nature’s reclamation of these lands, the archer trees slowly 
  advanced, prepared to maintain what their cousin plants have claimed. 
  Reaching the net-mender’s house means either passing through the pine 
  trees or avoiding the trees altogether and swimming to the building. An 
  archer tree’s paralytic needles have a range of 100 feet.
  Archer Trees (2): HD 7; HP 51, 47; AC 6[13]; Atk 1d4 needles 
  (1d6 plus paralysis); Move 1; Save 9; AL N; CL/XP 8/800; 
  Special: paralysis. (Monstrosities 21)
  The net-mender’s abode is two levels tall, with the residence on the 
  upper, rickety floor and the business down below. Most of the shop 
  has been cleared out, though a few dozen nets of various sizes remain, 
  along with the raw materials required to make and maintain them. The 
  characters also find several manuals relating to the skill of net making 
  and might make use of these in learning the trade themselves. Upstairs, 
  a suicide victim hangs from the ceiling. Carved on the rotting rafters is a 
  single word: Umbrage.
  D. Docks
  Two long wooden piers extend out over Ullswater. For generations, 
  family members of the hold enjoyed recreation and fishing here. Many 
  different species of fish can be found here, and any angler of moderate 
  skill can feed several friends with what is pulled from these waters. The 
  middle of the lake is actually quite deep; if the characters are somehow 
  able to explore depths of 200 feet, they discover a sunken canoe, weighed 
  down by a rusty iron trunk, with a lock so fragile it crumbles if struck. 
  Within the trunk are 2,200 gp in old gold coins. 
  Patrolling the depths is a giant pike. The pike is 16 feet long and attacks 
  the smallest prey first. The Referee should keep in mind the combat 
  modifiers for fighting while submerged. 
  Pike, Giant: HD 8; HP 55; AC 7[12]; Atk bite (3d6); Move 40; 
  Save 8; AL N; CL/XP 8/800; Special: swallows small humanoids 
  (roll of 20 to hit). (The Tome of Horrors Complete 641)
  E. Groundskeeper’s Home
  This modest house was once the home of a family who worked as 
  groundskeepers for the residents of the hold, though they haven’t dwelled 
  here for many years. A strange reddish light shines out through the many 
  vines and weeds that crawl up the walls. The light is due to the 3 giant 
  fire beetles exploring the house and feeding on the many plants within.
  Giant Fire Beetles (3): HD 1+3; HP 10, 9, 7; AC 4[15]; Atk bite 
  (1d4+2); Move 12; Save 17; AL N; CL/XP 1/15; Special: light 
  glands (last 1d6 days, 10ft light radius). (Monstrosities 41)
  
  15
  The Desperation of IVy
  Anyone inspecting the building’s interior discerns its former nature of 
  a family home. There seems to be nothing of value here. However, the 
  dead fire beetles continue to glow, and their glands may be used as a light 
  source for 1d6 days before fading. 
  F. The Master
  Sitting cross-legged on the floor of this poorly built shack is a bipedal 
  and highly intelligent frog-like humanoid known as a glurm. His name 
  is Han Wei, and he is a master of the martial arts and a seeker of truth. A 
  bamboo staff waits within easy reach.
  Han Wei was driven here by the rampaging ygg (Area I) and is 
  meditating on that event before venturing out again. Quite serenely, he 
  has come to believe that the encounter was somewhat humorous, as he 
  envisions how awkward he surely looked, hopping through the reeds with 
  an ambulatory tree chasing after him. In most situations, Han Wei is able 
  to find a core of humor, crediting the cosmos with reminding him of what a 
  fool he is and how much he has to learn. When the characters arrive at the 
  door of his hovel, he doesn’t open his eyes, though he is instantly aware of 
  them; by their unique odors he knows their numbers and the nature of their 
  equipment. He is not afraid of them, even if they are aggressive. In fact, 
  he fears nothing, for fear is a false construct, based on the worry of losing 
  something. Like all enlightened beings, Han Wei has nothing to lose.
  Han Wei (glurm aka Zen Frog): HD 3+2; AC 4[15]; Atk 
  unarmed strike (1d4) or bamboo staff (1d6+4); Move 12; 
  Save 14; AL L; CL/XP 5/240; Special: martial arts (if to-hit roll is 
  4 higher than needed, glurm can disarm or trip foe; or pole 
  vault kick up to 10ft away), spells (2). (Monstrosities 208)
  Spells: 1st—cure light wounds, purify food and drink
  Equipment: +2 quarterstaff, peasant’s tea service, 
  reward items for trials (see below).
  If the characters insist on battling the peaceful glurm, he defends himself 
  as long as is reasonable, then he attempts to flee. As a last resort, he lays 
  down his arms and surrenders. In the event that they parley with him, 
  they find the glurm to be a keen but meandering conversationalist, prone 
  to metaphor and instructional anecdotes. Han Wei sees all adventurers as 
  too bound to the material world, and he subtly encourages them to see 
  life through new eyes. He is quite content to speak for hours, serving the 
  characters tea from leaves he crushes and steeps while they watch. If it 
  becomes clear that his guests are intent on continuing their journey, as 
  primitive as it may be, Han Wei offers to present them with a trial to draw 
  them closer to the truth. He asks the characters to complete one challenge 
  as a group. Optionally, he can assign different trials to different characters, 
  but no character will ever be asked to compete in an event that tests his 
  or her highest ability score; the trial must always be one that offers a true 
  challenge. Regardless, the Referee should select whichever trial he finds 
  most appropriate or entertaining:
  Trial by Water
  The glurm challenges the characters to swim across the Ullswater. The 
  distance from the docks on the eastern shore to the far western side (not 
  pictured on the map) is roughly 300 feet. Unless a character is a particularly 
  talented swimmer, based on his history or former occupation, completing 
  a 100-yard swim requires a Strength check. Failure indicates that the 
  character must dog paddle and rest for 1d4 rounds before continuing 
  on, facing another Strength check. Three failed Strength checks means 
  the character starts to drown; he is able to hold his breath for 1/3 his 
  Constitution score in rounds. If he isn’t aided by that time, he dies.
  Anyone who succeeds in the first Strength check is able to cross 
  Ullswater and reach the far shore, exhausted but victorious. Upon their 
  return to Han Wei’s hovel, he rewards them as indicated below.
  Trial by Earth
  The ygg must be buried, ridding the area of the negative aura it spread 
  in the area. Refer to Area I for details of the gallows tree if the characters 
  have not yet encountered it. Han Wei wishes it destroyed and put into 
  the ground where the soil will reclaim it and transform it into something 
  positive. If they agree to this trial, the characters must find shovels (most 
  likely in Area E) and get about digging a truly massive trench — without 
  the aid of magic. This feat requires a base 12 hours to complete, minus the 
  number of characters participating. 
  The work is taxing. All diggers must make a Constitution check to 
  endure the grind of this constant, depleting labor. Success means that the 
  character is able to work until the job is done and receives a reward as 
  noted below. Failure means a rest of 15 minutes is required, and another 
  Constitution check is required to resume work. Failing three Constitution 
  checks causes the character to drop from sheer fatigue.
  Trial by Air
  Han Wei asks the characters to catch as many butterflies as possible 
  in the next 10 minutes. Multi-colored butterflies are found everywhere 
  around Area G. Using their hands or makeshift nets (perhaps from 
  materials taken from Area C), the characters must leap through the tall 
  weeds in pursuit of the elusive butterflies, being careful not to harm them 
  during the capture. 
  Everyone wishing to take part in this happy activity must make a 
  Dexterity check. Success means that the character safely snares 1d4 
  butterflies per minute and receives a reward, as indicated below, but only 
  after releasing the butterflies and sending them on their way. Failure 
  indicates that the character trips and falls frequently in the tangling 
  vegetation or simply gets outmaneuvered by the flying insects. Another 
  Dexterity check is required to try again. Failing three such checks in a row 
  means that no butterflies are caught during the allotted time.
  Trial by Fire 
  Few tasks are more difficult than trying to start a fire with wet wood. 
  Han Wei leads the characters to the marshy ground at the Ullswater’s 
  perimeter and challenges them to make a fire using only materials they 
  find within this area — all of which are at least slightly damp. A standard 
  flint and steel may be used to provide a spark, but all tinder and kindling 
  must come from these immediate wetlands. 
  The only way to locate the correct materials — perhaps the inner fluff 
  of an otherwise damp milkweed stalk — is to succeed in an Intelligence 
  check. Success means that the character brings a tiny blaze to life, even 
  in the moisture, and Han Wei offers a reward from the list below. Failing 
  three Intelligence checks results in the character not being able to light a 
  fire under these conditions.
  Rewards: The Referee should award successful characters with one 
  of the following items each, which Han Wei carries in a woven basket on 
  his back:
  • amulet against scrying
  • figurine of the golden lion
  • figurine of the gypsum firefly (see New Magical Items)
  • figurine of the onyx dog
  • +2 bamboo quarterstaff
  • Lumberdoom (see New Magical Items)
  G. Emblyn’s Hideaway
  This ramshackle, two-room abode has a bright green roof and four wind 
  chimes hanging from its eaves, though three of them have been clenched 
  to silence by ivy that has climbed the walls. The fourth tinkles gaily. The 
  characters might recognize this place as described in the journal of Emblyn 
  Falsdottir in Area 8. The building’s interior can be accessed only if a tight 
  curtain of vines is chopped away. A few crude furnishings remain inside, 
  including a broken chair, a thick-legged kitchen table, and a surprisingly 
  comfortable bench. Fading paintings that were probably made by a child 
  adorn the walls. An unusual number of butterflies flutter in and out of the 
  open windows.
  If the characters have visited Area 8 and read Emblyn’s diary, they 
  know to inspect a hollow table leg for what the girl called “my greatest 
  
  16
  Quests of Doom 4
  treasure.” Inside the hollowed-out space is a letter to Emblyn from her 
  young suitor, Ijobelian, the magic-user’s apprentice. Drawn on the letter 
  is a map that shows the location of a secret entrance to one of the rooms 
  in the master wizard’s tower. Though the exploration of that esteemed 
  repository of magic is beyond the scope of this adventure, the Referee 
  should design an appropriate quest along those lines if the characters wish 
  to pursue the secret of Ijobelian’s map.
  H. Pavilion
  This open-air structure contains two dozen wooden tables and outdoor 
  chairs, most of which are difficult to see, given the height of the weeds. 
  Hundreds of birds roost on the inside ledge of the roof, and their constant 
  chatter can be heard long before the characters arrive. The families 
  that dwelled in Coltherstone Hold used this area for festivals, wedding 
  ceremonies, and religious events. It serves no purpose now other than 
  that of a bird shelter, but there is still something here worth finding if the 
  characters take the time to force their way through the mosquito-heavy 
  weeds. Unfortunately, anyone pushing through the tall plants under the 
  pavilion has a 25% chance of stepping on a snake, unless they state their 
  intention of watching the ground as they walk.
  Cottonmouth: HD 1d6 hp; HP 5; AC 5[14]; Atk bite (1hp plus 
  poison); Move 18; Save 18; AL N; CL/XP 2/30; Special: lethal 
  poison (+2 save). (Monstrosities 438)
  Assuming they safely explore the pavilion grounds, they come upon a 
  body:
  A dead dwarf lies tangled in the unusually tall weeds. 
  He’s been deceased perhaps no more than two days. Insects 
  have consumed his eyes, and birds have torn away much of 
  the flesh on his face, but otherwise he is still intact. His 
  beard is laced with green plant tendrils, and thin vines grip 
  his legs like manacles. There is no immediate indication of 
  how he died.
  This was a mountain dwarf named Brutton. A cottonmouth snake bit him, 
  and he died of the venom. His name becomes apparent if the characters inspect 
  his body, as the word is engraved on a tarnished silver belt buckle worth 20 gp. 
  A skilled healer or anyone familiar with such things can determine the cause 
  of death if characters extricate the corpse from the weeds and thoroughly 
  examine it. Brutton’s pouches hold a total of 5 gp and 12 sp. He carries a stout 
  warhammer and wears a scrimshaw necklace worth 32 gp. More importantly, 
  a watertight scroll tube at his belt contains a letter of introduction written by 
  the dwarven scribe Siscwin and signed by High Thane Thorodrum IV, of the 
  Great Mountain Clan Targ. The letter grants the bearer safe passage through 
  the Moryl Escarpment and its dwarven guardians, and admittance into 
  something called the Tomb of the Emerald Tigers. This letter is of particular 
  interest because it has long been believed that the Great Mountain Clan Targ 
  was scattered with the fall of the dwarven hold of in 3392 and has had no high 
  thane since then. However, according to this letter the Great Mountain Clan 
  or some remnant of it has reformed secretly within the Forlorn Mountains 
  beyond something called the Moryl Escarpment and guards or occupies 
  the mentioned Tomb of the Emerald Axes. Whoever this Brutton was, he 
  apparently had some connection to this hidden dwarven court, though what 
  they might be is left to the Referee to determine.
  I. The Gallows Tree
  The most daunting denizen of Hythe Wexshaw is a marauding ygg, also 
  known as a gallows tree. The ygg roams the village, reveling in the wild 
  growth, its 30-foot branches able to grab up to six victims at once and 
  impale them on its life-draining thorns.
  Shambling through the heavy undergrowth is a horrible 
  sight: a leafless tree with humanoid bodies skewered on its 
  sharp limbs. The tree is easily 30 feet tall and carries in its 
  limbs a mass crucifixion. As the tree draws closer, one body 
  slides free and falls to the ground. The tree’s roots churn it 
  into the soil as the huge thing advances. 
  The ygg is not stationary, so it can be found anywhere in the village, 
  spewing a cloud of spores in a 60-foot radius and drawing in anyone who 
  inhales those spores and fails a saving throw. Anyone stuck on one of the 
  ygg’s giant thorns loses 1 hp per round until they pull themselves free (1-
  in-6 chance each round).
  Ygg: HD 8; HP 57; AC 2[17]; Atk 6 impalements (1d6+1 each); 
  Move 6; Save 8; AL N; CL/XP 10/1400; Special: immune to 
  cold, spore cloud (60ft radius, save each round or move 
  closer to tree), vulnerable to fire (+1 damage to die). 
  (Monstrosities 524)
  Though the ygg seeks only to feed and carries no treasure, characters may 
  harvest its fruits and use them in various magical and alchemical processes. 
   J. The Man in the Diamond Mist
  You see it long before you arrive: a building with walls 
  made of light. Unlike the grounds nearby, which are almost 
  impassible with rampant undergrowth, this area is clear. The 
  radiant building before you — if indeed it can be referred to as 
  building, given that its walls are insubstantial — is composed 
  of a floor and ceiling made of crystal, about 40 feet square. 
  The ceiling is 12 feet above the floor. Connecting the two are 
  four walls that seem to be made of nothing but softly glowing 
  mist. As you approach, it’s as if the faint wind of your arrival is 
  enough to stir the mists, causing them to part in the shape of 
  open doorway. Through that doorway, underneath the floating 
  ceiling, is what appears to be a body, lying in regal repose.
  
  17
  The Desperation of IVy
  This strange structure is the cenotaph of the paladin, Sir Ankwyn 
  Dimarra. The remains of the great warrior do not reside here; the body 
  glimpsed through the parted mists is a permanent phantasmal force, as the 
  characters discover if they physically inspect the bier on which he seems 
  to rest. This one serves to remind the people of Hythe Wexshaw that a hero 
  once saved their village from destruction.
  If the characters inspect the cenotaph’s exterior, they find that the four 
  walls are highly magical. A somewhat muted, silvery blue continual light 
  emanates from a foggy wall that forms the structure’s walls. The ceiling is 
  a solid slab of crystal weighing thousands of pounds but held magically in 
  place by spells of the magic-user Giophanix who served as Sir Ankwyn’s 
  right hand. The walls are not solid, and the characters may pass through 
  them as easily as they walk through normal fog. Within the cenotaph, 
  the walls, the light, and the floor and ceiling create a visually stunning, 
  emotional experience for visitors who come to pay their respects. The 
  smooth stone bier in the center of the room supports what looks to be 
  the body of a middle-aged man in a mail shirt, trousers of black leather, 
  and riding boots adorned with silver and gems. His hands wear well-oiled 
  gloves stitched and repaired from the rigors of many campaigns. His 
  fingers are laced together and rest on his chest like a man at peaceful sleep. 
  Tactile investigation proves that the body is an illusion. Seemingly 
  nothing of value is in the area, and without legend lore or similar magic, 
  the characters might never understand the importance of the man honored 
  here. However, anyone successful in a search for secret doors realizes 
  that one of the stones in the bier pivots on a hinge pin, revealing two 
  books within the hidden cavity. The first tome is titled Illumination and 
  Manumission: The Life and Heroics of Paladin Lord Ankwyn Dimarra. 
  The book is more than 800 pages long and written in an elevated, overly 
  descriptive style. A dog-eared page designates the chapter describing how 
  Ankwyn saved the village of Hythe Wexshaw from a naga that had taken 
  up residence in the lake, hence their construction of this memorial upon 
  his death. The second book, bearing the much humbler title of A Simple 
  Story has 100 pages of fine parchment, all but one of which is blank. This 
  book is a trap to punish grave robbers. In the middle of the book is a single 
  sentence of 25 words that mentions the magic-user Giophanix … and the 
  next letter activates the spell sepia snake sigil. Giophanix was 9th level 
  when he placed this warding spell, so the snake’s victim is encased for 9 
  + 1d4 days.
  New Magical Items
  Greater Miscellaneous Magical 
  Item
  Hardened Chariot of Paradise
  The hardened chariot is a large, four-man war chariot built in the 
  Twin Paradises of the Upper Planes. Its steel wheels provide durability 
  at the expense of a comfortable ride; the rig is not cushioned against 
  bumps or rough terrain. Anyone riding within the chariot is defended by 
  a permanent application of protection from normal missiles. Standard 
  arrows, sling stones, and catapult missiles simply bounce off the vehicle 
  and its occupants. The chariot also keeps out birds — ranging from trained 
  hunting falcons to rocs — so that they cannot penetrate the field around 
  the vehicle. Weight: 1,500 lbs.
  Lesser Miscellaneous Magical Item
  Chair of the Ancestors
  When sitting in this heavily padded reading chair and invoking the 
  command word, the seated individual is able to communicate with one of 
  his or her deceased ancestors. The user has no control over which ancestor 
  appears in ghostly form; it may be a relative who died only last week, or 
  it might be a distant forefather from 500 years in the past. There is a 5% 
  chance the chair doesn’t work (96–00) and a 5% chance the chair becomes 
  confused and calls upon someone else’s ancestor (91–95). Each ancestor 
  converses with the user for 2d4 rounds, so all conversations must be fairly 
  quick. Deceased persons contacted in this manner know nothing of the 
  world since their deaths, so their usefulness is limited to knowledge of 
  their era, to the afterlife, or perhaps to the supernatural, as determined 
  by the Referee. The chair of the ancestors may be used once per month. 
  Weight: 30 lbs.
  Lesser Miscellaneous Magical Item
  Figurine of the Gypsum Firefly
  This tiny insect sculpture usually rests on the owner’s shoulder until 
  needed, at which time it takes to the air and flutters toward the nearest 
  secret door or hidden passage, so long as the portal is within 50 feet. It 
  alights there, waiting for its owner to reclaim it. The firefly senses secret 
  doors even when its owner is unaware that such things are nearby. If no 
  secret door exists within that range, the gypsum firefly instead flies toward 
  the nearest exit — and keeps flying unless its movement is inhibited by a 
  closed door or impassable route, in which case it reverts to its inanimate 
  form. In other words, there is always a chance that the firefly flies away, 
  never to be seen again. It may be used once per day. Weight: NA
  Lesser Miscellaneous Magical Item
  Ready Carp
  This metal fish with glass bead eyes must be stored in salt, otherwise it 
  loses all magical properties after one month. It must be removed from the 
  salt to deploy it. If dropped into a body of water of appropriate volume, the 
  ready carp becomes a metal dinghy capable of seating six passengers. Oars 
  are stored under three simple bench seats. The boat is bright blue in color, 
  with stylized fish painted along its length. It remains for 12 hours, after 
  which it reverts to its fish form, where it must be stored in salt again for 
  a period of at least 12 days. Weight: 3 lbs. (plus the salt-filled container).
  Medium Miscellaneous  
  Magical Items
  Rampant Water
  Pouring all of the liquid from this quart-sized jar causes the effects of 
  plant growth on the immediate area (as the 3rd-level druid spell). This 
  spell forms a permanent “impassible forest of thorns and vines” that is 300 
  square feet in area. Weight: 2 lbs.
  Weapons
  Lumberdoom
  Though this appears to be nothing other than a 3-foot axe handle without a 
  head, it is actually a +1 battle axe. The weapon’s large blade is invisible to 
  normal vision. The blade glows pale blue when observed in full darkness 
  with darkvision. The blade is extra-dimensional, capable of striking out-of-
  phase targets and those inhabiting the ethereal border, such as ghosts. On 
  any roll of 20, Lumberdoom severs a random limb, assuming the target has 
  applicable appendages and is no larger than man-sized. Against any wood- 
  or plant-based target, Lumberdoom deals double damage. Weight: 7 lbs.
  
  18
  Quests of Doom 4
  
  19
  The Desperation of IVy
  
  20
  Quests of Doom 4
  
  21
  The Desperation of IVy
  
  22
  Quests of Doom 4
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  System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jon-
  athan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax 
  and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
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  Williams. 
  Quests of Doom 4: The Desperation of Ivy © 2017, Frog God Games, LLC;  
  Author: Lance Hawvermale.
  
  25
  The Desperation of IVy
  Frog God 
  Games
  Quests of Doom 4
  Quests of Doom 4
  ISBN 978-1-62283-468-6
  The Desperation of Ivy is an adventure for 4 to 6 characters of levels 3-5  
  who are tasked with adventuring the ivy-choked Coltherstone Hold.
  Desperation of Ivy
  Desperation of Ivy
  QoD4k
  QoD4k
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Quests of Doom (SW)/Quests of Doom 4 (SW)/QoD4 Desperation of Ivy (SW).pdf