TEXT: 25
  Menace in Ravenreach
  
  ISBN: 978-1-62283-685-7
  Author
  James Thomas
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  2
  Frog God Games
  Menace in Ravenreach ..................................................... p. 3
   
  Part 1: The Path to Ravenreach ...................................p. 4
   
  Part 2: Settling in for Winter ..................................... p. 8
   
  Dimthinlode Mines .................................................p. 14
  Appendix: Maps and Handouts .......................................... p. 18
  Legal Appendix .............................................................p. 22
  Table of Contents
  
  3
  Menace in Ravenreach
  Welcome to Ravenreach
  The untamed lands of the north are dangerous and profitable, with 
  opportunities aplenty for the intrepid adventurer. In civilized lands, 
  pickings are few; local lords and city magistrates levy heavy taxes and 
  procure a percentage of the profits. Out on the frontier, however, the 
  strong, the clever, and the determined can still gain riches and glory.
  Ravenreach is one small outpost amid the wild hills and deep forests 
  beyond the Borderlands. The hardy inhabitants have hacked and hammered 
  out a town, ringed it with a palisade, and raised a small keep and garrison 
  under the leadership of Baron Bartholomew Blackraven, the illegitimate 
  son of a wealthy noble. Though favored by his father, Bartholomew could 
  never inherit. With his father’s patronage and a royal commission, he 
  marched into the wilds seeking his fortune. There, he and his company 
  slew the fierce dragon Murk on a high hill named Raven’s Rock. The 
  location provided fresh water and a superior vantage point above the 
  surrounding territory, which was rich in furs, timber, and precious metals. 
  Soon, settlers made camps and homesteads grew nearby, gathering in the 
  bounty of the land. Ravenreach was founded.
  Dangerous animals and monsters still ranged throughout the region, 
  however. At first, Baron Blackraven and his men dealt with these threats. 
  Before long, though, the settlements were too widespread, and the 
  baron was too busy administrating the growing community. Word went 
  out and notices were posted in the thriving lands to the south to find 
  stalwart adventurers seeking prospects. One day, a talented magic-user 
  named Minder arrived at Ravenreach. He impressed the baron with his 
  magical skills and was promptly placed on retainer at Castle Ravenrock. 
  In exchange for providing spells and potions for the baron, he was allowed 
  to pursue his own interest: trolls. 
  This prurient fascination may be the downfall of the small community 
  unless the characters figure out a way to set things right. 
  Adventure Background
  Fascinated by the ability of trolls to regenerate their wounds, the 
  magic-user Minder sought a means of incorporating such healing in 
  other subjects — and just needed a live troll specimen to experiment on. 
  The baron’s agents are on the lookout for adventurers strong enough to 
  procure a suitable test subject. Others have tried and failed miserably, 
  never returning.
  Unfortunately for any adventurers now seeking to capture a troll, the 
  creatures have become wise to the many hunters scouring the woods. A 
  troll named Coaltongue has loosely organized the many trolls against any 
  attempts to capture one of their own. (Characters might face Coaltongue 
  during the adventure; see Optional Encounter 3: Ending the Troll 
  Menace for more.) The trolls enlisted the aid of other forest denizens to 
  their cause, and more powerful trolls are even now traveling down out of 
  the mountains and the frozen lands looking to aid the cause.
  The characters arrive at the frontier town of Ravenreach, where local 
  toughs feeling their oats soon start a bar fight with the new arrivals. The fight 
  draws the attention of the town’s ranger captain, who offers the characters 
  a chance to serve Ravenreach’s baron. Minder, the court’s magic-user, 
  needs the characters to capture a troll and bring it back alive. What better 
  way to prove themselves to the baron? After capturing the troll, the tiny 
  village again turns to the characters when a wagon train is attacked. The 
  adventurers are sent to investigate, only to find death and destruction, and 
  are then asked to escort a second caravan carrying supplies to a snowed-
  in mining camp high up in the mountains. The characters must fight their 
  way into the mountains, but their success proves they are capable. Come 
  spring, they are asked to escort another caravan, this one to a dwarven 
  mine. This time, however, the characters find the dwarves disheartened 
  and scared. A newly opened mine has claimed some of their own, and the 
  dwarves need the characters’ help to figure out what is going on.
  This part of the adventure ends with the characters celebrating a 
  spring festival with their new dwarven friends. It continues in Mystery 
  in Ravenrock.
  Adventure Hooks
  The following ideas can be used to get the characters involved in the 
  adventure, or feel free to make up your own.
  Public Notice: The characters find public notices posted around the 
  town, village, or city where they are currently staying about becoming 
  guards in a small village called Ravenreach. Give the players the Public 
  Notice Handout.Guard Duty: A traveling grain merchant wants to do 
  business on the frontier. She has heard of the characters’ abilities and 
  offers them 25gp each plus tents and board if they escort her caravan on 
  the three-week journey to Ravenreach.
  Missionary Work: A divine character is asked by a temple elder to go 
  to the frontier town of Ravenreach where they have neither a shrine nor a 
  temple! The character could greatly glorify their deity by demonstrating 
  their might to the unreached peoples of the North!
  Menace in Ravenreach
  By James Thomas
  A Swords & Wizardry adventure for 4-th to 7th levels
  Adventures in Ravenreach
  Menace in Ravenreach and Mystery in Ravenrock allow 
  characters to involve themselves in the intrigues besetting the 
  small outpost community. In the first part of the adventure, they 
  find themselves seeking a dangerous troll, as well as helping the 
  outlying mines under similar assault. In the second part, they return 
  to Castle Ravenrock to uncover the mystery that has locked down 
  the castle and branded them malcontents planning to overthrow the 
  community. The adventures can be run separately if you do not 
  want to combine them into one larger adventure.
  
  4
  Frog God Games
  Part 1:  
  The Path to Ravenreach
  The curtain of trees parts along the newly blazed forest 
  path, revealing a looming craggy hill ahead in the distance. 
  Through the slanting rain and wind, you make out the 
  angular outline of a keep atop the hill: Castle Ravenrock. As 
  the road winds alongside a shallow river, the wooden walls of 
  a small town emerge and a sturdy timbered bridge leads to 
  the gates. Guards regard you curiously, and one says, “State 
  your business in Ravenreach.”
  Almost any reasonable answer is acceptable. The question is primarily to 
  detect deception. If the guard thinks the characters are lying or otherwise 
  being evasive, they are detained outside pending an interview with Captain 
  Haro Norundi. The gate toll is 1sp per head (animals are 1cp).
  Town Guard Captain Haro Norundi, Male Dwarf Guard 
  (Ftr7): HP 49; AC 5[14]; Atk warhammer (1d4+2); Move 9; 
  Save 8; AL N; CL/XP 7/600; Special: +1 to hit and damage 
  strength bonus, darkvision (60ft), detect stonework, multiple 
  attacks (7) vs. creatures with 1 or fewer HD.
  Equipment: chainmail, warhammer.
  Male or Female Human Guard: HD 1; AC 7[12];  
  Atk short sword (1d8); Move 12; Save 17; AL L or N;  
  CL/XP 1/15; Special: none.
  Ravenreach is a small frontier settlement with muddy streets and 
  roughhewn wooden buildings. Five wooden towers and a timbered 
  palisade keep wild animals and monsters at bay. Looking down from its 
  craggy roost above is Castle Ravenrock: a simple square keep of dark 
  stone, a bailey wall under construction before it. Its sole access is a short 
  winding road — the only paved way in town — that leads to a front door 
  raised one level off the ground. The town contains a brewery, a bar (The 
  Dancing Bear), a stable, and a blacksmith. A barracks doubles as the 
  town’s jail. Selfridge’s Trading Post offers an incredible array of tools and 
  supplies suitable for this region. Visitors can rent one of six small (10ft 
  by 10ft), spartan, one-room cabins from Dieter Chanty for 10gp a week, 
  payment required in advance. No board is provided, and no wild animals 
  are allowed. Firewood is 1cp a bundle (enough for one night).
  The town’s guards are responsible only for manning the towers and 
  keeping public order. They prefer not to get involved in altercations, but if 
  they do, they usually side with locals over outsiders.
  Trade Goods and Tokens of Exchange
  Being a frontier area, coinage is in short supply in Ravenreach, so nearly 
  all transactions involve barter. Certain locally produced trade goods carry 
  standardized values and thus serve as currency. Most everyone knows the value 
  of these goods and accepts them just like coin-based transactions elsewhere. 
  Buckskins are worth 1gp each. This includes cattle and even horse hides.
  Valuable furs include beaver (2gp), fox (3gp), ermine (4gp), mink 
  (3gp), and muskrat (1gp) pelts. Nearly half of all transactions include furs.
  Gold dust is also used for all kinds of transactions. The region has a 
  sizable gold prospecting community (mostly placer mines) that make gold 
  dust a widespread commodity. Small, portable scales are commonly used 
  for weighing gold dust.
  Dwarven silver ingots (1gp each) are minted at a mining operation in 
  the eastern hills called Dimthinlode. They are accepted everywhere in the 
  region due to their dependable weight and purity.
  Hacksilver is a less common form of currency used by barbaric tribes 
  throughout the region. It consists of silver rings or flats chained or hooked 
  together and sometimes used as a form of cheap adornment. Pieces can be 
  detached and traded by weight.
  General Rumors 
  When characters question locals, choose from the following responses 
  as appropriate, or make up your own rumors: 
  Cultist Activity: “There’s an evil cult doing mischief ’round here. I 
  seen their wicked fetishes in the trees. Prob’ly doin’ blood sacrifices in 
  the night.” (False.)
  Minder’s Experiments: “Master Minder makes magic potions for the 
  baron. I heard he tests them on castle guardsmen.” (False, but it’s true that 
  he’s ready to begin experimenting on “volunteers.”)
  Monsters on the Highway: “Be wary how ye go through the wilderness, 
  friends. I heard tell how a prospector went out and disappeared completely. 
  The only thing left behind was a bloody saddle ripped in half!” (True. 
  Trolls killed Ollif on the road last spring.)
  Cold Weather Warning: “Winter is coming. This year’s prediction is 
  for an early cold snap and heavy snows. You’d best get some winter gear 
  from the trading post.” (True.) 
  Rumors About Baron 
  Bartholomew Blackraven:
  • “Baron Blackraven is a firm but fair ruler. He keeps us safe and doesn’t 
  interfere in our affairs.” 
  • “Feh! The baron cares nothing for the common people. He had me put 
  in the stocks for two days for stealing a couple of chickens. TWO DAYS!”
  • “Blackraven is nothing like the nobles in the south. Few laws and hardly 
  any taxes. I’m going to stay here awhile and seek my fortune!”
  • “Since the baron started patrols in our area, we’ve had fewer problems 
  with wandering monsters and such. Next year I plan to expand my herds 
  and hire some new hands.” 
  • “Now that the roads are safer, we’ve had more business at our shop. I 
  hope it continues.”
  Ravenreach
  Small town 
  Government autocracy 
  Population 322 (257 humans, 26 dwarves, 14 gnomes, 25 
  other) 
  Notable NPCs
  Bartholomew Blackraven, Baron of Ravenreach 
  (L male human Ftr8) 
  Master Minder, Court Wizard (C male human MU15)
  Jeremy Thorn, Captain, Loyal Order of Rangers (L 
  male human Rgr8)
  Serai the Fairhanded, Castle Guard Captain (N 
  female half-ogre Ftr7)
  Haro Norundi, Town Guard Captain (N male dwarf 
  Ftr7)
  Lex The Wanderer, local hero (N male human Ftr3)
  Dieter Chanty, cabin keeper (C male human commoner)
  Klund Farovdal, town blacksmith (L male dwarf 
  smithy)
  Iggy “Barrel Buster,” barkeeper (N male human 
  barkeep)
  Murrus Selfridge (N male human commoner) 
  and sons, Marn and Errik (N male teenage human 
  commoners), traders 
  Lector, wheelwright (N male human commoner)
  
  5
  Menace in Ravenreach
  Locations in Town
  Presented below are a few locations within or near Ravenreach that the 
  characters might visit during their stay. Note that the Dancing Bear is used 
  to spark the adventure that follows, although you could just as easily have 
  the Gretis Brothers attack the characters in the street if you need to get 
  them going in the right direction.
  Old Levy the Alchemist
  Old Levy the Alchemist brews folk remedies, tonics, and questionable 
  potions. An enthusiastic entrepreneur, he has a cabin just outside 
  Ravenreach. He is very interested in selling his homemade and 
  homebrewed potions to the characters. Most are harmless, just foul-
  tasting roots steeped in water. He sells his brews for 5gp, a bargain he 
  claims for such wondrous healing draughts, although if pressed, he admits 
  that sometimes the potions have minds of their own. The locals know 
  better than to buy from the old man. Roll on the following table if the 
  characters drink one of Old Levy’s strange concoctions:
  1d20
  Result
  1
  Imbiber falls asleep for 1d6 hours (no save).
  2
  Subject is poisoned.
  3
  Subject begins sweating profusely, with the musky 
  sweat doubling the chances of wandering monster 
  encounters for 12 hours.
  4
  Imbiber is stricken blind and deaf for 6 hours (no save).
  5–16
  Harmless water and roots. No effect.
  17
  Potion of healing
  18
  Potion of flying
  19
  Potion of growth
  1d20
  Result
  20
  Potion of extra healing
  Old Levy (MU3): HP 7; AC 9[10] or 2[17] (missile) and 4[15] 
  (melee) from shield spell; Atk staff (1d6); Move 12; Save 13; AL 
  N; CL/XP 3/60; Special: +2 save vs. spells, staffs and wands, 
  spells (3/1).
  Spells: 1st—light, magic missile, shield; 2nd—web.
  Equipment: staff.
  Selfridge and Sons Trading Post
  Murrus Selfridge runs this small trading post with his 2 sons, Marn 
  and Errik. They mostly deal in equipment to help the local miners 
  (sifters and pans, picks and axes, etc.), tools, a variety of traps for the fur 
  traders and hunters, and climbing gear and cold-weather gear for anyone 
  venturing into the mountains. Prices are 50% higher than normal. They 
  sell normal weapons and armor, although these are twice as expensive as 
  normal (and may be pre-owned). 
  Murrus Selfridge, Male Human Merchant: HP 11; AC 
  9[10]; Atk dagger (1d4); Move 12; Save 16; AL N; CL/XP 2/30; 
  Special: none.
  Equipment: dagger.
  Marn Selfridge, Male Human Merchant: HP 5; AC 9[10]; 
  Atk hand axe (1d6); Move 12; Save 18; AL N; CL/XP B/10; 
  Special: none.
  Equipment: hand axe.
  Errik Selfridge, Male Human Merchant: HP 4; AC 9[10]; 
  Atk dagger (1d4); Move 12; Save 18; AL N; CL/XP A/5; 
  Special: none.
  Equipment: dagger.
  
  6
  Frog God Games
  The Dancing Bear
  This is the only public drinking establishment in Ravenreach. Owned 
  by Iggy “Barrel Buster,” a famous local wrestler, the joint is known for 
  its cheap local ale (1cp) served in wooden cups by Iggy and the waitress 
  Sharela. Animal skins and horns adorn the walls. A weekly arm-wrestling 
  contest attracts a large crowd. The winner receives a 1gp prize plus local 
  bragging rights in Ravenreach. If a fight breaks out in his establishment, 
  Iggy may attempt to break it up. If weapons are drawn, he pulls a cord in 
  the corner that rings a bell on the roof. He has an arrangement with the 
  town guard, who come to his aid in 1d3 + 2 rounds. 
  Iggy “Barrel Buster,” Male Human Barkeep: HP 33;  
  AC 9[10]; Atk strike (1d4); Move 12; Save 12; AL N;  
  CL/XP 5/240; Special: none.
  Sharela, Female Human Waitress: HP 3; AC 9[10];  
  Atk strike (1hp); Move 12; Save 18; AL L; CL/XP A/5;  
  Special: none.
  When the characters arrive, four local toughs known as the Gretis 
  Brothers are at the bar, spoiling for a fight. (You could take the fight 
  up a notch by increasing the number of brothers to match the number of 
  characters.) The Gretis Brothers see the characters as an opportunity to 
  have some fun, which to them means a brutal bar fight. They would love 
  to knock these newcomers out cold and then toss them out into the muddy 
  street! To get things started, one of the brothers calls a character “weak 
  looking,” and escalates the taunts from there until a fight breaks out (and 
  they throw the first punch if the characters don’t rise to the occasion). The 
  other brothers immediately join in. The Gretis Brothers fight with their 
  fists. If a weapon is drawn, however, they draw their daggers and defend 
  themselves. If the fight goes against them, they make a hasty retreat out 
  the front and back doors.
  The Gretis Brothers (primarily Bron, Arn, Lex, and Faris, and Juliam 
  and Martis if you need them) flee for their lives if it looks as if the 
  characters might wipe them out.
  Gretis Brothers, Male Human Street Toughs: HD 5; HP 
  5d8; AC 7[12]; Atk strike (1d4) or dagger (1d4); Move 12; Save 
  12; AL N; CL/XP 5/240; Special: none.
  Equipment: leather armor, dagger, 1d6sp.
  Possible Outcomes
  Listed below are a few outcomes of the fight, but others are possible:
  The characters are thrown out: The characters awaken to see Jeremy 
  Thorn looking over them curiously. “New in town?” he asks, smiling. 
  Jeremy offers them a towel and a warm bowl of soup at the Loyal Order 
  of Ranger Guards chapterhouse. The affable ranger captain asks their 
  names and occupations to assess their usefulness for service in the region; 
  chronically shorthanded, he is always looking for new recruits. Though 
  he would prefer they help out on trail patrol, the baron recently directed 
  him (again) to find likely candidates to help Master Minder. Thorn knows 
  well of the magic-user’s desire to capture a troll. He’s sent enough men 
  into the wilderness who have never returned. But his baron is making the 
  requests, so Thorn must agree (no matter his feelings on the subject).The 
  Gretis Brothers are knocked out or flee the scene, but none are slain: 
  Jeremy Thorn watches the fleeing Gretis Brothers from across the 
  street, then addresses the characters as above.
  One or more Gretis Brothers die in the barfight: Barfights 
  occasionally turn deadly in the frontier, but the guards all know that the 
  Gretis Brothers are usually to blame — though it is rare when one of their 
  number is among the dead. Still, any characters who can stand up to the 
  brutal Gretis Brothers are surely adventurers who can handle themselves 
  in a fight. Guard 
  Haro Norundi recognizes an opportunity when he sees one and asks the 
  characters to meet Jeremy Thorn at the barracks the following morning to 
  discuss a dangerous venture.
  Bring Me a Troll
  The morning after accepting Jeremy’s offer, the ranger captain takes the 
  characters to Castle Ravenrock to visit Master Minder.
  Captain Jeremy Thorn leads the way from the muddy 
  streets of the town up the steep, winding pavement to the 
  keep. “Master Minder resides in the keep but he spends most 
  of his time in his workroom.” He leads you down a series 
  of descending passageways in the dungeon underneath the 
  keep. At last he pauses at a guarded door. The large room 
  beyond is filled with curious and arcane objects. A black bird 
  on an ornate perch squawks loudly at your entrance. Several 
  tables are cluttered with scrolls, tomes, notebooks, and odd 
  items. A large bookcase and scroll case sit along the walls. 
  A gray-haired man in faded red garments is squinting over 
  paperwork with a magnifying glass. He looks up, frowning at 
  the disturbance. “Yes?”
  “The animal catchers you requested,” the captain answers. 
  “You said you needed to capture a wild beast ...?”
  Master Minder regards you doubtfully. “These are it, then? 
  Humph!”
  Master Minder is extremely unfriendly toward the characters. In the 
  conversation that follows, he gestures to a large blackened skull with 
  fearsome pointed teeth. “This is the beast you must capture. It is one of the 
  most dangerous creatures in the region.” The object is a troll’s skull. “You 
  must bring the creature back — alive!” Minder gives them a map showing 
  an area to the west where a troll is known to reside, a week’s march from 
  Ravenreach. If the characters don’t know anything about trolls, Minder 
  explains the creature’s regenerative abilities, strength, and savagery. He 
  offers 1000gp for delivering him a live troll (extraordinary for a region 
  so short on coinage). Master Minder has no regard for the characters and 
  cares only about getting his experimental subject alive and intact. He soon 
  shoos them off so he can continue his research. He is neither willing to 
  trade spells nor hobnob with another arcane spellcaster. In any case, he 
  won’t fraternize until after the troll is delivered, at which time he will be 
  Minder’s Plans
  Master Minder is still looking to make a name for himself, but 
  his gruff nature didn’t mix well with polite company. He soon 
  found himself banished to the fringes of society and wandering the 
  frontier. He wishes to return to prove himself (especially to those 
  who doubted him), and he feels strongly that his experiments in 
  troll regeneration are the key to his rewards. Master Minder didn’t 
  start out evil, but his lifelong pursuit of his goal has left him so 
  focused that he will stop at nothing to realize his dreams. 
  However, he still needs a troll before he can proceed to his 
  endgame. Fortunately, he convinced the baron of the vital nature 
  of his work, and hunters and would-be heroes are scouring the 
  wilderness looking to capture just such a beast. Unfortunately for 
  many of them, the dangerous troll hunt is also their final hunt. 
  If the characters return with a living troll specimen, it doesn’t 
  take the genius Minder long to extract the troll’s liver and implant 
  the regenerating pieces of it into various willing — and unwilling 
  — subjects within the castle. When the baron learns of the 
  appalling experiments going on in his castle and tries to shut them 
  down, Minder finally snaps. The wizard uses his “knights” — his 
  first successful recipients of troll liver slices — to take control in 
  a bloodless coup. Soon in control of the castle, Minder quickly 
  blames the characters for inciting fear and trying to assassinate the 
  baron, and continues his work uninterrupted. 
  Unless the characters find a way to stop him …
  
  7
  Menace in Ravenreach
  quite inquisitive about the creature’s actions and any other creatures the 
  characters encountered. Minder will not, under any circumstance short 
  of being magically compelled, share his plans for the troll with anyone 
  (including the baron). 
  On the Way to  
  Wyvern Mountain
  The early autumn weather is rainy, making everything a little slippery 
  as the characters head into the wilderness in search of a troll. Below are 
  landmarks and characters found along the way to Wyvern Mountain, 
  where the brute was last seen. 
  Lost Creek: This shallow waterway winds down from tributaries on 
  Wyvern Mountain to the fertile farmlands beyond. It contains beaver and 
  trout and can be forded in several places; otherwise, the creek is 6ft deep.
  The Marshlands: The journey to Wyvern Mountain passes to the 
  southwest of the Marshlands, as they are called. They are usually avoided 
  for their dangerous sinkholes and ghostly lights that appear at night.
  Grandfather Maple: An unusually huge maple tree is visible for miles 
  around. It is the lingering remains of an ancient maple treant, now gone 
  to eternal sleep.
  Ruined (Elven) Watchtower: A broken white granite spire is visible 
  for more than a mile. It is a remnant of an ancient elven kingdom. It could 
  be haunted at your discretion.
  Yarl: This unfriendly mountain man has lived in the area for years. He 
  traps for valuable furs and brings them in once a year for trade. If made 
  friendly, he can lead the characters to the troll’s lair.
  Yarl, Male Human Trapper (Ftr3): HP 20; AC 5[14];  
  Atk short sword (1d6) or longbow x2 (1d6); Move 12; Save 12; 
  AL N; CL/XP 3/60; Special: multiple attacks (3) vs. creatures 
  with 1 or fewer HD, –2[+2] dexterity AC bonus, +1 to hit  
  missile bonus.
  Equipment: leather armor, short sword, longbow, 12 
  arrows, 3 beaver pelts (6gp), pouch of gold dust (12gp).
  Wyvern Mountain: This tall, isolated tor was once the lair of a flight 
  of wyverns that Blackraven and his companions slew a few years ago. A 
  troll is reported to live on or near the mountain. See the next section for 
  details about this region.
  For each landmark visited, the Referee should roll 1d10. On a roll 
  of 1, pick from the Wandering Monster chart below or roll randomly 
  to determine what creature is encountered. (If the characters are having 
  too easy of a time — and the dice aren’t rolling in your favor — simply 
  choose a wandering monster whenever you desire.)
  1d8
  Encounter
  1
  Giant badger
  2
  Prehistoric beaver
  3
  1d4 blister beetles
  4
  1d3+2 cadavers
  5
  Ettin
  6
  1d6+2 goblins
  7
  Giant spider
  8
  1d6 wolves
  Other minor encounters could include deer, beaver, animal traps, 
  abandoned or destroyed camps, etc.
  Cadaver: HD 2; AC 6[13]; Atk 2 claws (1d4 + disease), bite (1d6 
  + disease); Move 6; Save 16; AL C; CL/XP 4/120; Special: 
  disease (wasting, 1d4 damage), reanimation (regenerate 1hp/
  round until fully healed). (The Tome of Horrors Complete 79)
  Ettin: HD 10; AC 3[16]; Atk 2 clubs (3d6); Move 12; Save 5; 
  AL C; CL/XP 10/1400; Special: none. (Monstrosities 162)
  Giant Badger: HD 3; AC 4[15]; Atk 2 claws (1d3), bite 
  (1d6); Move 6; Save 14; AL N; CL/XP 3/60; Special: none. 
  (Monstrosities 28)
  Giant Blister Beetle: HD 2; AC 8[11]; Atk bite (1d6); Move 
  15; Save 16; AL N; CL/XP 3/60; Special: blister spray (20ft 
  spray, 1d3 damage, save avoids), immune to poison. (The Tome 
  of Horrors Complete 51) 
  Giant Spider (6ft diameter): HD 4+2; AC 4[15]; Atk bite 
  (1d6+2 + lethal poison); Move 4; Save 13; AL C; CL/XP 7/600; 
  Special: lethal poison (save or die), webs. (Monstrosities 451)
  Goblin: HD 1d6 hp; AC 6[13]; Atk dagger (1d4); Move 9; 
  Save 18; AL C; CL/XP B/10; Special: –1 to hit in sunlight. 
  (Monstrosities 211)
  Prehistoric Beaver: HD 6; AC 5[14]; Atk bite (2d6); Move 9 
  (swim 12); Save 11; AL N; CL/XP 6/400; Special: none.
  Wolf: HD 2+2; AC 7[12]; Atk bite (1d4+1); Move 18; Save 16; 
  AL N; CL/XP 2/30; Special: none. (Monstrosities 513)
  Wyvern Mountain  
  and the Waterfall Shrine
  A waterfall near the base of Wyvern Mountain once was sacred to 
  the ancient elves, but is now just littered with their picturesque ruins. A 
  narrow, elegant, but quite sturdy arching bridge of white stone spans the 
  waters immediately before the falls. The sacred site is also magical: Any 
  creature who bathes in the falls regains 2d6 hit points. A creature can 
  benefit from this healing only once per day.
  Unfortunately for those who might require some healing, the troll 
  hidden 60Freythool likes to eat people who invade her sacred sanctuary. 
  
  8
  Frog God Games
  If strangers approach the shrine, her pet Hedgy rushes to alert her to their 
  presence and she sets an ambush. She hides behind the waterfall and waits 
  for victims to approach on the bridge. The torrent heavily obscures the 
  area behind the waterfall, but her long connection with the sacred waters 
  has given her the supernatural ability to see perfectly through the falling 
  water. Given the opportunity, she reaches out and snatches a vulnerable 
  character into the cave by grappling them, using her claws and bite to kill 
  them if she can. If confronted by more than one opponent, she fights with 
  unbridled ferocity. If brought under 20 hit points, she tries to escape into 
  the woods and up the mountain.
  If the characters capture Freythool alive, they’ll still have to make the 
  trek back to Ravenreach to deliver the beast to Master Minder. On the 
  way home, the Referee is free to use Optional Encounter 1: Marta, 
  Daughter of Revenge (see sidebox). If the characters barely managed 
  to subdue the troll, feel free to skip the additional fight and assume the 
  characters’ return to Ravenreach is uneventful.
  Freythool, Troll: HD 6+3; HP 43; AC 4[15]; Atk 2 claws (1d4), 
  bite (1d8); Move 12; Save 11; AL C; CL/XP 8/800; Special: 
  regenerate (3 hp/round). (Monstrosities 489)
  Hedgy, Giant Hedgehog: HD 3; HP 19; AC 4[15]; Atk 2 
  claws (1d3), bite (1d6); Move 6; Save 14; AL N; CL/XP 3/60; 
  Special: none. (Monstrosities 28)
  Back at Ravenreach
  When the party returns to Ravenreach, Master Minder immediately 
  polymorphs Freythool into a small rodent and drops her in a bag. He leads 
  the characters back to the castle, where the characters receive their reward 
  of 1000gp. After that, he asks them to leave. He has “other business” now 
  that he has the troll to experiment on. 
  Part 2:  
  Settling in for Winter
  Just because they found the troll doesn’t mean Ravenreach is done with 
  the characters. Soon, the first flakes of snow will begin to fall as winter 
  rears its ugly head, and the mountain passes will become choked by heavy 
  drifts. Characters are free to spend some time in the small community, 
  going on small side adventures as the Referee sees fit until such time as he 
  or she is ready to spring the next part of the adventure on them.
  All the while, the trolls are mobilizing in the wilderness, attacking 
  caravans and any other travelers foolish enough to undertake the 
  treacherous mountain passes. More trolls have been spotted in the 
  wilderness, and travelers report being attacked on the road by the brutes. 
  The trolls have heard that Freythool was captured and seek vengeance on 
  the small community and all its inhabitants.
  Death on the Road!
  One evening, Captain Jeremy Thorn rushes to find the characters. He 
  asks if they can leave immediately on an urgent mission to investigate 
  an attack on a vital wagon train that was headed north to the mountain 
  mining camps. 
  Should the characters depart Ravenreach to search for the lost caravan, 
  they find the mountain passes slippery and muddy from three days of 
  heavy rain (the weather has yet to turn cold enough for the snows to fall, 
  but a chill is already in the air). Any time the characters try to run, attack, 
  or do any other such activity, they must roll below their dexterity on 3d6 
  or fall prone. In addition, the area is considered dimly lit because of the 
  oppressive clouds, and lightly obscured by the rainstorm.The caravan was 
  the latest victim of the stealthy trolls moving about in the hills around 
  Ravenreach. 
  A band of 4 trolls (two females and their young) ambushed the supply 
  train on its way to the mining camp of Rough’N Ready in the mountains 
  north of the village. As night fell, the wagons pulled off the road and 
  circled up within a grove of giant maples known as “The Three Sisters,” 
  sheltering as best they could from the heavy rain. The trolls took advantage 
  of the stationary caravan to wreak havoc.
  The trolls teamed up with a leucrota to lure prey into the surrounding 
  forest. The guards and teamsters were killed when they wandered into 
  the darkness. After that, the trolls raided the camp and mopped up the 
  remainder of the travelers. The monsters spent the next two days eating 
  the corpses, consuming all the food and drink in the wagons (including 
  12 kegs of ale), and slaughtering the horses and oxen in a clearing 80ft 
  north of the grove. The monsters sleep in individual shelters dug around 
  the clearing.
  The trolls have survived in the wilderness for years through stealth 
  Optional Encounter 1:  
  Marta, Daughter of Revenge
  Marta is the daughter of an elven enchantress whom Blackraven 
  slew during an exploratory patrol when he first arrived in the 
  region several years ago. Unknowingly, Blackraven and his party 
  trespassed on the lands the enchantress vowed to protect, and she 
  rashly attacked them with her magic and her forest allies. Marta 
  was a small child and escaped unseen and unknown with the help 
  of a dryad friend. The love child of a tryst between her mother and a 
  satyr, she inherited a natural magical talent and became a sorceress. 
  For nine years, she lived in the wilderness far from Ravenreach, 
  festering bitterness, all the while honing her skills and plotting her 
  revenge.
  A year ago, Marta took up residence in the nearby hamlet of 
  Shepford, where she makes a modest living spinning wool and 
  weaving cloth. This gives her frequent occasions to visit Ravenreach 
  to sell her wares and to catch up on local goings-on. She watches 
  and waits for opportunities to subvert the baron’s plans, despoil his 
  fortunes, and ruin his reputation. When she learns of the characters’ 
  mission to capture a troll, she shadows them into the wilderness 
  to ambush them after they retrieve the troll. She hopes to make a 
  deal with the creature to create more havoc in Ravenreach. Marta 
  brings along some old allies — a band of 4 spriggans — to assist 
  her. When the characters return through the forest with the troll 
  in tow, the spriggans attack from hiding. Two spriggans enlarge 
  themselves and attack from the front, while two others attack by 
  stealth from behind. Meanwhile, 40 feet ahead and concealed 
  behind a tree, a masked Marta uses levitation to conceal herself in 
  the branches 20 feet above. During the second round, she follows 
  up with offensive spells. If she is attacked at range, she uses mirror 
  image to protect herself. If more than half the spriggans go down, 
  everyone withdraws in different directions (Marta uses her fly 
  scroll). They rendezvous at a secret hideout deep in the forest. The 
  characters are also now on Marta’s Enemies List. If Marta survives, 
  she looks for opportunities to make trouble for them in the future.
  Marta, Daughter of Revenge, Female Elf (Ftr3/
  MU5): HP 24; AC 5[14]; Atk staff (1d6) or shortbow 
  x2 (1d6); Move 12; Save 12/11; AL C; CL/XP 8/800; 
  Special: +1 to hit missile bonus, –1[+1] dexterity AC bonus, 
  +2 save vs. spells, staffs or wands, multiple attacks (3) vs. 
  creatures with 1 or fewer HD, spells (4/2/1).
  Spells: 1st—charm person, magic missile (x2), sleep; 
  2nd—invisibility, mirror image; 3rd—lightning bolt.
  Equipment: +1 leather armor, staff, shortbow, 12 
  arrows, wand of magic missiles (8 charges), 2 potions 
  of levitation, 2 scrolls of fly.
  Spriggans (4): HD 4; HP 30, 26, 23, 20; AC 3[16]; Atk 
  short sword (1d6) or polearm (1d8); Move 9; Save 13; AL 
  C; CL/XP 6/400; Special: size alteration (8HD, double 
  damage), spells. (The Tome of Horrors Complete 516)
  Spells: at will—fear, pyrotechnics, strength.
  
  9
  Menace in Ravenreach
  and cunning, and only recently traveled closer to civilization to help their 
  hunted brethren. Unlike typical trolls, who are prone to an aggressive 
  offense, their first instinct is to hide and ambush prey. If they see or hear 
  the characters, they array themselves as follows and wait for new prey to 
  come to them.
  Sixty feet west of the grove, one adult troll conceals herself behind 
  foliage while the other crouches in a 5ft-deep pit. Meanwhile, the leucrota 
  waits for a chance to charge out an bite an opponent. The two young trolls 
  sneak around to the south of the grove and look for an opportunity to 
  attack a lone character or pair of characters. Since the young trolls are the 
  size of a human, characters might easily mistake them for their comrades 
  or other travelers lost in the dim light and heavy rain. If one of them is 
  brought down, the other makes a run for it.
  Trolls (4): HD 6+3; HP 47, 42, 25, 22; AC 4[15]; Atk 2 claws 
  (1d4), bite (1d8); Move 12; Save 11; AL C; CL/XP 8/800; 
  Special: regenerate (3 hp/round). (Monstrosities 489)
  Leucrota: HD 6; AC 4[15]; Atk bite (3d6); Move 18; Save 11; 
  AL C; CL/XP 6/400; Special: none. (Monstrosities 293)
  Sad Return
  Jeremy Thorn is saddened to hear that trolls ransacked the caravan and 
  killed all the guards and teamsters. He asks the characters for another 
  favor, this one backed by the baron’s gold. The baron is 
  determined to see the mountain mining communities prosper. To that 
  end, he offers to pay the characters 2000gp if they personally see to the 
  delivery of another wagon train safely to Rough’N Ready. He promises 
  another 500gp (in hacksilver) per troll they kill (Thorn has noticed the 
  increase in trolls coming down from the mountains). If the characters balk 
  at the offer, they can bargain for as much as 2500gp to make the trip. 
  A week and a half after the massacre, a new wagon train is resupplied 
  and staffed to continue to the mining camp. The 15 teamsters and 12 
  guards stay with the 12 wagons, leaving the characters to deal with any 
  monstrous threats. 
  Unfortunately, warrives with a frigid blast while the caravan is 
  resupplyingThankfully, cold-weather gear can be purchased from 
  Selfridge and Sons Trading Post if the characters need warmer gear.
  Head for the Hills
  The 12 wagons proceed smoothly until about five miles before the last 
  outpost at the base of the mountains, where a snowstorm slows progress 
  to a crawl. 
  Temperatures drop to below 0° F as the blizzard rages around the 
  wagon train. Visibility is reduced to 20ft and some of the wagons begin 
  falling behind. As a precaution, characters can pair up along the train to 
  keep things moving. For every 12 hours spent on the trail, roll 1d10. On 
  a roll of 1, pick from the encounters listed below or roll randomly to 
  determine what creature is encountered.
  1d10
  Encounter
  1
  Traveler in jeopardy
  2
  1d6+1 wolves
  3
  1d2+1 winter wolves
  4
  Giant badger
  5
  1d2 ice trolls
  6
  1d3 trolls
  7
  2 ice drakes
  8
  1d6+1 fetches
  9
  1d2 frost men
  10
  Remorhaz
  Fetch: HD 3+2; AC 6[13]; Atk freezing touch (1d4); Move 
  6; Save 14; AL C; CL/XP 3/60; Special: freezing touch (1d4 
  damage), immune to cold, vulnerable to fire (200%). (The Tome 
  of Horrors Complete 241)
  Frost Man: HD 4; AC 4[15]; Atk battleaxe (1d8); Move 12;  
  Save 13; AL C; CL/XP 6/400; Special: ice blast (3/day, freezing 
  mist, 30ft cone, 3d6 damage, save for half), immune to cold, vulnerable 
  to fire (200%). (The Tome of Horrors Complete 257)
  Cold Weather Conditions
  An unprotected creature in cold weather (below 40° Fahrenheit) 
  must make a saving throw every hour with a –1 cumulative penalty 
  per previous check. An unprotected character in conditions of 
  extreme cold or exposure (below 0° Fahrenheit) must make a 
  saving throw every 10 minutes with a cumulative –2 penalty per 
  previous check. 
  On a failed saving throw, the creature takes 1d6 points of damage. 
  A creature resistant to cold damage, wearing cold-weather gear, 
  or especially acclimated to the frigid environment automatically 
  succeeds on the saving throw.
  
  10
  Frog God Games
  Giant Badger: HD 3; AC 4[15]; Atk 2 claws (1d3), bite 
  (1d6); Move 6; Save 14; AL N; CL/XP 3/60; Special: none. 
  (Monstrosities 28)
  Ice Drake: HD 3; AC 1[18]; Atk bite (1d6), 2 claws (1d4); Move 
  9 (fly 24); Save 14; AL C; CL/XP 7/600; Special: alternate form 
  (2/day, white dragon form), breath weapon (5/day, 40ft range, 
  freezing air, 2d8 damage, save for half), immune to cold, magic 
  resistance (40%), spells, vulnerable to fire (200%). (The Tome of 
  Horrors Complete 214)
  Spells: 2/day—fear, sleep.
  Ice Troll: HD 4; AC 7[12]; Atk 2 claws (1d6); Move 12; 
  Save 16; AL C; CL/XP 4/120; Special: +1 or better magic 
  weapon to hit, immune to cold, regenerate (2 hp/round), 
  vulnerable to cold and slashing weapons (200%). (The 
  Tome of Horrors Complete 570)
  Remorhaz: HD 9; AC 0[19], head/underside 
  2[17]; Atk bite (5d6); Move 12; Save 6; AL N; CL/
  XP 10/1400; Special: melt non-magical weapons. 
  (Monstrosities 394)
  Travelers in Jeopardy: The characters find 1d4+2 travelers 
  lost in the snow, huddled around a dwindling campfire. The 
  travelers got lost in a blinding snowstorm and are barely alive. 
  They need food and healing, and help getting to shelter. 
  Troll: HD 6+3; AC 4[15]; Atk 2 claws (1d4), bite (1d8); Move 
  12; Save 11; AL C; CL/XP 8/800; Special: regenerate (3 hp/
  round). (Monstrosities 489)
  Winter Wolf: HD 5; AC 5[14]; Atk bite (1d6+1); Move 18; 
  Save 12; AL N; CL/XP 6/400; Special: breathe frost (1/turn, 
  10ft range, 4d6 damage, save for half). (Monstrosities 514)
  Wolf: HD 2+2; AC 7[12]; Atk bite (1d4+1); Move 18; Save 16; 
  AL N; CL/XP 2/30; Special: none. (Monstrosities 513)
  Ranger Outpost Under Siege
  The ranger outpost is little more than a large longhouse, a couple of 
  outbuildings, and a hay barn. The staff of 12 rangers is depleted. Four 
  of them never returned from patrol, and another four, including Captain 
  Burne, are out looking for them. But they too are late getting back. The 
  remaining four rangers offer to help get the animals and teamsters safely 
  inside. They recommend everyone (animals included) gather in the 
  longhouse for warmth. They do not intend to leave the outpost unmanned 
  by launching another scouting mission to find their missing friends. They 
  discourage the characters from proceeding into the blizzard at night since 
  visibility is practically nothing and they don’t want anyone else getting 
  lost in the whiteout.
  Outpost Rangers, Male or Female Humans (Rgr4):  
  HP 5d8; AC 7[12]; Atk longsword (1d8) or longbow x2 (1d6); 
  Move 12; Save 11; AL L; CL/XP 4/120; Special: +4 damage vs. 
  giants and goblin-types, alertness, tracking.
  Equipment: leather armor, fur cloak, longsword, longbow, 
  12 arrows
  Worse things than the freezing snow await characters foolhardy enough 
  to brave the storm. A band of 4 ice trolls and 2 winter wolves move 
  with the leading edge of the storm. Overnight, the ice trolls (wielding 
  battleaxes stolen from a band of unlucky dwarves they ambushed) and 
  the winter wolves attack the longhouse. Two trolls break down one door 
  in two rounds, while the others bash through the smoke hole on the 
  roof in one round. As soon as the trolls break through, a winter wolf 
  
  11
  Menace in Ravenreach
  immediately uses its breath weapon down the hole, quenching the fire 
  below and damaging nearby opponents. The next round, a troll jumps 
  down to attack the nearest character. The second troll follows the round 
  after. The remaining trolls burst through the door to attack. The winter 
  wolves leap in after the trolls and use their breath weapons whenever 
  possible. The wolves flee if reduced to a quarter of their hit points. The 
  trolls fight to the death.
  Ice Trolls (4): HD 4; HP 31, 27, 26, 23; AC 7[12]; Atk battleaxe 
  (1d8) or 2 claws (1d6); Move 12; Save 16; AL C; CL/XP 4/120; 
  Special: +1 or better magic weapon to hit, immune to cold, 
  regenerate (2 hp/round), vulnerable to cold and slashing weapons 
  (200%). (The Tome of Horrors Complete 570)
  Equipment: dwarven battleaxe, bag filled with 1d4 x 100 
  silver trade bars (1gp each). 
  Winter Wolves (2): HD 5; HP 35, 32; AC 5[14]; Atk bite 
  (1d6+1); Move 18; Save 12; AL N; CL/XP 6/400; Special: 
  breathe frost (1/turn, 10ft range, 4d6 damage, save for half). 
  (Monstrosities 514)
  The ice trolls’ battleaxes are each worth 320 gp and are of exceptional 
  quality and durability. They originate from the dwarves of Dimthinlode, a 
  silver mining operation to the east. The trade bars also come from there.
  After the Storm
  The storm blows over by the next morning, blanketing the surrounding area 
  in a 50-mile radius with several feet of snow. Captain Burne and three rangers 
  return to the outpost by midmorning. They bear three dead bodies of their 
  fallen comrades, victims of the terrible weather and a troll attack. Returning 
  with them is Reevus, a seasoned mountain man. He knows the mountains 
  well enough to guide the party through the snow to Rough’N Ready.
  Ranger Captain Burne, Male Human (Rgr7): HP 55; AC 
  7[12]; Atk longsword (1d8) or longbow x2 (1d6); Move 12 (30ft 
  leap); Save 8; AL L; CL/XP 7/600; Special: +7 damage vs. 
  giants and goblin-types, alertness, tracking.
  Equipment: boots of leaping, leather armor, cold-weather 
  furs, longsword, longbow, 12 arrows.
  Reevus, Male Human Trapper (Ftr3): HP 18; AC 6[13]; Atk 
  hand axe (1d6) or shortbow x2 (1d6); Move 12; Save 12; AL N; 
  CL/XP 3/60; Special: multiple attacks (3) vs. creatures with 1 or 
  fewer HD, –1[+1] dexterity AC bonus, +1 to hit missile bonus.
  Equipment: leather armor, cold-weather furs, hand axe, 
  shortbow, 12 arrows, silver medallion (20sp), leather pouch 
  with 14sp.
  Trails in the high country are choked with snow and impassable by 
  wheeled wagons, but four large sleds are available at the outpost to 
  transport the most vital supplies. However, mules or humans are the 
  only practical way to pull the sleds under the current conditions. Captain 
  Burne is too shorthanded now and cannot send any of his rangers along 
  to accompany the party, but Reevus gladly offers to guide the party to 
  Rough’N Ready. He has friends in the camps he would like to check on. 
  Although the blizzard is over, weather conditions in the mountains 
  continue to be cold, and light to moderate snow continues to fall. 
  Temperatures average 20° Fahrenheit in the day and –10° Fahrenheit 
  overnight. The Referee could roll on the wandering monster chart above 
  for a challenge. Otherwise, nothing occurs except for the events noted 
  below.Day Four: Reevus stops and confers with the characters regarding 
  which path to take. “I was going to take you the usual way along that 
  rocky ridge to the west. The ledge follows the rim around the valley to 
  where Rough’N Ready lies. But there’s no way of knowing how much 
  snow has fallen. We might need to dig our way through snow-choked 
  ledges. The other route heads to Dasher Lake. If the lake is frozen over, 
  it’s a shorter distance. That way might be much easier and faster. We could 
  save at least a day or two.”
  The First Path:  
  Crossing Lake Dasher
  If the characters choose this route, Reevus leads them down into a 
  narrow valley. A frozen lake spans the four-mile-long valley from one 
  end to the other. Steep 70-degree inclines rise on either side. But what 
  had once been an impassible, lake-filled valley has now become a flat icy 
  thoroughfare through the mountains. The ice is 2ft thick in most places, 
  which Reevus says is enough to allow safe passage. 
  It takes the party just over an hour and a half to traverse the ice-covered 
  lake from end to end. The journey is beautiful and pleasant, but an encounter 
  occurs 300ft from the far side. Read the following to the players:
  Up ahead, powdery puffs and flurries appear on the ice. 
  Suddenly a strange vehicle shimmers into view, charging 
  across the frozen lake at breakneck speed. The bizarre, 
  overloaded sleigh is pulled by three spirited hinds and driven 
  by a red-faced halfling wearing a green pointed cap. Several 
  other halflings cling desperately to the wildly charging troika 
  as it rushes onward, ignoring all hazards. 
  The halflings are riding in a magical sleigh hidden by illusions. They 
  have been in hiding for several days from an immature white dragon and 
  decided to finally make a run for it across the frozen lake to put as much 
  distance as they can between themselves and their pursuer. Their illusions 
  wear off as they pass the characters, but they don’t slow down and won’t 
  shout a warning for fear of alerting the dragon. But it’s already too late: A 
  round later, the dragon crashes through the trees and flies low across the 
  ice 200ft behind the troika, hoping to snatch up the halflings one at a time 
  for sport. The dragon is just as surprised to see other travelers, but she is 
  focused on the tasty halflings. 
  If the characters threaten her, however, she turns on them instead. 
  If she loses half her hit points, she slams into the ice and plunges 
  into the water below. She swims under her enemies and then crashes 
  upward from below. The dragon doesn’t believe she can lose and 
  fights on until reduced to fewer than 10 hit points, at which point she 
  withdraws to nurse her wounds. After healing her wounds, she hunts 
  down the characters.
  Immature White Dragon (7HD): HD 7; HP 21; AC 2[17]; 
  Atk 2 claws (1d4), bite (2d8); Move 9 (fly 24); Save 9; AL C; 
  CL/XP 7/600; Special: breathes frost (3/day, 70ft cone of cold, 
  21 damage). (Monstrosities 141)
  If the characters kill or drive off the dragon, the five halflings stop their 
  flight and pause to thank them. Their grateful leader is Ledgen Kaminin, 
  who gives them a gift: boots of speed. If requested, he also agrees to use 
  his troika to transport goods to Rough’N Ready.
  Ledgen Kaminin, Halfling Magic-User (MU5): HP 16; AC 
  9[10]; Atk staff (1d6) or dart x3 (1d3); Move 9; Save 11; AL L; 
  CL/XP 5/240; Special: +1 missile weapon bonus, +2 save vs. 
  spells, staffs and wands, +4 save vs. magic, spells (4/2/1)
  Spells: 1st—charm person, light, magic missile (x2); 2nd—
  phantasmal force (x2); 3rd—invisibility 10ft radius.   
  Equipment: winter furs, staff, 12 darts.
  Halflings (4): HP 7, 6x2, 5; AC 9[10]; Atk club (1d4) or sling 
  (1d4); Move 9; Save 17; AL L; CL/XP 1/15; Special: +1 missile 
  weapon bonus, +4 save vs. magic.
  Equipment: winter furs, club, sling, 20 sling stones.
  
  12
  Frog God Games
  The Second Path:  
  Along the Rocky Ridge
  The arduous climb up to the rocky ledge reveals a panoramic view of the 
  surrounding wilderness. The ledge is more than 600ft up a mountainside, 
  which rises another 150ft above. Frequent stops are necessary to test 
  for safety and to dig out snow clogging the narrow pathway. Clefts in 
  the cliffside can be used to camp in the dangerous conditions. You can 
  increase the danger by adding an avalanche at this point (see the sidebar). 
  It takes two days to reach a snow-clogged cave entrance near the summit. 
  “This is the Wayside Chapel of the Mountain,” explains 
  Reevus. “We can rest here for now if we dig out the opening. 
  In the morning, we’ll push over the ridge and on to the valley 
  beyond where Rough’N Ready lies.”
  The Deathly Chapel
  Four workers can dig out the cave entrance in 30 minutes. The cave 
  beyond is roughly 25ft by 60ft in size. Ten days ago, a party headed out 
  from Rough’N Ready in hopes of getting out of the mountains ahead of 
  the blizzard. They took refuge in the cave, but an avalanche blocked the 
  entrance. They died inside the Wayside Chapel. 
  A detect evil spell reveals a faint taint of evil, but only once the snow 
  is removed. Inside, 6 frost wights remain of the men trapped in the cave 
  by the blizzard. The unfortunates called out to an evil god for succor, who 
  rewarded them with undead “life.” They lurk in the cave under blankets. 
  The leader reveals himself to lure the characters into the back of the cave. 
  The others jump out and attack from behind.
  Frost Wights (6): HD 3; HP 22, 19, 17x2, 16, 14; AC 5[14]; Atk 
  2 claws (1d4 + 1d6 freezing touch + level drain); Move 9; Save 
  14; AL C; CL/XP 6/400; Special: +1 or better magic or silver 
  weapons to hit, freezing touch (1d6 cold damage), immune to cold, 
  level drain (1 level with hit). (Monstrosities 510)
  Once the characters deal with the wights, they can camp and rest. It 
  takes another day to arrive at the mining camp.
  Arriving at Rough’N Ready
  Coming around the last bend at the top of the ridge reveals 
  a small valley. Down below, a collection of small cabins and 
  tents can be seen huddled in the snow. Closer by, a large 
  two-story structure built partly into the side of a hill abuts 
  the descending trailhead. A wooden sign creaking on iron 
  rings reads: Supply House. As the party descends into Camp 
  Rough’N Ready, a crowd of curious miners and mountain 
  men flow out of tents and cabins to meet them. They whoop 
  and cheer and ask the characters’ names. Each one is quite 
  excited at the arrival of the much-needed supplies. 
  Camp Rough’N Ready is a central rendezvous for an array of placer 
  mining claims along rivers and tributaries in this part of the mountains. 
  Miners meet here to collect supplies and to share stories before returning 
  to the digs. Presently, the camp’s population has swelled to 522 since the 
  blizzards. The characters face a few weeks in the camp until the snows 
  melt enough to return to Ravenreach. During this time, the characters 
  might venture out into snowy passes around the camp to help supply 
  game, fend off encroaching trolls, or just to seek new adventures (they 
  are heroes after all). However, the men trapped at the camp also need 
  entertainment, and wrestling matches always draw a crowd. And Terrible 
  Tim is one of the best wrestlers in camp, but maybe not the combatant 
  characters expect. See Optional Encounter 2: Terrible Tim for more. 
  The return trip to Ravenreach is uneventful (unless the characters return 
  by a different route, in which case you can use the alternate path encounter). 
  Avalanche!
  An avalanche can be spotted from as far away as 1d10 x 500ft by 
  a character who rolls below his intelligence on 3d6. If all characters 
  fail their checks to determine the distance to the avalanche, the 
  avalanche moves closer to them, and they automatically become 
  aware of it when it closes to half the original distance. It’s possible 
  to hear an avalanche coming even if the characters can’t see it. A 
  character has a 3-in-6 chance to hear the avalanche when it is 1d6 
  x 500ft away.
  An avalanche consists of two distinct areas: the bury zone (in 
  the direct path of the falling debris) and the slide zone (the area 
  the debris spreads out to encompass). Characters in the bury zone 
  always take damage from the avalanche, but characters in the slide 
  zone might be able to get out of the way.
  The typical avalanche has a width of 1d6 x 100ft, from one edge 
  of the slide zone to the opposite edge. The bury zone in the center 
  of the avalanche is half as wide as the avalanche’s full width. To 
  determine the precise location of characters in the avalanche’s path, 
  roll 1d6 x 20; the result is the number of feet from the center of the 
  path taken by the bury zone to the center of the characters’ location. 
  Avalanches of snow and ice advance at a speed of 500ft per round.
  Characters in the bury zone take 6d6 points of damage, or half that 
  much if they succeed on a saving throw. They are subsequently 
  buried beneath 1d10ft of snow, and must make a saving throw 
  every minute they remain buried or take 1d6 points of damage from 
  the cold. Characters in the slide zone take 3d6 points of damage, or 
  no damage if they make a saving throw. Those who fail their saves, 
  however, are buried as above. 
  Optional Encounter 2:  
  Terrible Tim
  If any character decides to wrestle, the crowds gather in a round 
  wooden building in the camp. Matches are fought without armor or 
  weapons, and the winner is the first to pin his opponent for a count 
  of three. Reevus serves as referee and declares a successful pin. 
  Characters should face one or two normal opponents before the 
  crowd begins chanting “Terrible Tim, Terrible Tim!”
  Side bets abound before the match, with odds running 2-to-1 in 
  favor of Terrible Tim. If any characters are looking for some action, 
  they can roll 1d10 to find the number of interested takers (e.g. if the 
  result is a 3, the character finds 3 interested takers). Such takers are 
  willing to bet 1d4 x 50gp at 2-to-1 odds on Terrible Tim. Reevus 
  agrees not to bet and keeps book on all wagers. Payments are made 
  in gold dust and valuable furs.
  The characters might regret their decision once their opponent 
  is led into the ring. Terrible Tim is a very large grizzly bear that 
  has taken to wrestling opponents with its huge paws. It won’t bite 
  or claw its opponent, but its swipes are enough to knock a man to 
  the ground.
  “Terrible Tim,” Grizzly Bear: HD 6; AC 6[13]; Atk 
  swipe (1d6 + 25% chance of hug); Move 9; Save 11; AL N; 
  CL/XP 6/400; Special: hug (2d6). (Monstrosities 37)
  Note: Terrible Tim was trained to subdue his opponents. Any 
  damage done is nonlethal, but a character reduced to 0 hp is 
  considered unconscious and the fight is over. 
  
  13
  Menace in Ravenreach
  Arriving back at Castle Ravenrock, the baron invites the characters to a 
  grand feast of deer and pheasant. Ale flows and cheers erupt from the long 
  tables in Castle Ravenrock’s great hall. Several prominent citizens are in 
  attendance, along with castle officials and even the gruff Master Minder. All 
  want to hear about the heroes’ exploits in the dangerous mountains. Master 
  Minder in particular asks many questions about any strange or odd creatures 
  they encountered (and grows extremely interested if told of the ice trolls). 
  Later, the baron’s chamberlain pays the characters the bounties earned and 
  adds the agreed amount in hacksilver for safely escorting the supply train. 
  Ranger Captain Jeremy Thorn offers his thanks, and requests the 
  characters contact him in the spring. A band of dwarves need escorts back 
  to Dimthinlode mine, and he thinks the characters are the perfect heroes 
  for the job. 
  A New Opportunity
  If the characters seek out Captain Thorn when spring rolls around, 
  he tells them of the dwarves of Dimthinlode, a silver mine two weeks’ 
  journey to the east in the Rocky Hills. 
  After purchasing an exclusive license from the baron to prospect in 
  the hills four years ago, the dwarves mined nonstop, smelting the rich 
  diggings into silver trade ingots. 
  Each spring when the dwarves reach the end of a major mining 
  cycle, however, they celebrate their fortunes with a three-week holiday. 
  Arrangements are made months before with a major trading company 
  from the South (Geoff & Company), and supplies for the celebration are 
  stored until needed in a large warehouse in Ravenreach. Captain Thorn 
  asks the characters again to safely escort a wagon train, this time to 
  Dimthinlode so the dwarves may enjoy their yearly break from the mines. 
  The same compensation as last winter is offered (2000gp for delivering 
  the party supplies, and another 500gp [in hacksilver] per troll they kill).
  Supply Chief Thrrim leads 12 dwarf guards and a team of 40 mules 
  to Ravenreach every month for supplies — but no trip is more important 
  to the dwarves than this one to pick up the party supplies. If characters 
  ask any of the dwarves about the battleaxes the trolls used (see Ranger 
  Outpost Under Siege in Part 2), the dwarves are quick to note that the 
  weapons are valuable family heirlooms. The dwarves pay up to 600 gp 
  for each returned battleaxe. They are extremely upset that the owners fell 
  to the trolls. 
  If characters ask Supply Chief Thrrim about the upcoming journey to 
  Dimthinlode, he says it should be an easy trip. He makes the journey all 
  the time, although he admits recent trips have become more difficult with 
  the numerous troll sightings in the wilderness. 
  Supply Chief Thrrim, Male Dwarf Warrior (Ftr4): HP 28; 
  AC 7[12]; Atk heavy mace (1d6); Move 9; Save 11; AL L;  
  CL/XP 4/120; Special: +4 save vs. magic, darkvision (60ft), detect 
  stonework, multiple attacks (4) vs. creatures with 1 or fewer HD.
  Equipment: leather armor, heavy mace, supply ledger, 
  pouch with 2d6x10gp.
  Male or Female Dwarf Warriors (Ftr1) (12): HP 8x2, 7x3, 
  6x4, 5, 4x2; AC 6[13]; Atk battleaxe (1d8); Move 9; Save 14;  
  AL N; CL/XP 1/15; Special: +4 save vs. magic, darkvision (60ft), 
  detect stonework.
  Equipment: leather armor, battleaxe, 1d4gp.
  Trek to the Silver Mine 
  The wagon train’s journey to Dimthinlode takes two weeks across some 
  rugged terrain. No roads exist, but the terrain consists mostly of light forest 
  and rolling hills. Accompanying the caravan are Master Merchant Geoff 
  and Under Merchant Amella, who see to all the needs of the 12 wagons 
  with a dozen teamsters. Supply Chief Thrrim and his 12 dwarf guards 
  fill out the retinue of travelers. The teamsters can capably manage their 
  vehicles and animals so that the characters need only focus on security. 
  Chief Thrrim jumps into any battle if the characters are overwhelmed.
  Master Merchant Geoff, Male Human Merchant: HP 7; 
  AC 9[10]; Atk dagger (1d4); Move 12; Save 17; AL N; CL/XP 
  1/15; Special: none.
  Equipment: dagger.
  Under Merchant Amella, Female Human Guard (Ftr2): 
  HP 13; AC 7[12]; Atk short sword (1d6) or shortbow x2 (1d6); 
  Move 12; Save 13; AL N; CL/XP 2/30; Special: multiple 
  attacks (2) vs. creatures with 1 or fewer HD.
  Equipment: leather armor, short sword, shortbow, 20 
  arrows.
  Teamsters, Male Humans (12): HP 6x2, 5x4, 4x2, 3x4; AC 
  9[10]; Atk club (1d6); Move 12; Save 18; AL N; CL/XP B/10; 
  Special: none.
  Equipment: club, 1d3sp.
  There is a 25% chance each day of encountering wandering monsters. Roll 
  1d10 on the table below. A lot more trolls now roam the hillsides, and the 
  trip to Dimthinlode is guaranteed to run into some of the brutes, even some 
  strange two-headed and ghostly varieties. Coaltongue’s call-to-arms has gone 
  out far and wide, and numerous strange and unusual trolls have answered. 
  1d10
  Encounter
  1
  1d4 ogres, accompanied by1d8+2 goblins and 1d6 
  kobolds
  2
  Ettin and 2 pet worgs 
  3
  Tunnel worm
  4
  1d4 trolls 
  5
  1d6 cave trolls
  6
  2 rock trolls
  7
  Flame-spawned troll
  8
  Two-headed troll
  9
  Spectral troll
  10
  Walloorr the stone giant 
  Cave Troll: HD 4; AC 0[19]; Atk 2 claws (1d4 + rend), bite 
  (1d4); Move 24 (climb 24); Save 13; AL C; CL/XP 7/600; 
  Special: climb (any surface), haste, regenerate (2 hp/round), 
  rend (2 claws hit, additional 2d4 damage). (The Tome of 
  Horrors Complete 568)
  Ettin: HD 10; AC 3[16]; Atk 2 clubs (3d6); Move 12; Save 5; 
  AL C; CL/XP 10/1400; Special: none. (Monstrosities 162)
  Flame-Spawned Troll: HD 6+3; AC 4[15]; Atk 2 claws (1d4 + 
  1d6 fire), bite (1d8 + 1d6 fire); Move 12; Save 11; AL C; CL/XP 
  10/1400; Special: fiery (1d6 damage), immune to fire, regenerate 
  (3 hp/round), vulnerable to acid and cold (200%). (The Tome of 
  Horrors Complete 569)
  Goblin: HD 1d6 hp; AC 6[13]; Atk short sword (1d6); Move 9;  
  Save 18; AL C; CL/XP B/10; Special: –1 to hit in sunlight. 
  (Monstrosities 211)
  Kobold: HD 1d4hp; AC 7 [12]; Atk short sword (1d6); Move 6; 
  Save 18; AL C; CL/XP A/15; Special: none. (Monstrosities 277)
  Ogre: HD 4+1; AC 5[14]; Atk club (1d10+1); Move 9; Save 13; 
  AL C; CL/XP 4/120; Special: none. (Monstrosities 356)
  Rock Troll: HD 8; AC 0[19]; Atk 2 claws (1d6), bite (1d6); 
  Move 12 (burrow 8); Save 8; AL C; CL/XP 9/1100; Special: 
  regenerate (3 hp/round), rend (2 claws hit, additional 2d6 
  damage), vulnerable to sunlight (turn to stone, save avoids). (The 
  Tome of Horrors Complete 571)
  Spectral Troll: HD 6; AC 7[12]; Atk incorporeal bite (1d8), 2 
  claws (1d6); Move 12 (fly 12); Save 11; AL C; CL/XP 9/1100; 
  Special: +1 or better magic weapons to hit, create spawn 
  
  14
  Frog God Games
  (creatures killed rise in 1d3 days as a spectre), incorporeal (50% 
  miss chance for corporeal attacks), regenerate (2 hp/round). (The 
  Tome of Horrors Complete 513)
  Tunnel Worm: HD 9; AC 3[16]; Atk bite (2d6 + rend armor); 
  Move 9 (burrow 9); Save 7; AL N; CL/XP 10/1400; Special: 
  rend armor (reduces AC bonus by 1d4). (The Tome of Horrors 
  Complete 576)
  Troll: HD 6+3; AC 4[15]; Atk 2 claws (1d4), bite (1d8);  
  Move 12; Save 11; AL C; CL/XP 8/800; Special: regenerate  
  (3 hp/round). (Monstrosities 489)
  Two-Headed Troll: HD 10; AC 3[16]; Atk 2 clubs (1d10) or 
  2 claws (1d6 + rend); Move 12; Save 5; AL C; CL/XP 11/1700; 
  Special: alert (surprised only on roll of 1 on 1d8), regenerate  
  (1 hp/round), rend (2 claws hit, additional 2d6 damage).  
  (The Tome of Horrors Complete 573)
  Walloor the Stone Giant: HD 9+3; AC 0[19]; Atk 1 club 
  (3d6); Move 12; Save 6; AL N; CL/XP 10/1400; Special: throw 
  boulders (3d6 damage). (Monstrosities 200) 
  Walloorr is an older stone giant on his “elder journey.”  He prefers to 
  avoid smaller humanoids but fights ruthlessly if attacked. The party might 
  first become aware of him by the large unshod footprints he leaves behind. 
  Ignorant of human culture, he may be caught roasting stolen cattle.
  Worg: HD 4; AC 6[13]; Atk bite (1d6+1); Move 18; Save 13;  
  AL C; CL/XP 4/120; Special: none. (Monstrosities 515)
  Ambush at The Narrows
  The last two days of travel are all uphill, but a narrow road allows 
  wagons to drive through single file. The characters can place themselves 
  anywhere along the line as they see fit. The narrow gorge varies between 
  12ft and 18ft wide with bluffs on either side. Near the end of the first day, 
  6 ogres ambush the caravan under orders of an ogre mage.
  Any characters scouting ahead are ambushed alone. If the characters 
  spread themselves along the wagon train, the ogres attack when the 
  second wagon reaches an area known as The Narrows, a 320ft-long 
  winding stretch of road with rough rock walls rising steeply on either side 
  of a 15ft-wide roadway. One bluff averages 20ft above the road, while the 
  other rises between 30ft and 50ft. 
  The 6 ogres hide on the shorter bluff out of sight of the road. They await 
  a signal from the ogre mage hidden on the opposite side, then rush to the 
  ledge to hurl javelins at the caravan below. They have four javelins each. 
  When they run out of javelins, they jump down to the road and attack 
  with their clubs. Their objective is to kill everyone. If three of their fellow 
  ogres fall in battle, each ogre has a 50% chance per round of retreating 
  into the hills. The ogre mage sounds the call to attack, then blasts foes 
  with spells before jumping into the fray. 
  Ogres (6): HD 4+1; HP 27, 24x2, 23, 21, 20; AC 5[14]; Atk club 
  (1d10+1); Move 9; Save 13; AL C; CL/XP 4/120; Special: none. 
  (Monstrosities 356)
  Equipment: club, 4 javelins.
  Female Ogre Mage: HD 5+4; HP 37; AC 4[15]; Atk staff 
  of striking (2d6); Move 12 (fly 18); Save 12; AL C; CL/
  XP 7/600; Special: cone of frost (1/day, 60ft range, 8d6 
  damage), regenerate (1 hp/round), shape change (human 
  form), spells.
  Spells: 1/day—charm person, darkness 15ft radius, 
  invisibility, sleep.
  Equipment: staff of striking.
  (Note: If Marta from Optional Encounter 1: Marta, Daughter of 
  Revenge survived that encounter, you could use her in this encounter 
  rather than the ogre mage. Her tactics would be the same.) 
  The characters can now continue onward to Dimthinlode Mine to meet 
  the dwarves. If you want to give the characters a chance to end the troll 
  menace once and for all in the hills around Ravenreach, see Optional 
  Encounter 3: Ending the Troll Menace.
  Dimthinlode Mine
  Rounding the last rocky bend in the Silver Hills, a gatehouse 
  blocks the road 200 feet ahead. Eighty feet beyond, columns of 
  thick black smoke rise from several chimneys out of sight above 
  and behind the gate. From the top of the gatehouse, a dwarf guard 
  jumps up excitedly and pulls down a heavy chain to sound a large 
  noisy steam whistle three times. Shouts and exclamations can be 
  heard from the gatehouse and the yard beyond.
  Dwarven Names
  The characters are likely to meet a number of dwarves while at 
  Dimthinlode. Use the following list of dwarven names as needed 
  for any miscellaneous dwarf NPCs: 
  Dwarf male names: Barri, Dorar, Hagol, Nalak, Simain, Drudri, 
  Dwgol, Thoro
  Dwarf female names: Bilila, Bulunni, Gritila, Dila
  
  15
  Menace in Ravenreach
  Optional Encounter 3: Ending the Troll Menace
  This encounter pits the characters against Coaltongue, the de facto 
  leader of the trolls. Preferably, it occurs at night when the characters 
  have camped for the evening, possibly with a roaring fire to keep the 
  night’s spring chill out of the air. 
  Coaltongue is a black troll that came down from the mountains 
  after hearing about Freythool’s capture. He loosely organized the 
  troll resistance in the hills around Ravenreach, mobilizing the usually 
  brutish creatures against the hunters seeking more of their kind (he 
  doesn’t yet know that Minder suspended the troll hunts once he had his 
  specimen). The troll and his kin now ambush any humanoids they find 
  traveling through the countryside. Their presence has greatly increased 
  the dangers of living on the frontier.
  Coaltongue leads a band of 3 normal trolls and 6 goblins. He attacks 
  at night, creeping into the characters’ camp so he can dive into their 
  campfire and enlarge himself to truly frightening proportions. If no fire 
  exists, his goblin scouts light him on fire with torches before peppering 
  the camp with flaming arrows. The trolls accompanying Coaltongue 
  have gotten used to fighting around their fire-loving master, although 
  they still give the flames a wide berth during melee.
  If Coaltongue is killed, his death eventually demoralizes the 
  remaining trolls, which head back into the hills to their hidden lairs, 
  their lust for vengeance gone. By next spring, troll sightings drop to 
  almost nothing.
  Coaltongue, Black Troll: HD 7; HP 51; AC 4[15]; Atk 
  2 claws (1d6), bite (1d8); Move 12; Save 9; AL C; CL/XP 
  9/1100; Special: darkvision (60ft), fire absorption (grow 
  to 21ft tall for 1 hour, –3[+3] AC, +5 to hit and damage), 
  regenerate (3 hp/round), rend (2 claws hit, additional 2d6 
  damage). (Tome of Horrors 4 222)
  Trolls (3): HD 6+3; HP 45, 42, 39; AC 4[15]; Atk 2 claws 
  (1d4), bite (1d8); Move 12; Save 11; AL C; CL/XP 8/800; 
  Special: regenerate (3 hp/round). (Monstrosities 489)
  Goblins (6): HD 1d6 hp; HP 6, 5x2, 4x2, 3; AC 6[13]; Atk 
  short sword (1d6) or shortbow x2 (1d6 + 1d6 fire); Move 9; 
  Save 18; AL C; CL/XP B/10; Special: –1 to hit in sunlight. 
  (Monstrosities 211)
  Equipment: short sword, shortbow, 20 arrows, flint 
  and tinder. 
  
  16
  Frog God Games
  The Gimund clan of Dimthinlode consists of 87 adults and 19 children. 
  They are wary of non-dwarves, but curious about the characters. They 
  speak only Dwarven and the Common tongue. They are very excited 
  about the upcoming festival, which is scheduled to begin the next day. 
  Mining operations have stopped for now, leaving only ore crushing 
  and smelting tasks for the few remaining work hours. Most of the clan 
  is already preparing for the celebratory feast. A great pavilion has been 
  erected in the courtyard, where tables are being assembled and four large 
  roasting pits are being dug. Wood is stocked nearby, and ovens are clean 
  and ready to use. Colorfully embroidered clothing has been prepared for 
  the festival. But even with the upcoming festival, a pall seems to hang 
  over the dwarven community. 
  Supply Chief Thrrim speaks in hushed tones with another dwarf, then asks 
  the characters to accompany him. He leads them to a private meeting with 
  Nortil (Lawful male dwarf), the mine’s operations manager. Read the 
  following to the players:
  “Recently, our miners broke through into a hitherto 
  unknown cavern on Level Six. An exploratory team went in to 
  investigate, but only two of those seven returned. They spoke 
  of a large underground cavern filled with dangerous fungi and 
  flooded areas, and of a rock monster with terrible claws that 
  bit off Dorbur’s head. I remember that lad. Sad to be taken so 
  young.” Master Nortil sighs, then continues. “Two weeks ago, 
  we sent the two survivors back with an armed strike team 
  to deal with the menace. None returned. We’ve put guards 
  on the cavern entrance, but we would rather see the mine 
  cleared to end this threat to our community. I’ve been told of 
  your heroics on the journey here. Can you help us?” 
  If the characters agree, Nortil helps them prepare as best he can. The 
  mining community’s resources are limited mostly to mining gear, but they 
  can find plenty of rope, hooks, and other equipment that might help in 
  the mines. Once they are ready, the characters are escorted into the now-
  empty mine.
  Slumbering Voracity
  The dwarves of Dimthinlode lead the characters to a 25ft-deep vertical 
  shaft on the mine’s sixth level. A rope ladder leads to the bottom of the 
  shaft, where a jagged hole about 8ft wide opens in the wall to one side. 
  Two guards armed with hammers and heavy crossbows stand alertly near 
  the top of the shaft. Nearby, a huge lever can be pulled in a dire emergency 
  to release hidden tunnel supports to cause a cave-in over the shaft to seal 
  it under tons of rubble. This is the dwarves’ last resort to block the rest of 
  the mines from an invasion by unknown monsters.
  The Cavern Entrance
  A gaping hole is broken through the wall at the bottom of the pit. 
  Peering into the darkness, the characters can see they are perched 40ft 
  above the floor of a very large cavern. From this vantage, they can sense 
  the vastness of the underground vault through the thick humid air. The 
  fluttering of bats can be heard, as well as the soft drip of flowing water 
  down stalactites, along walls, and across the floor. A misty haze clusters 
  around the edge of a large pool nearby. Immediately below the opening, 
  a steep rampart of flowstone and rubble allows for a treacherous descent 
  to the cavern’s floor. 
  A Cold Descent
  The rocky slope is very slippery. Gray and black slime covers the wet 
  surface of the rocks and rubble all along its 60ft descent. The area is dark. 
  Non-thief characters have a 1-in-6 chance of slipping; if they fail a saving 
  throw they then slip and slide along the rocks, taking 1d4 x 6 points of 
  damage. There is a 50% chance of encountering a patch of brown mold 15ft 
  from the bottom. Note the coldness at that point in the descent and apply the 
  appropriate cold damage if a character strays too close. The shriveled body 
  of a dwarven explorer lies next to the patch. Besides some caving gear and 
  a few personal possessions, no other items are on the corpse.
  Brown Mold: HD n/a; AC n/a; Atk none; Move 0; Save n/a; 
  AL N; CL/XP 4/120; Special: drains heat (2d8 damage per 
  round). (Monstrosities 335)
  For every 30 minutes spent in the underground mine’s tunnels, there is a 
  25% chance of an encounter. Roll 1d6 on the following table:
  1d6
  Encounter
  1
  2 whip jellies
  2
  1d6 violet fungi
  3
  Patch of shriekers (25% chance of attracting another 
  monster or a rock troll)
  4
  1d6 piercers
  5
  Roper
  6
  1d6 giant frogs
  Giant Frog (large): HD 3; AC 7[12]; Atk bite (1d8); Move 3 
  (or 100ft leap); Save 14; AL N; CL/XP 4/120; Special: leap, 
  swallow whole (natural 20 to-hit, death in 3 rounds, 18 to-hit roll 
  to escape). (Monstrosities 179)
  Piercer: HD 4; AC 3[16]; Atk drop and pierce (4d6); Move 1; 
  Save 13; AL N; CL/XP 4/120; Special: drop (1d6 damage per 
  HD). (Monstrosities 373)
  Roper: HD 10; AC 0[19]; Atk tentacle (weakness), bite (2d10); 
  Move 3; Save 5; AL N; CL/XP 11/1700; Special: immune to 
  electricity, resist cold (50%), tentacles grab and cause weakness 
  (50ft range, save or lose half strength, 1-in-6 chance to break free 
  [2-in-6 if strength unaffected]), vulnerable to fire (+1 damage per 
  hit die inflicted). (Monstrosities 400)
  Shrieker: HD 3; AC 7[12]; Atk None; Move 1; Save 14; AL N; 
  CL/XP 3/60; Special: shriek (1 point damage per round to all 
  within 30ft, save avoids). (Monstrosities 423)
  Violet Fungus: HD 3; 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)
  Whip Jelly: HD 3; AC 8[11]; Atk 4 whip tendrils (1d4 + 1d4 acid); 
  Move 8; Save 14; AL N; CL/XP 3/60; Special: acid (dissolves 
  organic matter). (The Tome of Horrors Complete 342)
  Trysting Pond
  The waters are clear and cool but not cold. Freshwater fungi patches 
  appear to be whitish roots clustering in bunches like clouds. Pale, blind 
  cavefish meander through the waters, feeling their way with their whiskery 
  mouth barbels. If the bottom is illuminated, small ruined lodgings can be 
  seen. These were once used by frog folk for special mating rituals. The 
  ruins contain no treasure.
  Terraced Fungi Farms
  Opposite the tranquil waters of the Trysting Pond, a colorful variety of 
  large subterranean fungi burst forth across the gradually ascending cavern 
  floor. Bunches of mushrooms and grassy molds thrive along terraced 
  shelves and dangle down in lush strands that drip with moisture. Close 
  examination of the long-neglected terraces reveals decorative reliefs 
  engraved along the edges and furrows etched upon their surfaces to 
  channel water evenly across each terrace. An overgrown pathway winds 
  through the fungus fields toward a distant plateau. 
  An abundant variety of edible and medicinal fungi can be gleaned from 
  these abandoned farms.
  This 60ft-wide section contains several varieties of extraordinary molds 
  and fungi; most of them are harmless and thrive in the wet, guano-rich 
  environment. The surface of the field has the consistency of soaking wet 
  turf. Recent footprints passing through in either direction can be detected. 
  
  17
  Menace in Ravenreach
  Partway through the field, a yellow mold patch grows across three 
  adjoining patches, blocking the trail. Three dwarven skeletons can be 
  found underneath the mold, but there’s no valuable treasure. The dwarves 
  blundered into the yellow mold after encountering a rock troll.
  Yellow Mold: HD n/a; AC n/a; Atk 1d6 damage + spore cloud; 
  Move 0; Save n/a; AL N; CL/XP 3/60; Special: destroyed 
  by fire, poisonous spore cloud (10ft diameter, save or die). 
  (Monstrosities 336)
  The Slimy Stair
  A massive, ancient table rises forty feet above the cavern 
  floor. In the center is a huge stone megalith. 
  Beyond the fungi fields, stalactites point down from the ceiling, 
  dripping water on stalagmites below. Flowstone builds up in ribbons and 
  carpets the stone. An ascending stone ramp resembling a stairway leads up 
  to a plateau beyond. It is the remains of a very ancient stairway worn and 
  overlain with patches of flowstone and a handful of stalagmites. The stair 
  is 20ft wide, 80ft long, and slopes upward 40ft to the top of the plateau. 
  There are no handrails. Halfway up the stairs are the skeletal remains of 
  a dwarf. Anyone approaching the skeleton has a 1-in-6 chance to detect a 
  pale green slimy substance (green slime) oozing down the steps 10ft in 
  front of it. Otherwise, the characters almost certainly step in the slime. 
  The skeleton has no organic or metal items on it, but characters can find 
  a beautiful blue topaz (500gp). If the remains are returned to the dwarf’s 
  family, they let the characters keep the jewel as a reward.
  Green Slime (Hazard): Green slime isn’t technically a monster, just 
  an extremely dangerous hazard in underground tombs and other such 
  places. Any metal or organic substance it touches begins to turn to green 
  slime (saving throw). It can be killed with fire or extreme cold, and the 
  transformation process can be arrested by the use of a cure disease spell.
  Table of the Frog God
  The plateau rises 40ft from the floor of this 100ft-high cavern. A narrow 
  stream of water rushes along one side, disappearing into the darkness 
  beyond. The table itself is 80ft wide and roughly hexagonal. A crudely 
  carved menhir 15ft tall with a 10ft-wide base stands in the center of the 
  table, appearing to be a primitive idol of great age. Large stalactites drip 
  down to huge stalagmites near the edges of the plateau, spilling flowstone 
  over the brink. 
  Discarded caving equipment and torn pieces of clothing and armor 
  rest near the menhir. The stone megalith, though worn with age, depicts a 
  disturbing figure resembling a menacing, vaguely amphibian creature. It 
  as an ancient depiction of Tsathogga. 
  The stone menhir is not connected to the stone table. It can be moved 
  or shoved aside (although it weighs 2000 pounds). Because of its size, 
  multiple characters can combine their efforts to push the idol (characters 
  can push 30 times their Strength score). A hidden cache is found if the 
  menhir is toppled or shoved aside. Inside the hollow beneath the menhir 
  are some odd bones, a stone knife, and a jar of extra healing. 
  The nearest stalactite is broken open and contains a large hollow within. 
  Characters examining the three unbroken stalactites can roll below their 
  wisdom on 4d6 to detect large monstrous humanoids concealed within a 
  thin limestone shell. 
  A rock troll huddles inside each of the three stalagmites arrayed 
  around the perimeter (for a total of 3 creatures). Covered in dripping stone 
  deposits from above, they resemble stalagmites or flowstone. They are 
  currently hibernating, awaiting a time when abundant herds of nomadic 
  deer and other animals return aboveground for them to feed on. Texisting 
  when winter set inthey found heretheir
  The exploring dwarves disturbed one, however, awakening it. She 
  killed and ate a number of the dwarves, although two escaped her grasp. 
  Later, she ambushed the returning strike team, picking them off one by 
  one. Torn equipment and other remains can be seen near the idol. She even 
  ate their calcium-rich bones. She currently dozes on a hidden ledge on the 
  far side of the plateau. 
  When she detects intruders, the rock troll climbs up onto the plateau 
  to investigate. If she perceives a dangerous party or sees them handling 
  the idol or the stalagmites containing the other sleeping trolls, she howls 
  loudly to awaken her three companions to join her in the hunt. It takes the 
  others one round to break free of their stony shells before they can attack. 
  Rock Trolls (4): HD 8; HP 60, 55, 52, 46; AC 0[19]; Atk 2 
  claws (1d6), bite (1d6); Move 12 (burrow 8); Save 8; AL C; CL/
  XP 9/1100; Special: regenerate (3 hp/round), rend (2 claws hit, 
  additional 2d6 damage), vulnerable to sunlight (turn to stone, 
  save avoids). (The Tome of Horrors Complete 571) 
  Equipment: Each troll has 3d6 semiprecious rock crystals 
  (50gp each) embedded in his or her hide. 
  The frog folk lived in this cave complex beneath the plateau. An 
  entrance can be located at the base of the plateau. Exploring inside the 
  wet, maze-like tunnels turns up old bits of pottery and broken tools, but 
  characters have a 10% chance per 10 minutes of searching of finding a 
  hoard of 2d6 freshwater pearls (50gp each). Up to six such pearl hoards 
  may be found. Characters have a 5% chance per 10 minutes of searching 
  of locating a hidden pair of boots of leaping made of giant frog skin. 
  Epilogue
  The dwarves are extremely grateful to the characters for clearing the 
  mine and discovering what happened to the missing dwarves. Master 
  Nortil rewards the party with a pouch containing 1000gp (in hacksilver) 
  and a rough diamond (which can be polished and cut into a 3000gp gem). 
  He invites them to share in the yearly celebration with the joyful dwarves.
  Here ends Menace in Ravenreach. The characters’ adventures in 
  Ravenreach can continue in Mystery in Ravenrock.
  
  18
  Frog God Games
  Public Notice!
  Looking for adventure? 
  If you’re a free citizen
  Able-bodied
  And can handle yourself in a fight,
  Come sign up for the exciting and daring life
  of a Frontier Guardsman!
  Take this notice with you 
  to the booming settlement of
  RavenReach!
  If you prove yourself able, you can earn a
  Profitable
  And
  Glorious Living
  As a defender of our Sovereign’s Northern Frontier!
  
  19
  Menace in Ravenreach
  
  20
  Frog God Games
  
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  Menace in Ravenreach
  
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  Frog God Games
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  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
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
  Swords & Wizardry Monstrosities, Copyright 2013, Matthew J. Finch
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  Menace in Ravenreach © 2019, Frog God Games, LLC; Author: James Thomas
  
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SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Menace in Ravenreach (SW)/Menace in Ravenreach (SW).pdf