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  Adventure Module MX-02 
  The Treasure of Melifex the Mad 
  An adventure for level 3 characters 
   
  This product is compatible with the Dungeon Crawl Classics Role Playing Game. 
   
   
   
   
  By Stu Killian – Artist: Courtney Boling III 
  Editors: Aaron Downs and Wendy Killian 
  Playtesters: Jonathan Anglin, Darren Egelhoff, 
  Erica May and Matt Studer. 
  (AKA: The Order of the Dragon) 
   
  Cartography via Campaign Cartographer 3 
  © 1997-2006 ProFantasy Software Ltd. 
  all rights reserved 
  www.profantasy.com 
   
  This product is based upon the Dungeon Crawl 
  Classics Role Playing Game, published by 
  Goodman Games. This product is published 
  under license. Dungeon Crawl Classics and  
  DCC RPG are trademark of Goodman Games. 
  All rights reserved. For additional information, 
  Visit www.goodman-games.com or contact 
  Info@goodman-games.com 
   
  
   
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  INTRODUCTION 
   
  The Treasure of Melifex the Mad is an adventure for 
  5-7 characters of third level. Smaller and lower 
  level parties can be accommodated by using the 
  scaling suggestions in the Encounter Table. 
   
  BACKGROUND 
   
  The party has solved the mystery of what happened 
  to Melifex the Mad and the experiments he was 
  performing. The corrupted wizard is now dead, a 
  victim to his own work. His dragon companion, out 
  of fear of the wizard’s work, has completely 
  destroyed the laboratory complex, leaving nothing 
  left. 
   
  Except… 
   
  The magical texts and notes the party recovered 
  while exploring the laboratory. These magical texts 
  hold the key to Melifex’s great power and would be 
  worth a fortune if the party could find the right 
  buyer.  
   
  Melifex, however, planned for such a contingency 
  and had his most valuable research coded and 
  ciphered so no one could understand the written 
  works without the proper cipher. Without the cipher, 
  the works can never be used. The party needs to 
  find the cipher if they intend to use the magic, 
  become fabulously wealthy, or even save their lives. 
   
  ADVENTURE HOOKS 
   
  Possessing the works of Melifex has many 
  implications that could be used for adventure 
  hooks. The GM should consider the following: 
   
   - The wizard’s guild in Pinecliffe desperately wants 
  the magical research and would pay a king’s 
  ransom to possess them. 
   
   - A wizard or elf in the party may want to unlock 
  the power of Melifex’s work for their own gain. 
   
   - A wizard or elf of far greater power than the party 
  may threaten the lives of the party unless the works 
  are given to him/her. At this point, the only thing 
  keeping the party alive is the cipher; if they can find 
  it. 
   
   - The Thieves’ Guild has stolen the works from the 
  party and quickly realized they are coded. They have 
  placed a contract on the players’ lives that can only 
  be cancelled if the party delivers the cipher to the 
  Guild Capo in 3 days. 
   
   - The party could be tempted by what else Melifex 
  may have hidden away. 
   
  GM’s NOTES 
   
  Descriptions in italics should be read to the party. 
  Any additional information not covered in the 
  description is left up to the GM. Occasionally, 
  background information will be found in highlighted 
  gray boxes. This information can be shared directly 
  with the party or given out through role play. 
  Additional GM notes for specific areas are in boxed 
  text. 
   
  The GM should spend time reading and learning 
  about the City of Pinecliffe before running the 
  adventure. A great amount of role playing, 
  information gathering, and buying and selling will 
  take place there, so knowing the background of the 
  city is important. Refer to the GM Tools section of 
  this adventure module. 
   
   
  
   
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  ENCOUNTER TABLE 
   
  AREA 
  DESCRIPTION 
  TYPE 
   
   
   
  W-1 
  Osotaurs 
  C 
   
   
   
  W-2 
  Vault Entrance 
  T 
   
   
   
  V-1 
  Image Spectre 
  C 
   
   
   
  V-2 
  Wand Trap 
  T 
   
   
   
  V-3 
  Mist Warriors 
  C 
   
   
   
  V-4 
  Water Puzzle 
  P 
   
   
   
  V-5 
  Rot Hounds 
  C 
   
   
   
  V-6 
  Lever Room A-B-C 
  P,T 
   
   
   
  V-7 
  Lever Room 1-2-3 
  P,T 
   
   
   
  V-8 
  Treasure Trove 
  P 
   
   
   
  V-9 
  The Hidden Vault 
  P,T 
   
   
   
  G-1 
  Garnet Stone 
  R 
   
   
   
  G-2 
  Rot Master 
  C 
   
  C= Combat, T= Trap, R= Role play, P= Puzzle 
   
  The encounters can be scaled to accommodate a 
  smaller or lower level party. Make the following 
  changes: 
   
  - 
  W-1: Reduce the number of osotaurs by 2 
   
  - 
  V-2: Make the wand trap fire every three 
  rounds instead of two 
   
  - 
  V-3: Start with only one mist warrior. 
   
  - 
  V-5: Do not allow the rot hounds to 
  regenerate. 
   
  - 
  G-2: Remove the following spells from the 
  Rot Master: Chill Touch, Sleep, Ray of 
  Enfeeblement, Scorching Ray 
   
   
   
   
   
   
   
  ADVENTURE START 
   
  GM NOTE #1: If the party has already completed 
  Adventure Module MX-01 “The Laboratory of Melifex 
  the Mad” the following intro should be well 
  understood. If not, it might be a good idea to give the 
  party the background information on Melifex’s 
  Laboratory found in the GM Tools section of this 
  adventure module. 
   
  You managed to survive the oddities and horrors of 
  Melifex the Mad’s laboratory to discover what befell 
  the wizard who was corrupted by his magical 
  studies. Melifex is now dead and his dragon 
  companion gathered assistance and destroyed the 
  complex entirely. Now, only charred ruins remain.  
   
  The City of Pinecliffe welcomes your news with joy. 
  No longer haunted by the fear of an experiment 
  going horribly wrong or an accidental invasion by 
  demonic forces, the city begins to return to life as 
  normal, putting aside all memories of the gifted 
  young mage who once practiced in the city but fell 
  to corruption and madness. 
   
  Not everyone in the city has forgotten though. 
  Melifex’s work was like no other magic practiced, 
  and many mages, thieves, and treasure hunters are 
  eager to know what may have been unearthed by 
  your party. You possess all the texts and notes 
  regarding Melifex’s magical studies, including the 
  unfinished work on combining healing magic with 
  necromancy in order to achieve near immortality. 
   
  The incredible power potential you now possess 
  could be both a boon and a curse. This work could 
  be used by yourselves, sold to the highest bidder for 
  a fortune or make you the recipient of a dagger 
  between the ribs. You must plan your next steps 
  very cautiously. 
   
  Any wizard, elf, or cleric in the party will understand 
  the descriptive notes regarding the scope of the 
  projects Melifex undertook but will not be able to 
  understand the magical texts. They will look like 
  meaningless scribbling. Because Melifex coded his 
  magical texts with a cipher, even calling upon a 
  patron would be useless since the patron would 
  
   
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  have to read the mind of Melifex to understand the 
  logic behind the cipher and Melifex is dead. 
   
  The party may attempt to enlist the help of the 
  Thieves’ or Mage Guilds to appraise the works. The 
  guild will agree only on the condition that the works 
  be sold to them exclusively. The guilds promise a 
  handsome price. However, the party’s contact will 
  have to be paid 300gp for their silence. 
   
  If the party is put under duress to hand over the 
  texts (see adventure hooks), a senior Mage Guild 
  officer will study the texts himself and find out they 
  are cipher coded. Regardless of the scenario, read 
  the following: 
   
  You are led into a brightly lit room dominated by a 
  large table. At the table sits an aged wizard who 
  looks disheveled and frustrated. At the sight of your 
  party he folds his arms, sneers and points at the 
  books disgustedly: “Absolute rubbish!” he yells. 
  “Completely undiscernible, Look here” he says as he 
  lifts up one of the tomes and points to a page. “You 
  can clearly see the intent and design of an 
  incantation, but after that, it’s just gibberish!” He lets 
  out a long sigh, takes his glasses off and begins to 
  rub his temples. “I’ve looked at these works for days 
  now. They are definitely authentic works of Melifex, 
  and I am certain there is relevant spell research 
  and spell products, but it appears he has written 
  them in his own invented language. I have 
  attempted to use context clues to try and unlock the 
  secret format, but it just isn’t enough.” He closes the 
  book he was studying and looks up at you. “I’ve seen 
  this before. Some wizards cipher code their work so 
  it can not be stolen or copied, others code it to keep 
  magic out of the hands of those who may not be able 
  to control it. Whatever Melifex’s reason, these 
  works are unusable unless you can find a way to 
  break the code.” 
   
  Your hearts sink. What seemed to be the key to 
  riches and freedom looks like a lifetime of 
  frustration. If one of the senior members of the 
  Mage Guild can’t figure the books out, how could 
  you? In frustration, one of you launches one of the 
  books off the table into a wall, breaking the binding. 
  Pages spill out onto the floor as the wizard gasps in 
  horror. He springs to his feet to collect the 
  scattered pages, cursing profoundly. Suddenly, his 
  rant stops and he goes deathly quiet. He picks up 
  the book by a corner, as if it were the gossamer 
  wing of a rare butterfly. Eyes wide, he pokes his 
  finger into the broken binding of the book and 
  delicately fishes out a tiny piece of parchment rolled 
  up like a miniature scroll. “What is this?” he 
  whispers to himself. His trembling hands unroll the 
  tiny parchment and his mouth moves as he reads 
  the contents. Looking at your party, he declares: “It 
  seems your careless act may have given us a clue 
  as to where Melifex’s mysterious cipher may be.” He 
  hands the tiny paper over to you. In small, smooth 
  script are the words “A gem of a small town is the 
  way to an island watched over by a man made out 
  of stones.” 
   
  GM NOTE #2: Give the party handout #1a 
   
  The aged wizard scoffs. “If he hid his cipher on an 
  island, then I wish you luck in finding it. If you 
  haven’t noticed, Pinecliffe is in a valley between two 
  mountain ranges and the nearest coastline is a few 
  hundred miles away.” He stomps out of his study 
  muttering to himself: “I’ve had it with riddles. I’m a 
  wizard, not a cartographer.” 
   
  The party will need to find someone in the city who 
  would know where islands may be located or what 
  the “gem of a village” is. There are several avenues 
  the party may take. It is up to the GM to decide how 
  fruitful they are. Speaking with the locals about 
  islands will be mostly pointless, since, as the 
  wizard stated, the nearest shore is hundreds of 
  miles away. Most of the locals know of a village 
  called Garnet located North of Pinecliffe and up the 
  front range to a plateau. A few rare individuals 
  (Luck check at DC 13) may tell the party to check 
  with the merchant guilds, since the caravan 
  masters know the geography outside the town. The 
  party may think of this idea on their own as well. The 
  caravan masters will have a recollection of the 
  village of Garnet and can give crude directions to 
  the village. 
   
  There are a few options in Pinecliffe for securing 
  travel. The caravan masters will accept passengers 
  in a wagon, especially if they know the passengers 
  are experienced with weapons. They will charge a 
  fee of 5gp per day per party member, but the price 
  
   
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  includes food and water, plus fairly comfortable 
  sleeping arrangements in a wagon. Horses and 
  saddles can be purchased at the livery for 75gp for 
  a horse, 8gp for a donkey, and 32gp for a saddle, bit, 
  and bridle. If the party decides to go on foot, they 
  will need to prepare for a three day trip in the 
  wilderness. 
   
  The trip will be uneventful, as the route between 
  Pinecliffe and Garnet is well travelled. If there are 
  any new members to the party, this would be a good 
  opportunity for the new members to introduce 
  themselves and share background information. 
   
  THE TOWN OF GARNET – PART I 
   
  The air is chilly and crisp as you climb the last 
  switchback to reveal the plateau shown on your 
  map. The plateau stretches out several square 
  miles and is mostly an emerald green plain with an 
  occasional wooded area of pine, fir, cedar, and 
  birch. The sky is a dark blue-grey and a foggy mist 
  fills the air. Your eyes trace the hard-packed trail 
  that follows a clear, icy river to what looks like a 
  small hamlet on the banks of the river and an 
  expansive, placid lake. At the far East end of the 
  lake, the massive Kinibik Glacier stands; A wall of 
  ice and hard pack snow nearly 150 feet high. As you 
  stare at it, you see sheets of ice fall and crash into 
  the lake leaving a huge wake and water spraying 
  nearly twenty feet high. 
   
  As you near the town, you are greeted with the 
  welcome sounds of conversation, the sight of 
  people busy at their tasks and the enticing smell of 
  cooking fires. You notice a mixture of dwarves and 
  humans mingling about. Occasionally, you spot 
  someone staring at you; curious to see newcomers 
  with armor and weapons on. 
   
  Within the town boundaries are three smooth, 
  gigantic boulders which must have been deposited 
  there many decades ago by the glacier. The stones 
  are different colored, with a Red granite stone to the 
  North, a coppery green boulder on the East, near 
  the shore, and a grey stone with veins of turquoise 
  on the West. Small communities have been built 
  around the center of the stones making the town 
  look like a small collection of districts. In the center 
  of the districts lies the main thoroughfare with 
  small businesses, a tavern and a small inn. 
   
  GM NOTE #3: Allow the party members to see the 
  map of Garnet during role playing in the town. 
   
  Garnet is a small town on the banks of the Kinibik 
  Glacier Lake. The town has a population of about 
  200 people and covers only a few hundred acres. 
  Established about 50 years ago as a mining town, it 
  got its name for the rare garnets found there that 
  are darker than any other red garnet stone. Over the 
  years, the gems became fewer and the town almost 
  died until dwarven miners found rich copper 
  deposits. The main industry of the town is still 
  mining, but some fishermen have settled here to 
  harvest the lake of its trout and walleye. Several 
  small vendors supply the common goods needed by 
  the town and three members of a merchant guild 
  manage trade into the town. 
   
  Garnet has a Mayor and a constable, but very little 
  government control. Crime is usually handled by 
  forming a posse when needed. Party members will 
  be able to find basic goods and services, but will not 
  find weapons other than large knives, and hunting 
  arrows. A farrier manages a tiny smithy and has 
  little expertise beyond horseshoes, nails, mining 
  tools, and kitchen utensils. Adventuring gear 
  beyond what normal hunters and fishermen need is 
  non-existent. 
   
  The town’s population is a mix of dwarves and 
  humans and Common is the preferred language. 
  There are no temples in the town as the people tend 
  to keep their religious beliefs to themselves. 
  Sufficient lodging for the party can be found at the 
  inn for 3gp per person, per night, which includes 
  three meals.  
   
  If approached in a friendly manner, the villagers will 
  tell of three islands within rowing distance of the 
  shore. No one has ever heard of the “man of stone”. 
  The miners know very little of the lake and will tell 
  the party to ask the fishermen. The fisherman will 
  state they have ventured close to the islands but 
  have never docked on them for fear of predators. 
  Some fishermen believe the spirits of those who 
  have drowned in the lake haunt the islands. Some 
  
   
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  will say they have seen strange creatures roaming 
  about the islands. 
   
  The fishermen are willing to loan the party two 
  rowboats for 20gp each, 10gp will be refunded if the 
  boats will be retuned undamaged. One fisherman 
  will allow you to rent his spyglass for 10gp. If the 
  party tries to negotiate these prices, they can make 
  an opposing Personality or Luck check with the 
  fishermen having a +3 bonus to their check 
   
  If Melifex is mentioned, the villagers will tend to be 
  wary of the party. Some have seen the mad mage 
  and thought him a demon. No one will reveal they 
  have ever seen Melifex in the town and it will be 
  harder to obtain supplies for the trip. The GM may 
  decide to increase prices or have the party make 
  opposed personality checks to obtain assistance. 
   
  WILDERNESS 
   
  You stow your gear into the two small rowboats and 
  make your way to the nearest islands you can see. 
  The lake is placid and calm making rowing and 
  steering easy. The water is extremely clear, 
  allowing you to see the bottom of the lake a few feet 
  below. You see an occasional fish dart away from 
  your boat as you row onwards. After nearly two 
  hours of rowing, you take a break. Directly East lies 
  three islands arranged as if they were in a straight 
  line. The islands consist of huge boulders piled up 
  as if a mighty broom swept them together and piled 
  a thin layer of soil on them. Trees of cedar, birch, 
  and fir wind their roots around the stones and leave 
  a thick carpet of brown needles on the ground. Each 
  island appears to be about 700 feet long and 450 
  feet wide.  
   
  The correct island is #2. The party can discover this 
  by two ways: either by using a spyglass to scout the 
  islands, or by docking at each island and searching 
  it. If the party uses the second method, they will 
  surely alert the osotaurs on the second island and 
  they will gain a surprise round on the party when 
  discovered. 
   
  As you search the second island, you notice the 
  island slopes upward from the East from water 
  level to approximately 35 feet at its westernmost 
  part. While scanning this area you notice an unusual 
  rock formation.  
   
  GM NOTE #4:  Give the party Handout #2 
   
  Area W-1: 
  OSOTAURS 
   
  Carefully docking and securing your boats on the 
  East side of the second island, you begin to climb 
  uphill towards the rock formation you discovered. It 
  appears a worn path leads straight to the formation. 
  On each side of you, the trees are dense and the 
  ground is choked with dead branches and fallen 
  trees. As you get within sight of the stone formation, 
  you notice the area has been somewhat cleared. 
  The massive man of stone is about 15 feet high and 
  20 feet wide. You realize no human could move the 
  stones and place them without some type of tools. 
  Cut into one of the stones is a string of what looks 
  to be dwarven symbols. Suddenly, you see six 
  massive creatures emerge from the trees and 
  brush, surrounding you. They have the legs and 
  torso of a large, muscular, hairy human and the 
  arms and head of a ferocious brown bear. Their 
  arms end in massive paws with claws large enough 
  to slash a man in half and menacing teeth like 
  daggers. 
   
  The creatures are osotaurs, a result of Melifex‘s 
  research in combining species (much like the 
  blattodes in his former laboratory). Melifex 
  promised them freedom in exchange for guarding 
  the island. Since the fishermen have stayed clear of 
  the islands, the osotaurs have never made their 
  presence known. If the osotaurs have surprise on 
  the party, they will immediately attack. Otherwise, 
  read the following: 
   
  One of the beasts points his massive paw at your 
  party and yells: “Stop! Dis OUR land! Great wizard 
  Melifex give it to us! You leave NOW! And leave fish 
  when you go!” 
  
   
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  The osotarus have no interest in conversing with 
  the party and will continue to order them to leave 
  and will attack if the party refuses to do so. They 
  attack with two claw swipes. If both hit, the osotaur 
  will grapple the player and squeeze them in a bear 
  hug for 1d4 damage per round until the grapple is 
  broken (Strength check DC15) or if the osotaur 
  takes 5 damage on a single hit. They may also 
  choose to bite. 
   
  Osotaurs (6) Init +3; Atk 2 Claws +4 melee (1d8+ 
  grapple), Bite +3 melee (1d7); AC 16; HD 3d10; hp 16 
  each; MV 30’; Act 1d20+1d20; SP “Bear Hug”; SV Fort 
  +5 Ref +3 Will +4 
   
  The dwarven symbols on the tree read: “A sheer cliff 
  is puzzled together and the blue stone is its key, but 
  don't become close friends with calamity!” 
   
  GM NOTE #5:  Give the party Handout #1b 
   
  Area W-2: 
  VAULT ENTRANCE 
   
  The party must find the cliff with the blue stone in 
  order to discover the entrance to melifex’s vault. A 
  careful search of the island will need to be made. 
   
  The GM may choose how to manage this scenario. 
  Either inform the players that after a long and 
  careful search, they find it, or the GM may have the 
  party make Intelligence or Luck checks at DC13 until 
  three party members succeed on their checks. It all 
  depends on how much detail the GM wants and if 
  time allows. 
   
  You painstakingly search nearly every inch of the 
  island until you finally spot a clearing. Looming in 
  front of you is a cliff face approximately 25 feet high 
  and 20 feet wide. The cliff is made of large stones 
  that look as if they were fit together like huge puzzle 
  pieces. Centered near the bottom is a stone about 
  the size of a man’s head made of turquoise.  
   
  Any dwarven character or character who had any 
  experience with stonecutting or succeeds on a DC14 
  Intelligence check will notice the rocks are held 
  together by their own weight, and the large 
  turquoise rock is the keystone. The keystone can be 
  removed safely by attaching some kind of hook to 
  the stone and pulling with a rope some distance 
  away. The rocks are too large and too connected to 
  be pried apart individually. Attempting to dig into the 
  top of the cliff will result in finding more stone that 
  is impossible to move. 
   
  If the party is foolish enough to simply yank the 
  keystone out while close to the cliff, the pile will 
  make a large grating sound and collapse violently. 
  Any character within 5’ of the wall will be crushed 
  to a pulp and buried (no save). Any character within 
  10’ must make a DC14 Reflex Save or take 2d10 
  damage from the falling rock.  
   
  A cloud of dust rises into the air and small rocks 
  and pebbles rain down onto the massive pile of 
  stones on the ground before you. You look up the 
  face of the cliff and see a cave-like opening nearly 
  10 feet off the ground. Fortunately, it is an easy 
  climb up the pile of rubble to enter. 
   
  
   
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  If the party can salvage the turquoise stone, it could 
  be sold for 75gp due to its rough nature. 
   
  MELIFEX’S VAULT 
   
  The vault is constructed of cut granite with tar for 
  grout in between the blocks. Any dwarf will know it 
  is of dwarven construction. The vault is unlit in all 
  areas. 
   
  Area V-1: 
  IMAGE SPECTRE 
   
  Dampness and cold fill the air as you descend a 
  small flight of natural cut stairs down to a stone 
  floor. A small cut cave leads to an open room. The 
  walls and floor of the room are made of precise cut 
  stones with tar in between them. You spot a small 
  rivulet of water running down a portion of the wall 
  and realize you are below the water line. You 
  shudder when you consider what could happen if 
  the walls were to give way to the water pressing on 
  them. The room becomes a maze. Corridors twist 
  and turn in every direction. 
   
  The secret doors in the maze will be noticed with a 
  careful search. The party will notice a group of 
  blocks that do not have tar around them. Pushing on 
  the blocks will make them slide back and to the 
  right, revealing the rooms behind them. 
   
  The maze finally ends in a small room with a door 
  on the West side. Hung upon the door is a long 
  silvered mirror. The mirror has a small etching on 
  the top left corner. 
  GM NOTE #6:  Give the party handout #1c. 
   
  Lurking behind the mirror is an Image Spectre. An 
  undead soul with a tortured existence trapped 
  inside a mirror. When a party member looks into the 
  mirror, have them make a DC16 Luck check. If they 
  succeed, let them know they feel as if the image is 
  somewhat wrong (facial expression is different, 
  hands moving when they shouldn’t, etc). The image 
  spectre will attempt to possess the person looking 
  into the mirror the character needs to make a DC14 
  Will save or be possessed by the image spectre and 
  have their character imprisoned in the mirror. If the 
  character succeeds, they will realize the nature of 
  the mirror and will clearly see the image spectre on 
  the other side. If they are possessed, the player is 
  no longer in control of their character. The 
  possessed character will wait for an opportunity to 
  flee (leaving the character permanently imprisoned 
  in the mirror), kill a fellow party member, or simply 
  join the party to see if they can gain more power 
  from Melifex’s treasure.  
   
  The best way to play out the possession scenario is 
  to take the player into another room and explain to 
  them what has happened. Let them decide if the 
  possessed character will try to flee or murder the 
  others (some players may like the idea of being the 
  monster for a change). Do not let them know they 
  will regain control of their character if the image 
  spectre dies. This prevents them from taking 
  suicidal acts which the image spectre would never 
  do. When you return to the table, let the player 
  control their character, but as the image spectre. 
   
  If a possessed character is killed, the image spectre 
  will be destroyed and the character will be freed 
  from the mirror into their own body. However, they 
  will have only 1 hit point and a -2 penalty on all 
  saves, ability checks, and attacks until they can rest 
  for 8 full hours. 
   
  If the mirror is broken with a party member trapped 
  in it, the character is destroyed with no hope of 
  return. The party will be haunted with the agonizing 
  death throes of the party member as the mirror’s 
  shards spill onto the floor 
   
  If the party breaks the mirror with an image spectre 
  in it, the creature will emerge from the mirror and 
  attack. Read the following: 
   
  An ear-piercing shriek fills the room and you feel 
  the air being sucked out of your lungs as a vapor 
  cloud emerges from the broken shards of the 
  mirror on the floor. The cloud roils about until you 
  begin to see the faint outline of a humanoid shape. 
  two orbs of red light regard you with what feels like 
  pure hatred. The creature raises a ghostly skeletal 
  arm and lunges towards the nearest party member. 
   
  Image spectres are only affected by spell effects 
  and magical weapons. They can be turned by a cleric 
  of adjacent or opposing alignment. They are 
  
   
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  immune to sleep, paralysis, charm, cold or any 
  effects on the mind. When an image spectre 
  successfully hits a character, it will do damage plus 
  drain life force by reducing Stamina by 2 points. Any 
  character whose Stamina lowers to 2 or less is 
  unable to take any actions and collapses to the 
  ground. If their Stamina drops to zero, they perish. 
  As characters lose Stamina, they will lose bonus hit 
  points as well, which could kill them if they have 
  taken sufficient damage earlier. Stamina can be 
  regained by 1 point every four hours. If the image 
  spectre is reduced to 10hp or less, it will attempt to 
  possess the nearest party member, but the DC 
  drops to 11 since the character is aware of what is 
  trying to be done.  
   
  Image Spectre Init +5; Atk 2 Claws +2 melee (1d5+ 
  life drain), AC 14; HD 3d8; hp 14 each; MV fly 30’; Act 
  1d20+1d20; SP “life drain”, “damage resistance”; SV 
  Fort +6 Ref +0 Will +1; AL C 
   
  Area V-2: 
  WAND TRAP 
   
  A dim red light fills this long rectangular room with 
  a door on the opposite side. The light seems to 
  emanate from two rods with red crystal tops placed 
  in sconces on the far west wall; resembling what 
  seems to be magical torches. A pit approximately 10 
  feet deep sprawls across the entire room. Within 
  the pit, spaced mere inches apart, are hundreds of 
  rusty iron spikes with wicked barbed heads on their 
  tips. The spikes are so tightly packed it appears 
  impossible to climb down to the pit and navigate to 
  the other side. A small ledge, only 18 inches wide, 
  prevents the party from falling into the pit. The ledge 
  surrounds the entire pit. Moving along the edge 
  would require party members to carefully shimmy 
  along sideways. 
   
  The pit is, in fact, an illusion. Characters who read 
  the clue in area V-1 may understand this. Anyone 
  trying to step into the pit will find their foot landing 
  on solid ground and appearing to hover over the 
  spike filled pit. Any elf or wizard may make a DC17 
  intelligence check to see the illusion for what it is.  
   
  Shimmying along the ledge is difficult and reduces 
  the character’s speed to half. 
   
  The GM can role play this scenario to enhance the 
  illusion of the pit. Require random characters to 
  make Luck or Agility checks every turn. Of course, 
  the checks mean nothing since no one has any 
  danger of slipping or falling, but the GM can add 
  tension based upon the “check” result. 
   
  This is only the first obstacle the party must 
  navigate. For on the North and South walls, 10 feet 
  from the entrance, are small runes cut into the rock 
  that capture the red light from the room. A thief will 
  be able to discern this with a DC15 Find Traps check. 
  As long as the runes are blocked (by someone 
  moving past them on the ledge) they will trigger the 
  trap. The torches of light are actually Energy Wands. 
  The wands will cast the Magic Missile spell with a 
  +5 casting bonus at a random character and will do 
  so every second round until all party members are 
  past the runes. A wizard or elf may grab a wand and 
  perform a DC12 spell check to gain control of the 
  wand. Once the wands are deactivated, they will 
  function normally and will retain their +5 casting 
  bonus, but will only have 5 charges left in each. 
   
  Area V-3: 
  MIST WARRIORS 
   
  Water vapor fills this room so thick it collects on 
  your hair and skin. A fine mist sprays from a nozzle 
  on the South wall 9’ high. Sealed with a coating of 
  pitch, a large wooden crate with a lid sits in the 
  center of the South wall as well. As you scan the 
  room you suddenly notice the mist in the room 
  begin to coalesce in front of the crate, forming the 
  shape of two burly barbarian type warriors with 
  horned helms,  large, round shields and heavy 
  battle axes. The misty warriors ready themselves 
  for battle. 
   
  A mist warrior can change its form from solid to 
  liquid at will causing all weapons to do only half 
  damage on a hit.  
   
  A new mist warrior will be created every two 
  rounds until a way is found to plug the nozzle. It is 
  a simple matter for a human or elf sized character 
  to stand on the crate and plug the hole with a 
  common object (iron spike, arrow shaft, glob of tar, 
  etc), but the mist warriors will fiercely defend the 
  area around the crate. 
  
   
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  Mist Warrior Init +1; Atk Battleaxe +2 melee (1d10), 
  AC 15; HD 4d10; hp 14; MV 30’; Act 1d20; SP “damage 
  resistance”; SV Fort +3 Ref +0 Will +3; AL N 
   
  Once the mist warriors are dispatched the crate can 
  be inspected. The lid is not latched or locked and is 
  not trapped. It can simply be lifted off. The contents 
  include some common tools and adventuring gear 
  (some rope, a lantern with oil, two iron spikes, and 
  four small sacks), clothing, and an oilskin pouch 
  containing a book with blank pages. At the very 
  bottom of the crate is a rolled-up piece of leather 
  tied in the middle with a leather lace. 
   
  A thief checking for traps will notice a small wire 
  connected to the leather lace and running into a 
  hole in the bottom of the crate. Cutting the wire will 
  disarm the trap set into the wall. If, however, the 
  leather scroll is grabbed and lifted more than two 
  inches, a razor-sharp guillotine blade will shoot 
  sideways from the South wall along the lip of the 
  crate, lopping off the character’s arm at the middle 
  of the forearm. The cut will cause 1d7 damage and 
  the character will bleed 1 point of damage every 
  round until healed or a method is used to stanch the 
  flow. Only an extremely powerful cleric would be  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  able to reattach the limb. Any weapon held in the 
  victim’s non-dominant hand will follow the rules for 
  a secondary weapon as if they were fighting two-
  handed. 
   
  The GM may also decide to add penalties to certain 
  types of checks as well 
   
  The rolled up leather contains a brass key. The 
  leather has the phrase “The lock is like no other. You 
  must find a unique key” branded into it. The key 
  unlocks nothing and is useless. There is nothing 
  magical or useful about the book with the blank 
  pages. 
   
  GM NOTE #7:  Give the party handout #1d. 
   
  Area V-4: 
  WATER PUZZLE 
   
  As you enter this room, you notice holes spanning 
  the entire floor, so numerous they make the floor 
  look like a giant sponge. Peering into a hole you spot 
  a razor sharp point to what may be a thin spear. A 
  well pump and drain are installed in the Northeast 
  corner of the room and two empty barrels of 
  
   
  Page 12 
   
  different sizes sit next to the pump. On the larger 
  barrel a “V” is branded into the wood. The smaller 
  barrel is branded with “III”. On the North side of the 
  room sits a pedestal only a few inches high and 2 
  feet on each side. The pedestal does not seem to be 
  connected to the floor. Carved on the top of the 
  pedestal is the following riddle: ”Four gallons on me 
  and you will be blessed. Not one drop more, not one 
  drop less”  
   
  A DC12 check for traps will show how the pedestal 
  works. As soon as any weight is put on the pedestal, 
  it will arm the spear trap in the floor. The trap will 
  fire in a few seconds unless a small metal shield 
  hanging from the pedestal is placed in front of the 
  firing mechanism. The position of the shield 
  corresponds to the weight placed on the pedestal. 
  The trap can not be disarmed any other way. If the 
  trap fires, the spears will shoot upward through the 
  floor, doing 1d6 damage to anyone in the room. The 
  spears will then retract, and the trap will reset. 
   
  Searching for secret doors will reveal a secret 
  compartment above and to the left of the pedestal 
  but will not reveal how to open it. Prying the wall 
  will be ineffective since it is connected to the 
  intricate and heavy machinery of the spear trap. A 
  Knock spell at DC19 would open the compartment. 
   
  The markings on the barrels correspond to their 
  volume: 5 gallons and 3 gallons. Using the hand 
  pump will fill the barrels. The party needs to place 
  exactly 4 gallons of water on the pedestal to open 
  the secret compartment on the West wall. It is 
  important to remember, the trap will fire in about 
  three seconds, so trying to pour water in a barrel 
  until it reaches the right amount will continually trip 
  the spear trap and will probably kill the party before 
  the method works. 
   
  The secret to solving the puzzle is explained in the 
  following clue list. If it appears the party can not 
  solve the puzzle, they may make Intelligence 
  checks to receive clues. Each party member may 
  only check for a certain clue once. Trying to mark 
  the water level in the barrels will not work due to 
  the non-cylindrical nature of the barrels. 
   
   
   
  Clue # 
  DC 
  Description 
  1 
  9 
  Fill the 5-gallon barrel 
   
  2 
   
  12 
  Pour 3 gallons from the 5-gallon 
  barrel into the 3-gallon barrel. 
  (Leaving 2 gallons in the larger 
  barrel) 
   
  3 
   
  15 
  Dump out the 3-gallon barrel and 
  pour the two gallons from the 
  larger barrel into the 3-gallon 
  barrel. 
  4 
  17 
  Fill the 5-gallon barrel and pour 
  the water from the larger barrel 
  into the 3-gallon barrel until it is 
  full. (Since the 3-gallon barrel 
  already had 2 gallons in it, the 
  amount of water taken from the 
  5-gallon barrel will only be one 
  gallon.) THUS: 5-1 = 4 GALLONS 
   
  Once the puzzle is solved, read the following:  
   
  The sound of gears and chains turning and rattling 
  at first startles you, but it soon ceases. A section of 
  the West wall spins round and reveals a secret 
  compartment hollowed out of the block in the wall. 
  Within the compartment is a steel hook with a 
  handle, almost resembling a baling hook. Engraved 
  into the tool is the phrase: “The greatest treasures 
  can be obtained in what others find worthless” 
   
  GM NOTE #8:  Give the party handout #1e. 
   
  Area V-5: 
  ROT HOUNDS 
   
  The overpowering smell of decay assaults your 
  nose as you descend a small stairway leading to a 
  wide rectangular room supported by four limestone 
  columns three feet in diameter. Before you get a 
  chance to orient yourself, you are startled by the 
  sound of a low growl. Several large hound-like 
  creatures begin to step into your light and form a 
  semi-circle around your party. The sight and smell 
  of the hounds makes you want to retch. Thin, flabby, 
  skin, slashed in several places drapes their 
  grotesque bodies. The skin is roughly sewn together 
  in places with sinewy twine. Thick blood mixed with 
  pus oozes from their noses, eyes, and the gashes 
  all over their bodies. A large tumorous growth 
  dangles from each of their throats, red and swollen.  
  
   
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  The creatures are Rot Hounds, a creation of 
  Melifex in his research on combining healing 
  magic with necromancy. A rot hound lives in a 
  continual state of decay and disease. The tortuous 
  life has left them insane with anger and hunger. 
  Giving the rot hounds food will momentarily 
  distract them but will only heighten their ravenous 
  appetite. They can be turned by a cleric of adjacent 
  or opposing alignment. 
   
  If a rot hound takes physical damage, the large 
  tumorous growth will burst, spraying blood, pus, 
  and disease in a 5’ circle around the hound. Any 
  character caught in the spray must make a 
  Fortitude save at DC14 or be infected with the rot 
  disease. The rot will immediately sap a point of 
  Stamina every turn and will make the character 
  break out in fetid, blood-filled pustules and a fever  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  which will result in all ability checks at -1d. The 
  spray dissipates in one round. The rot disease can 
  not be cured with a Cleric’s “Lay on Hands” ability. 
  As characters lose Stamina, they will lose bonus hit 
  points as well, which could kill them if they have 
  taken sufficient damage earlier. Any character 
  whose Stamina lowers to 2 or less is unable to take 
  any actions and collapses to the ground. If their 
  Stamina drops to zero, they perish. 
   
  A rot hound will regenerate when reduced to zero 
  hit points back to full strength after 10 rounds 
  unless they are completely destroyed physically 
  (cut to pieces, incinerated, etc.). They may take no 
  action until they are fully regenerated. 
   
   
   
  
   
  Page 14 
   
  The GM may allow the party to receive clues about 
  the rot hounds’ regeneration abilities. If the party is 
  observant enough, let them notice things like cuts 
  mending, broken limbs reconnecting, etc. 
   
  Rot Hounds (5) Init +3; Atk Bite +3 melee (1d6+2), AC 
  12; HD 3d8; hp 15 each; MV 30’; Act 1d20; SP “rot 
  spray” “regeneration”; SV Fort +5 Ref +0 Will +2; AL 
  C 
   
  Once the rot hounds are dealt with, read the 
  following: 
   
  The columns on the South side are covered from top 
  to bottom in letters from every language known. 
  Based upon the languages you know, the writings 
  seem like complete gibberish; a random collection 
  of letters in no particular order. The columns on the 
  North side are covered from top to bottom in 
  numbers. Two doors are on the East wall on each 
  side of the stairs. On the far wall is a 10’ wide 
  opening blocked by a portcullis with thick steel 
  bars. The portcullis is 15’ tall, 10’ wide, and made of 
  thick steel bars nearly 4 inches in diameter with 
  cross-beams forged directly into them. The 
  portcullis has a locking mechanism and a 
  counterweight system to lift the gate embedded in a 
  track along the jamb of the opening. The jamb is 
  tightly constructed around the gate and is 
  inaccessible. Even a giant would have difficulty 
  moving this gate. Attached to the outside of the 
  portcullis are two steel plates 24 inches on each 
  side with the characters A-C engraved into the left 
  plate and 1-2 engraved in the right. Beyond the gate, 
  you can see a room filled with what appears to be 
  armor, weapons, and a wooden chest. 
   
  No feat of strength or thievery will allow this gate 
  to open. The only way to open the gate is by using 
  the levers in rooms V-6 and V-7 or via a Knock spell 
  at DC17.  
   
  The writing on the columns is meant to give the 
  adventurers a clue to the lever rooms: letters for 
  the South room and numbers for the right. 
   
   
   
   
  Area V-6: 
  LEVER ROOM A-B-C 
   
  The secret door leads to a small room with a low 
  ceiling about 7’ high. On the West wall are three 
  large up-down levers all in the up position. 
  Engraved in the stone above the levers is: “The right 
  lever is the third in a series. It is up to you to know 
  what the series is” The room is otherwise empty. 
   
  GM Note #9: Give the party Handout #1f 
   
  The levers have no markings on or near them. The 
  players can decipher the order of the levers based 
  upon the information on the columns, the portcullis, 
  and the clue etched into the wall. The clue on the 
  wall does not mean the “correct” lever is the third, 
  but that the right-hand lever is the third in a series. 
  Because this room is to the portcullis’ left, then the 
  series would be “A-B-C”. Pulling the first and third 
  levers will cause the party to hear a loud clank in 
  the direction of the portcullis. If the levers in room 
  V-7 are also in the correct position, the party will 
  hear the counterweight begin to pull the portcullis 
  upward.  
   
  The levers are trapped to release a spray of acid if 
  the third lever is moved in any way. The nozzle can 
  be found on a DC13 Find Trap check and can be 
  easily plugged with any common object such as an 
  iron spike or glob of tar. The acid spray will fill the 
  entire room, causing 1d4 burn damage to the lungs 
  and all exposed body parts of party members in the 
  room. It will also corrode or dissolve armor quickly, 
  giving it a -1 penalty to Armor Class. The trap can be 
  sprung only once. 
   
  Area V-7: 
  LEVER ROOM 1-2-3 
   
  The secret door leads to a small room with a low 
  ceiling about 7’ high. On the West wall are three 
  large up-down levers all in the up position. 
  Engraved in the stone above the levers is: “You have 
  *to be careful* to crack the bronze code” The room 
  is otherwise empty. 
   
  GM Note #9: Give the party Handout #1g 
   
   
   
  
   
  Page 15 
   
  The levers have no markings on or near them. The 
  players can decipher the order of the levers based 
  upon the information on the columns, the portcullis, 
  and the clue etched into the wall in room V-6. The 
  clue in Room V-6 does not mean the “correct” lever 
  is the third, but that the right-hand lever is the third 
  in a series. Because this room is to the portcullis’ 
  right, then the series would be “1-2-3” because the 
  two right characters on the portcullis are 1-2.  
  Pulling the first and second levers will cause the 
  party to hear a loud clank in the direction of the 
  portcullis. If the levers in room V-6 are also in the 
  correct 
  position, 
  the 
  party 
  will 
  hear 
  the 
  counterweight begin to pull the portcullis upward.  
   
  The levers are trapped to release a spray of acid if 
  the third lever is moved in any way. The nozzle can 
  be found on a DC13 Find Trap check and can be 
  easily plugged with any common object such as an 
  iron spike or glob of tar. The acid spray will fill the 
  entire room, causing 1d4 burn damage to the lungs 
  and all exposed body parts of party members in the 
  room. It will also corrode or dissolve armor quickly, 
  giving it a -1 penalty to Armor Class. The trap can be 
  sprung only once. 
   
  Area V-8: 
  TREASURE TROVE 
   
  The massive portcullis opens to give access to this 
  annex. A wooden chest, 3’’ on each side and 2’ deep 
  is centered on the West wall. Throughout the room, 
  are stands, hangars and racks containing weapons, 
  armor, a shield and a robe. 
   
  Melifex stored his most valuable creations in this 
  room. The items are as follows: 
   
  TITANIUM BANDED MAIL – This human sized suit of 
  armor is made of titanium, making it strong as steel 
  with less weight. Wearing this armor gives the 
  protection bonus of a normal suit of banded mail, 
  but its check penalty is only -4, its fumble die is d12 
  and it has no speed penalty. It will still cause pain 
  and irritation to elves.  
   
  LONG KNIVES +2 – These daggers are made of 
  blackened steel and are approximately 14” long. 
  They are perfectly balanced and weighted for two-
  handed fighting. If used by a halfling, they act as if 
  the user’s Agility was 18, if used by any other class 
  they act as if the user’s Agility was 16. They are +2 
  to hit and inflict 1d5+2 damage due to their size and 
  magical nature.  
   
  ROBE OF ENERGY ABSORBTION – Gray in color, with 
  magical sigils sewn down the arms and on the 
  chest, the robe absorbs energy from magical 
  attacks. It will negate up to two Magic Missiles in 
  one attack or negate 1d6 of damage from a magical 
  spell attack. It also provides a +2 bonus to saves 
  against magical effects. 
   
  CHAMELEON LEATHER +1 – While resembling a 
  normal suit of leather armor, it blends in with the 
  color and texture of the areas within 5’ of it, giving 
  a thief a +5 bonus on their Hide In Shadows ability, 
  and will give any wearer a 25% chance to surprise 
  an enemy.  
   
  SHIELD +1 “RAZOREDGE” – Crafted from ironwood, 
  with a border of steel honed to a wicked edge, this 
  round shield not only gives a +1 bonus to Armor 
  Class but can inflict 1d6 damage with a successful 
  shield bash. 
   
  LONGSWORD +1 “DEATH’S DUE” – Specifically 
  crafted to give final rest to undead creatures, this 
  longsword provides a +1 bonus to attack and 
  damage all creatures and an additional +1 bonus to 
  attack and damage undead creatures. It has an 
  Intelligence of 6 and can relay simple urges to those 
  who brandish it. It can sense the presence of 
  undead creatures up to 30’ away and will strongly 
  urge its wielder to destroy any undead creature it 
  detects. The wielder can resist the urge on a DC10 
  Will save. 
   
  The chest is unlocked and not trapped. Inside are 
  hundreds of badly corroded and tarnished copper 
  coins, damaged to the point that one can hardy 
  perceive the inscriptions on them. Practically 
  worthless, it would take four small sacks to carry 
  them. However, they hide a valuable secret. In this 
  case “the treasure is found in the worthless” (see 
  handout 1e) because if the party removes the coins, 
  they will discover two steel handles shaped like 
  bull’s horns at the bottom of the chest. If the 
  handles are turned clockwise and pulled, the chest, 
  and a 3’ square section of the floor will hinge open, 
  revealing a steel ladder to room V-9. 
  
   
  Page 16 
   
   
  Area V-9: 
  THE HIDDEN VAULT 
   
  A narrow, corroded, metal ladder leads 15’ down to 
  a dark, circular room. The ladder can only handle 
  the weight of one character at a time due to the 
  corrosion. Though the blocks in the wall are sealed 
  together like the rest of the vault, it appears as if it 
  is beginning to fail. A shallow puddle of water 
  covers the floor and algae flows down the stones in 
  the wall. Above you, slightly higher than you head, 
  are four cement pipes approximately 2’ in diameter; 
  one in each compass direction. A small trickle of 
  water drips out of each pipe. Secured in the center 
  of the room is a plain, round pedestal. At its top sits 
  a stand; a ring of bronze supported by four bronze 
  rods. The ring is centered over a tiny black line 
  engraved into the top face of the pedestal. Built into 
  the North wall is what appears to be a safe with a 
  large circular tumbler for a door. The round tumbler 
  is ringed with six gems: Garnet, Amber, Citrine, 
  Peridot, Aquamarine, and Tanzanite, each with an 
  arrow etched toward them. The tumbler is made of 
  three concentric cylinders with a keyhole shaped 
  opening in the center. The keyhole is larger than any 
  you have ever seen before. Fastened above the 
  tumblers is a bronze plaque with raised symbols 
  forged into it. 
   
  GM NOTE #10: Give the party Handouts #3 & #4 
   
  The safe is not trapped. No common or magical key 
  will work in the keyhole, only the hook in Room V-4 
  can be inserted to rotate the tumblers. A Knock 
  spell (At DC16) will rotate the tumblers to the 
  correct position, but the hook will still be needed at 
  every phase to pull the mechanism out. 
   
  The coded plaque holds the combination to the 
  tumblers. The key to deciphering the text lies in 
  Handout #1g. The phrase *to be careful* is the first 
  line in the cipher. Replacing the symbols with the 
  letters in “to be careful” will allow the party to 
  decipher the remainder of the directions (at least 
  95% of them anyway…). If the players follow the 
  directions carefully, the entire tumbler will slide 
  out, opening a small storage chamber with a pouch 
  in it. 
   
  The pouch contains a saucer shaped object made of 
  crystal. The lens-like crystal has been carefully 
  crafted into a single smooth surface, thick in the 
  center and thin at the edges. 
   
  Anyone examining the pedestal carefully will notice 
  the rods supporting the bronze ring are not 
  embedded into the pedestal but are slipped into 
  holes drilled into the top of the pedestal. If a DC15 
  Find Traps check is made on the pedestal, the 
  inspector will notice the rods can move and would 
  likely spring a trap. 
   
  The crystal saucer is a lens. If the lens is positioned 
  on or extremely near the bronze ring, the viewer 
  will notice the tiny black line is a sentence reading 
  “BENEATH GARNET STONE”. If the lens or any 
  weight greater than four ounces is placed on the 
  bronze ring, the stand will begin to slide downward 
  and trigger the trap set in the room. If the trap is 
  sprung, read the following. 
   
  A load groan fills the air as if long resting machinery 
  is moved for the first time. The groan ends with a 
  loud slam and the sound of rushing water. 
  Suddenly, a torrent of icy water spews from the four 
  pipes and begins to fill the room, above you, the trap 
  door leading to the room begins to close. 
   
  The trap door will close in 6 rounds, leaving anyone 
  stuck in the room to drown. When the trap door 
  closes, it will lock. Only a DC16 Knock spell would 
  be able to unlock it, and the 6 round process would 
  start over. The trap door can not be braced open as 
  it is only 3’ x 3’ and the bracing would block anyone 
  from exiting. The force of the rushing water would 
  make it impossible for a halfling to swim up the 
  pipes to the lake. 
   
  The ladder is narrow and slippery due to the 
  moisture and algae growth. The ladder can only 
  handle the weight of one person at a time. 
  Characters will need to make either an Agility or 
  Luck check to determine how long it takes them to 
  scale the ladder. Each character may only check 
  once. use the following table: 
   
   
   
   
  
   
  Page 17 
   
   
   
  Agility or Luck Result 
  Time Taken 
  Less than 10 
  1½ Rounds 
  10-16 
  1 Round 
  17 or greater 
  ½ Round 
   
  THE TOWN OF GARNET – PART II 
   
  At this point, the vault has been completely 
  explored. If the party seems to be lost, it would be 
  helpful if the GM reminded the party of the clue 
  found in the hidden vault and that the town they 
  came from is named Garnet. 
   
  Area G-1: 
  GARNET STONE 
   
  After an exhausting paddle back to the village, you 
  are met at the shore by the fishermen who lent you 
  the boats. They look you over and whistle under 
  their breath, “I hope that stone man you were 
  looking for was worth it”. They help you onto the 
  dock and relieve you of the items you were loaned. 
  “Pleasure doing business with you.” 
   
  If asked, the fishermen at the wharf do not know 
  what Garnet Stone means. The party may try to dig 
  under the red granite stone in the village, but there 
  is nothing to be found. Additionally, trying to dig up 
  a part of the village will increase the difficulty of 
  interacting with the townspeople by 2. 
   
  Perform a DC14 Personality or Luck check (player’s 
  choice) for each citizen they confront. Only two 
  players can make a check on one citizen, after that 
  they will be told to go away. If a player succeeds, 
  they will be told to go to the tavern and talk to “Slimy 
  Stymee”. When the party goes to the tavern, they 
  will be directed by the barkeep to a table occupied 
  by a thin, aging man with a balding head and a 
  patchy, white beard. 
   
  Slimy Stymee doesn’t seem to live up to his name. 
  He looks well-groomed and dressed. When asked, 
  he laughs out loud, “I used to clean the nets as a 
  boy. Remove all the weeds, mud, and critters that 
  weren’t fish when they got ashore. Terrible work 
  and it didn’t matter how many baths you took, but 
  that seems like a century ago.” When asked about 
  Garnet Stone, he sighs and lights his pipe. After a 
  moment of brooding he finally speaks: “Well, that’s 
  a complicated story, for a few drinks, I’ll tell you 
  what I know. 
   
  Stymee has a good memory, but he prefers to have 
  it jogged every ten minutes or so with some ale. The 
  party will need to buy a round of drinks (5gp) for 
  each piece of information Stymee knows (shown 
  below). 
   
  - 
  The question isn’t WHAT Garnet Stone is, 
  but WHO. 
   
  - 
  Garnet Stone used to live in Garnet, it 
  was just a coincidence his name 
  matched the town. 
   
  - 
  He was a decent fisherman, but was 
  unsatisfied with his life, he preferred to 
  be reading and travelling to Pinecliffe to 
  get more books. 
   
  
   
  Page 18 
   
  - 
  One day he abandoned his nets, sold his 
  boat and equipment, and spent most of 
  his time in his home. 
   
  - 
  A child in town once saw him near the 
  silent city (graveyard) waving his hands 
  and chanting gibberish at a tree. 
   
  - 
  He left town one day, stating he was off 
  to learn what real knowledge was. 
   
  - 
  A year or two later, a cart driven by two 
  mysterious men showed up in town with 
  Garnet Stone’s body. Neither of them 
  said anything to anyone. They laid him to 
  rest in the silent city and left. 
   
  Area G-2: 
  ROT MASTER 
   
  Because the silent city is away from the town and 
  hidden by a small wood, the party should have no 
  difficulty finding and digging up Garnet Stone’s 
  grave if the party chooses the right time of the day 
  (and pays for a few shovels). Of course, if the party 
  wishes to be foolish, the citizens of Garnet may 
  form a posse and try to run the party out of town. At 
  this point, they think the party is nearly crazy 
  anyway. 
   
  The task of digging up Garnet Stone’s grave is 
  harder than you expected, mostly because it seems 
  like you hit a rock just as soon as you clear another 
  one away. You’re almost certain you are going to get 
  noticed by the locals with the commotion you are 
  making, but luck seems to be on your side. You work 
  yourself to near exhaustion when you finally strike 
  the wooden lid of a pine box. Clearing the way, you 
  finally excavate an area large enough to open the 
  lid. With a swiftly beating heart, you pry the lid open 
  and discover… nothing. The pine box supposedly 
  containing Garnet Stone’s body is empty. 
   
  Carefully searching the empty coffin yields no 
  secret compartments but tapping on the floor of the 
  box will show that a 3’ square portion of the coffin 
  in hollow underneath. The party will need to smash 
  their way through the coffin revealing a narrow 
  shaft with a ladder leading down. 
   
  Memories of the flooded vault make you on edge as 
  you descend down the shaft 20’ to a stone floor. 
  Before you is a tomb constructed of the same 
  stones as in the vault. The room is lit by globes filled 
  with a mysterious glowing yellow liquid. At the 
  North end of the tomb sits a dais with a stone coffin 
  resting on it. The coffin has no lid. As you approach, 
  the body of a human clad in a dark robe arises from 
  the coffin. The skin on his face looks as if it is 
  melting away like candle wax. his hands and feet 
  ooze blood, and white pus drips from his nose and 
  eyes. His bloated stomach peeks out from the robe 
  as if he had swallowed a boulder the size of a child. 
   
   
   
  Garnet Stone fell prey to Melifex’s studies in 
  necromancy and now lives in an undead state of 
  decay as a Rot Master, much like the Rot Hounds in 
  the vault, and can be turned by a cleric of opposite 
  or adjacent alignment. He will not communicate 
  with the party but will immediately begin his attack. 
  At his first opportunity, he will breathe out a 10’ wide 
  by 15’ long cone of corruption consisting of dust, 
  
   
  Page 19 
   
  insects, dried blood, and mold spores. Any 
  character caught in the spray must make a DC14 
  Reflex save or be affected. Crawling, stinging 
  insects will work their way to the character’s skin 
  causing 1 hp of damage and giving a -1d penalty to 
  all actions. Additionally, the character must make a 
  DC12 Fortitude save every round for 3 rounds or 
  have the blood and spores infect their brain. Once 
  infected, 
  the 
  character 
  becomes 
  completely 
  paralyzed. They may take no actions until the 
  disease is cured. The disease can not be cured with 
  a Cleric’s “Lay on Hands” ability. Garnet stone will 
  use this attack twice: once immediately and the 
  second on the fourth round of combat. 
   
  Although he is in an undead state, he has an arsenal 
  of spells available. He will primarily cast spells but 
  can use 2 claw attacks if needed. On a successful 
  hit, his victim must make a DC14 Fortitude save or 
  suffer the same paralyzing effect as his breath 
  weapon. Additionally, a Rot master regenerates 1 hp 
  per round and must be completely physically 
  destroyed to stop the regeneration. 
   
  Rot Master Init +5; Atk 2 Claws +5 melee (1d4 + 
  paralysis: DC12 Fort save); AC 13; HD 8d6; hp 32; MV 
  15’; Act 1d20+ 1d20; SP Breath Weapon, Spells, 
  Regeneration; SV Fort +8 Ref 0 Will +8; AL C 
   
  Breath Weapons (2 breaths per day at rounds 1 and 
  4): 
   
  Cone of Corruption:  10'W x 15’L Ref save DC14 or 
  lose 1hp and -1d penalty to all actions. Fort save 
  DC12 for three consecutive rounds or paralysis. 
   
  Spells: Spell die d20; Spell Check +5  
   
   
  Chill Touch 
   
  Spider Climb 
  Choking Cloud  
  Fire Resistance 
  Flaming Hands 
  Ray of Enfeeblement  
  Magic Missile  
  Scorching Ray 
  Magic Shield 
  Sleep 
   
  Once the Rot Master is dispatched, the room can be 
  searched. 
  There 
  are 
  no 
  secret 
  doors 
  or 
  compartments, just the coffin. At the head of the 
  coffin sits a large rolled-up piece of leather being 
  used as a headrest. When unrolled, it reveals an 
  intricate series of symbols and codes, the cipher to 
  Melifex’s work. A wizard or elf will be able to make 
  out some of the writing as magical in nature.  
   
  CONCLUSION 
   
  Your heart leaps when you realize you now possess 
  one of the greatest magical treasures on the 
  continent. Leaving the town of Garnet behind, you 
  begin making your way down the mountain path to 
  Pinecliffe. Your initial joy is soon replaced with 
  anxiety and confusion. Now that you have the 
  cipher, what are you going to do? Sell it to the Mage 
  Guild? The Thieve’s Guild? Do you dare try to unlock 
  the secrets for yourself? What if you suffer the 
  same corruption as Melifex? Also, why buy the 
  cipher from you when someone could just as easily 
  kill you for it? Even more dauting is the 
  responsibility you now carry. After seeing the 
  horrors and corruption of Melifex’s work, you find 
  yourself wondering if Melifex’s work should even be 
  allowed to exist. You soon realize the riddles of 
  Melifex’s vault may be over, but the true puzzle has 
  just begun. 
   
  FURTHER ADVENTURES 
   
  If the party is able to retrieve Melifex’s research, a 
  number of adventures await them: 
   
   - The research may be invaluable to other 
  practitioners of magic. The party may want to hold 
  an auction to see who is willing to pay the most for 
  Melifex’s voluminous notes. The party must beware, 
  however. Wizards can be very covetous and will go 
  to any lengths, even murder, to have knowledge no 
  one else possesses. Expect thieves’ and assassins’ 
  guilds to be tuned into the party’s activities either 
  from being hired or for their own greedy desires. 
   
   - Additionally, some deities would consider 
  Melifex’s work blasphemous and unholy. The party 
  may be enticed by a temple to destroy the work. 
  Some temples may go as far as declaring a crusade 
  to destroy the work and the people who unearthed 
  it. 
   
   
  
   
  Page 20 
   
   
  PLAYER HANDOUTS 1a-g 
  1a 
  A gem of a small town is the way to an island 
  watched over by a man made out of stones. 
  1b 
  
  
  1c 
  It Is a brave soul who marches forward 
  despIte the dangers around hIm 
  1d 
  The lock is like no other. You must find a unique key 
  1e 
  The greatest treasures can be obtained in what others find worthless 
  1f 
  The righT lever is The Third in a series. iT is up To 
  you To know whaT The series is 
  1g 
  you have *To be careful* To crack The 
  bronze code 
   
   
   
  
   
  Page 21 
   
   
  PLAYER HANDOUT #2 
   
   
   
  
   
  Page 22 
   
  PLAYER HANDOUT #3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Page 23 
   
  PLAYER HANDOUT #4 
   
   
  *TO BE CAREFUL* 
   
  LEFT 
   
  START AT RED 
   
  THREE TURNS RIGHT THEN TO YELLOW 
   
  PULL 
   
  ONE FULL TURN LEFT THEN TO BLUE 
   
  PULL 
   
  RIGHT TO PURPLE 
   
  PULL 
   
   
  
   
  Page 24 
   
   
  GM’s TOOLS 
   
  The following gaming aids are to assist the Game Master in 
  managing combat scenarios and tracking experience and 
  treasure for the party. Feel free to make copies of these tools 
  to assist in managing gameplay. 
   
   
  - Background Information 
   
   
  - Encounter Sheets 
   
   
  - Experience Tracking Sheet 
   
   
  - Treasure Tracking Sheet 
   
   
  
   
  Page 25 
   
  Background Information: 
  The City of Pinecliffe and Melifex the Mad 
   
  THE CITY OF PINECLIFFE 
   
  The walled city is located at the base of a large cliff 
  on the South side of a low mountain range. The city 
  spreads out into a temperate valley. The city is 
  bisected by a large road running East-West which 
  winds its way around the mountains. The South road 
  continues down the valley to plains. The main 
  industries of the city are mining and forestry as the 
  cliff is surrounded by a pine forest. Dwarves and 
  Humans are the principal occupants of the town 
  with an occasional halfling trader visiting. Elves are 
  never seen and may be treated with suspicion. The 
  dwarves occupy a mine three miles to the East of 
  the town and use the town to transport raw 
  materials and forged goods to the plains dwellers.  
   
  The party can be expected to pay an entrance tax of 
  15sp per person. Additionally, the party will have to 
  declare any expensive goods that are not personal 
  items such as trade goods or any treasure greater 
  than 25gp. The party will be required to pay a 5% tax 
  on these items. 
   
  The city’s population is approximately 3,500. It is 
  governed by a mayor. The city guard protects the 
  town and enforces the law. The guard is 
  commanded by a sheriff who is assisted by 
  investigators who can command small patrols of 
  city guard. The city is a democracy with an open 
  market system. Silver is the main currency, but gold 
  is not rare. Party members paying for small items 
  with gold may be refused since the vendor would 
  not have proper change. 
   
  The main temples in the city are the Temples of 
  Justicia (L), and Amun Tor (N). The temples will 
  provide healing to individuals who are of the same 
  alignment or are vouched for by a worshipper. 
  Magical healing of damage or disease requires a 
  “donation” 
  of 
  35-50gp, 
  depending 
  on 
  the 
  seriousness of the healing. 
   
  All equipment and adventure items can be found 
  here at their normal price with the exception of 
  thieves’ tools (which are illegal to possess) and 
  armor which is twice the normal price. Any person 
  buying armor will be questioned by an investigator 
  as to why they need it and will require a government 
  permit (for a price of 10gp) to gain permission to 
  purchase it. Horses and other mounts are not for 
  sale or rent. 
   
  Spell components are not very difficult to find and 
  the party should be able to find an alchemist who 
  can brew simple potions of healing, cure disease, 
  and neutralize poison for approximately 65gp each. 
   
  The party may be able to access the local 
  underground market run by the Thieves’ Guild (DC12 
  to make a connection), where they could procure 
  the following items. There is only one of each item 
  for sale throughout the city: 
   
   - One Long Sword +1  
  900gp 
   - Thieves’ Tools 
   
  50 gp 
   - +1 Arrows (10 total)  
  50 gp each 
   - One vial of poison  
  25 gp 
   - +1 Daggers (2 total)  
  350 gp each 
   
  Melifex the Mad 
   
  In the small city of Pinecliffe, a young wizard named 
  Melifex began his magical studies. Convinced his 
  magical work would help the world become a better 
  place, he sought after all types of magical power; 
  from pacts with draconic and otherworldly 
  denizens, to alchemy, enchantment and even the 
  mysterious forces of necromancy. He delved into 
  mysterious abandoned temples and tombs and 
  
   
  Page 26 
   
  dared to enlist the knowledge of elder dragons in 
  order to perfect his power. Motivated by a desire to 
  utilize magical forces to aid the common worker 
  and end the despicable practices of slavery and 
  military conscription, he relentlessly experimented 
  on using magic to its full effect. However, magic 
  being the fickle and often dangerous power it is, 
  took a toll on Melifex’s body and mind. When 
  experiments failed and spells backfired, his body 
  suffered corruption and he began to wander the 
  streets of Pinecliffe aimlessly babbling to himself in 
  rapid fashion about experiments and theories. 
  Soon, the people who admired the inventive young 
  wizard began to distance themselves, giving him the 
  name “Melifex the Mad”. 
   
  Realizing he was no longer accepted by the citizens 
  of Pinecliffe, Melifex created a tower on the North 
  cliff overlooking the city where he could conduct his 
  experiments and pursue his new passion: finding a 
  way to reverse spell corruption. His contact with the 
  city ended with the exception of monthly supply 
  deliveries from an outfitter in town who would 
  venture up the cliff, pick up a list and collect and 
  deliver supplies to the tower, where payment was 
  waiting. Many rumors have circulated around the 
  city as to what strange and dangerous things have 
  occurred in the secluded tower for the past two 
  years. 
   
  Two months ago, the outfitter was surprised to find 
  no list or payment at the tower. Thinking Melifex had 
  all he needed, he went back to Pinecliffe and 
  awaited the next delivery date. However, this trip 
  also ended with no list or payment. The city became 
  very concerned and rumors are being created as 
  fast as they can be told. What happened to Melifex? 
  Did he perish from his corruption, or was he 
  annihilated by an unspeakable horror he may have 
  summoned? Is the town safe? Who had the courage 
  to find out?  
   
  The adventuring party accepted the challenge to 
  journey to the tower at the top of the cliff to end the 
  mystery. What they discovered was nearly 
  indescribable. Humans cross-bred with termites, 
  elementals out of control, huge rock-eating worms 
  and even enchanted suits of armor willing to kill on 
  command.  
   
  After surviving the unnatural “experiments” in the 
  laboratory, the party finally discovered the truth 
  behind Melifex’s fate. Attempting to combine healing 
  magic with necromancy, Melifex tried to cheat 
  death. Unfortunately, the experiment resulted in 
  Melifex being cast into a state of animated 
  suspension for over two years. Using the wizard’s 
  notes and potions, the adventurers attempted to 
  revive him, but, alas, the transformation was more 
  than his frail body could handle, and he perished. 
   
  His only companion, an adolescent dragon studying 
  under him, gathered forces to destroy the tower and 
  laboratory to protect against the failed magic, but 
  the wrecking crew did not consider your party 
  taking the laboratory notes and spells with you.  
   
  Now, the party is in possession of some of the most 
  powerful and dangerous magic known. What will 
  the party do with it? Does the party even have a 
  choice? 
   
   
   
   
  
   
  Page 27 
   
  AREA W-1 – OSOTAURS 
   
   
  Initiative +3 
   
  Movement: 30’ 
   
  AC:  16 
   
  SAVES  
  FORT  
  REFLEX 
  WILL 
   
   
    +5 
   
      +3 
   
    +4 
   
  Action Dice: 1d20+1D20 
   
  Attack:  
  2 Claws (+4 to attack) Melee 1d8+bear hug if two consecutive hits 
   
   
  Bite (+3 to attack) Melee 1d7 
   
   
  Special:  Bear Hug 1d4/round until DC15 strength check or if osotaur takes 5 damage on one hit 
   
  Hit Die: 3d10 
  Hit points 
   
  1 
  2 
  3 
  4 
  5 
  6 
   
   
  16 
  16 
  16 
  16 
  16 
  16 
   
   
   
   
   
   
   
  AREA V-1 – IMAGE SPECTRE 
   
  DC14 Will save or be possessed; DC11 if the party is aware of the possession attempt 
   
  Initiative +5 
   
  Movement: 30’ (fly) 
   
  AC:  14 (can only be hit by magical weapons, spells, or magical abilities) 
   
  SAVES  
  FORT  
  REFLEX 
  WILL 
   
   
    +6 
   
        0 
   
    +1 
   
  Action Dice: 1d20+1d20 
   
  Attack:  
  2 Claws (+2 to attack) Melee 1d5+”Life Drain” (Drains 2 stamina per hit)    
   
  Hit Die: 5d8 
   
   
   
   
  Special Defenses 
  Hit points: 
   
   
   
   
  Immune to sleep, paralysis, charm, cold, and mind effects 
   
  1 
   
   
  16 
   
   
   
   
   
   
  
   
  Page 28 
   
  AREA V-3 – MIST WARRIORS 
   
   
  A new mist warrior will be created every second round 
   
  Initiative +1 
   
  Movement: 30’ 
   
  AC:  15  
   
  SAVES  
  FORT  
  REFLEX 
  WILL 
   
   
    +3 
   
        0 
   
    +3 
   
  Action Dice: 1d20 
   
  Attack:  
  Battle Axe (+2 to attack) Melee 
  1d10 damage 
   
  Hit Die: 4d10 
   
   
   
   
   
   
  Special Defenses 
  Hit points:  
   
   
   
   
   
   
  Weapon attack damage halved 
   
   
   
   
   
   
   
   
  Immune to sleep, paralysis, charm, and mind effects 
   
   
  1 
  2 
  3 
  (4) 
  (5) 
  (6) 
  (7) 
  (8) 
  (9) 
  (if needed) 
             14 
  14 
  14 
  14 
  14 
  14 
  14 
  14 
  14 
   
   
   
   
   
  AREA V-5 – ROT HOUNDS 
   
   
  Initiative +3 
   
  Movement: 30’ 
   
  AC:  12 
   
  SAVES  
  FORT  
  REFLEX 
  WILL 
   
   
     +5 
   
        0 
   
     +2 
   
  Action Dice: 1d20 
   
  Attack:  
  Bite (+3 to attack) Melee 
  1d6+2 damage 
   
   
  Rot Spray (on first damage)  5’ cloud 
  Lose 1 point Stamina every turn; -1d on all checks 
   
  Hit Die: 3d8 
  Hit points:  
   
   
  1 
  2 
  3 
  4 
  5 
   
             15 
  15 
  15 
  15 
  15 
   
   
   
   
   
  Special: A rot hound will fully regenerate after 10 rounds unless completely physically destroyed 
  
   
  Page 29 
   
  AREA G-2 – ROT MASTER 
   
   
  Initiative +5 
   
  Movement: 15’ 
   
  AC:  13 
   
  SAVES  
  FORT  
  REFLEX 
  WILL 
   
   
     +8 
   
      0 
   
    +8 
   
  Action Dice: 1d20+1d20 
   
  Attack:  
  2 Claws (+5 to attack)  Meele 1d4 damage + Paralysis (DC12 Fort Save) 
   
  Breath Weapon: 2 Per day at rounds 1 and 4 
   
  Cone of Corruption:  10'W x 15’L Ref save DC14 or lose 1hp and -1d penalty to all actions. Fort save DC12  
   
  for three consecutive rounds or paralysis. 
   
  Unique Powers: 
   
  Regenerate 1hp per round until completely physically destroyed 
   
  Hit Die: 8d6 
  Hit points 
   
  Spell Die: d20  
   
  Spells: 
   
  1 
   
  Spell Check: +5 
   
  Chill Touch 
   
  Spider Climb 
             32 
   
   
   
   
   
  Choking Cloud  
  Fire Resistance 
   
   
   
   
   
   
   
  Flaming Hands 
  Ray of Enfeeblement  
   
   
   
   
   
   
   
  Magic Missile  
  Scorching Ray 
   
   
   
   
   
   
   
  Magic Shield 
   
   
   
   
   
   
   
  Sleep 
   
   
  
   
  Page 30 
   
   
   
   
  EXPERIENCE POINTS REWARDS 
  AREA 
  EP TOTAL 
  EP AWARDED 
  W-1 
  Osotaurs 
  0-4 
   
  W-2 
  Vault Entrance 
  0-4 
   
  V-1 
  Image Spectres 
  0-4 
   
  V-2 
  Wand Trap 
  0-4 
   
  V-3 
  Mist Warriors 
  0-4 
   
  V-4 
  Water Puzzle 
  0-4 
   
  V-5 
  Rot Hounds 
  0-4 
   
  V-6 
  Lever Room A-B-C 
  0-4 
   
  V-7 
  Lever Room 1-2-3 
  0-4 
   
  V-8 
  Treasure Trove 
  0-4 
   
  V-9 
  The Hidden Vault 
  0-4 
   
  G-1 
  Garnet Stone 
  0-4 
   
  G-2 
  Rot Master 
  0-4 
   
  TOTAL EXPERIENCE 
  0-52 
   
   
   
   
   
   
  
   
  Page 31 
   
   
   
   
   
   
   
   
   
   
   
   
   
  TREASURES 
  AREA 
  ITEMS (VALUE) 
  COLLECTED 
  W-2  Vault Entrance 
  Rough Turquoise Stone (75gp) 
   
   
  V-2 
  Wand Trap 
  2 Energy Wands (5 charges each) 
   
   
  V-8 
  Treasure Trove 
  Titanium Banded Mail 
  Long Knives +2 
  Robe of Energy Absorption 
  Chameleon Leather +1 
  Shield +1 “Razoredge” 
  Longsword +1 “Death’s Due” 
   
   
   
  G-2 
  Rot Master 
  Melifex’s Cipher 
   
   
   
   
   
  
   
  Page 32 
   
  Cartography via Campaign Cartographer 3 © 1997-2006 ProFantasy Software Ltd. all rights reserved www.profantasy.com 
  
   
  Page 33 
   
  Cartography via Campaign Cartographer 3 © 1997-2006 ProFantasy Software Ltd. all rights reserved www.profantasy.com 
   
   
  
   
  Page 34 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CUSTOM ARTWORK 
  AND ILLUSTRATIONS 
  BY COURTNEY BOLING III 
   
  ARTIST FOR HIRE 
   
  BOLING.BFA@GMAIL.COM 
   
   
  
   
  This printing of MX-02: “The Treasure of Melifex The Mad” is done under version 1.0 of the Open Gaming License, and the System Reference 
  Document by permission of Wizards of the Coast, Inc. Designation of Product Identity: The following items are hereby designated as Product Identity in 
  accordance with Section 1(a) of the Open Game License Version 1.0a: Killian’s Krawls, The City of Pinecliffe, The Town of Garnet, Osotaur, Image 
  Spectre, Mist Warrior, Rot Hound, Rot Master, artwork, symbols, depictions, and illustrations, except such elements that already appear in the System 
  Reference Document. 
   
  Designation of Open Content: Subject to the Product Identity designation above, such sections of creature statistics as derived from the SRD are 
  designated as Open Game Content. Some of the portions of this printing which are delineated OGC originate from the System Reference Document and 
  are Copyright © 1999, 2000 Wizards of the Coast Inc. The remainder of these OGC portions of this printing are hereby added to the Open Game 
  Content and, if so used, should bear the COPYRIGHT NOTICE “MX-02 “The Treasure of Melifex the Mad” copyright © 2020 FSH Professional Ltd., all 
  rights reserved contact sckillianfsh@gmail.com.”  
   
  MX-02: “The Treasure of Melifex The Mad” is Copyright © 2020 FSH Professional Ltd., all rights reserved contact sckillianfsh@gmail.com. Open game 
  content may only be used under and in terms of the Open Game License. 
   
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. 
  Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative 
  Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or 
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  • 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson. 
   
  MX-02 “The Treasure of Melifex the Mad” copyright © 2020 FSH Professional Ltd., all rights reserved contact sckillianfsh@gmail.com 
  Artwork and Illustrations copyright © 2020 Courtney Boling III contact BOLING.BFA@GMAIL.COM 
  Cartography via Campaign Cartographer 3 © 1997-2006 ProFantasy Software Ltd. all rights reserved www.profantasy.com 
  
   
   
   
  Adventure Module MX-02 
  The Treasure of Melifex the Mad 
  An adventure for level 3 characters 
   
   
   
  Your party has braved the tricks, traps, and horrors in 
  the laboratory of Melifex the Mad and returned with his 
  prized magical research. Unfortunately, the crafty 
  wizard has coded all his works with a cipher, making 
  them worthless until the cipher is found. Finding the 
  cipher poses your greatest challenge as possessing it 
  could be the key to unlimited magical power and riches. 
  Then again, it may just earn you a dagger to the ribs. You 
  may have to find the cipher just to stay alive.  
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/MX-02 Killian's Krawls The Treasure of Melifex the Mad (DCC).pdf