TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  PER5-01 
   
   
   
   
   
   
   
   
  I Dream of Janni 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Perrenland Regional Adventure 
  Version 1.0 
   
  by Mark Somers 
  Reviewed by Chris Tulach 
   
   
  In the town of Rikkendál it’s a time of celebration. A wedding is about to be held and all is well. Or is it? Where is the 
  groom’s best man? Or should that be best ogre? Little Janni is usually such a punctual fellow. What could be holding 
  him up? And why is that travelling merchant so keen to sell those funny looking pots? This single session regional 
  scenario for APLs 2-12 rediscovers the early days of Perrenland’s adventures by continuing plots elements started in Pig 
  Tales and Pots of Knowledge. 
   
   
   
   
     
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  I Dream of Janni 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Perrenland.  Characters native to Perrenland pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
  I Dream of Janni 
   
  Page 3 
  
  Adventure Background 
  This scenario follows on from two of the earliest 
  Perrenland adventures, Pig Tales and Pots of Knowledge. 
  In the adventure Pig Tales, PCs were involved in 
  murder mystery and theft, where the Zussrig family of 
  Oskindál were killed for the Spear of Allitur. In doing so 
  they proved the innocence of a ward of the Zussrigs, a 
  young ogre called Little Janni, whom the family had 
  raised from infancy. Janni has subsequently come of age 
  and found his place in the world – he has become a 
  paladin of Allitur. 
  In Pots of Knowledge events revolved around the 
  rescue of a pair of brothers involved in the Kóndkanyagn, 
  the hunt for the fabled Kóndkannen, the pots of 
  knowledge. In performing the rescue, PCs involved 
  learned a little about the pots and even acquired possibly 
  authentic pots of their own. 
  Four years have passed since the events that 
  happened and new events are taking place. Fraedrig 
  Zussrig, the surviving member of the Zussrig clan (he 
  had been serving with the Auszug at the time) has been 
  living alone in Oskindál, but has now found himself a 
  bride. The wedding is to take place in the nearby town of 
  Rikkendál and the festivities are due to take place. 
  However, one important guest is missing – Little Janni is 
  overdue and Fraedrig refuses to be wed until he is in 
  attendance. Then one of the village girls has a dream that 
  Janni is in trouble… 
  Unbeknownst to all, Janni has indeed been caught 
  up in his own troubles. Asked for help to find some 
  missing prospectors he has stumbled on a hidden 
  abandoned shrine. There he found the missing folk had 
  discovered some Kóndkannen and had unwisely opened 
  some of the pots – releasing some very naughty spiritual 
  beings. Having dealt with the prospectors, the spirits 
  then became involved in a tussle for Janni’s soul. This is 
  not a good thing for a young paladin out and about on his 
  own… 
   
  Adventure Summary  
  Introduction: The PCs find themselves in Rikkendál, 
  either by coincidence or as invited guests, in time for the 
  celebrations for the marriage of Fraedrig Zussrig and 
  Márta Haelyagr. Anxiety begins to build over the 
  increasing lateness of the overdue arrival of Little Janni. 
  Then a local girl, Gîrti Lufflieg, known as something of a 
  visionary, has a dream of Janni in some peril. 
   
  Encounter One, The Brockenberghuis: The PCs, being 
  canny adventurous sorts, are asked to help locate Janni as 
  soon as possible. His last known location, stated by one of 
  the guests, was in the Brockenberghuis, a camp hut a day 
  north on the Vestertrek. Assuming the PCs go to the 
  Brockenberghuis, they will find a brawl in progress. 
  Once it is calmed down the PCs can talk with one of the 
  participants, a dwarf who sent some prospectors into the 
  mountains. The now missing prospectors were last been 
  seen perhaps two weeks beforehand heading up the 
  Tórnstróm, a whitewater river than rushes from the 
  Yatils. Little Janni had heard about this and had agreed to 
  look into the disappearance. 
   
  Encounter Two, The Angry River: Travelling through 
  rough terrain, the PCs have to deal with the vagaries of 
  the climate and the mountain as they follow the rapids 
  into the peaks. As well as tracking Little Janni, they may 
  choose to brave a waterfall and a treacherous waterhole 
  where, in addition to finding the body of one of the 
  prospectors, they can find a clue to what is going on in 
  the form of an opened pot (a real one). 
   
  Encounter Three, The River Forks: At this point the 
  river forks, as two smaller streams merge. Here the 
  characters meet with a garrulous spirit that has possessed 
  an ancient carved rock. In its own cryptic way the spirit 
  can give the PCs clues (it has only recently been freed 
  from a pot). 
   
  Encounter Four, The North Fork: Should the PCs 
  choose to go north they will eventually come across a 
  rickety rope bridge across a chasm just waiting to collapse 
  under them. In fact, it’s the opposite canyon edge that is 
  due to collapse… 
   
  Encounter Five, The Possessed Prospector: Further up 
  the north path, on a tight ledge, is one of the missing 
  prospectors. Her wits are more than a little addled, as she 
  has been ‘possessed’ by a freed spirit, which is whispering 
  questions to her (in Ur-Flan) in her mind. The woman is 
  on the verge of suicide and she could well try to take one 
  of them with her. 
   
  Encounter Six, The South Fork: Following this path 
  leads to a sheer waterfall and something of a climb. The 
  climb isn’t too strenuous, but it will be made more 
  interesting by the presence of a possessed and chatty 
  woodpecker. 
   
  Encounter Seven, The Lost Shrine: Here the PCs find 
  Little Janni, lying in torment as one or more spirits try to 
  possess him. With the arrival of the PCs, however, Janni 
  becomes less desirable and the spirit(s) may find some 
  new targets. When all is said and done the PCs find a 
  minor treasure trove, including some genuine pots with 
  genuine spirits inside of them. They’ll also find a relic 
  I Dream of Janni 
   
  Page 4 
  
  which, when deciphered and used properly, will allow 
  PCs to release trapped souls from the pots. 
   
  Conclusion: The heroes assist Janni and any prospectors 
  they may have rescued, and make their way back to 
  Rikkendál, where a bang up meal and a riotous wedding 
  party awaits them. 
   
  Divination Magic 
   
  IMPORTANT DMs NOTE: At some stage the PCs may 
  decide to cast some form of divination magic. The Nation 
  Mocked series, started in 594CY, has introduced the 
  following effects into Perrenland regional scenarios. The 
  various divination spells will no longer function correctly 
  in a Perrenland regional scenario. They can still be cast 
  but the follow effects occur instead. 
   
  Full details of this effect are provided in Appendix 
  Six. 
   
  The Environment 
   
  Though the season may not officially be Winter, the cold 
  has not loosened its grasp on the Yatils. Most of the time 
  the temperature will be sub-zero (°C, that is). This should 
  be noted and taken into account. Full details of 
  environmental effects are provided in the first part of 
  Encounter Two. 
   
  Introduction 
  A Winter Wedding 
  A new year begins with the Needfest celebration, a 
  year that promises to be a dark one. In the east the 
  Old One’s forces test the armies of the nation n ands 
  darkened by the ash from Mount Hellspaar. To the 
  west the return o  Iggwilv bodes ill indeed. Yes, 595 
  promises to be a dark year indeed. 
  i  l
  f
  t
   
  Yet no  all is gloom. People still find ways to 
  celebrate, and in the mountain town of Rikkendál 
  that is exactly what folk are doing. A wedding is to 
  take place, between Fraedrig Zussrig of nearby 
  Oskindál, and Márta Haelyagr, a lass of the town. This 
  happy event is enough for the locals to forget their 
  woes for a time at least and dwell on more pleasant 
  matters. 
   
  The wedding seems to have become quite the 
  event. Visitors have come to town, swelling the 
  numbers well beyond the usual two hundred or so 
  souls usually found in Rikkendál. As if possessed of 
  some uncanny sixth sense that allows them to find 
  opportunities, merchants too have come along, 
  despite the snow and ice on the roads. Here a fellow 
  is selling silks from beyond the Yatils, there a man 
  from Schwartzenbruin has a small supply of 
  schokolade, 
  no 
  less. 
  There’s 
  even 
  a 
  scruffy 
  kóndkanyâgr hawking old pottery to those showing 
  interest. 
   
  The townsfolk seem determined to show that 
  they can be welcoming and hospitable in the worst of 
  times. The ale and mead are flowing and the mood is 
  defiantly cheerful. Soon enough the wedding will 
  take place and then the partying will begin in earnest.  
   
  The first thing is to determine why the characters are in 
  Rikkendál in the first place. Any PCs who have 
  previously played the 591CY scenario, Pig Tales, will have 
  been invited by an NPC from that scenario called 
  Fraedrig Zussrig. Auszug members may well be in the 
  region to determine the defensive capabilities of the 
  region in this time of war, whilst Old Kerk members may 
  be out to boost morale in these desperate times. Of course 
  they may just be passing through at the right time, as 
  adventurers do. 
   
  Rikkendál is normally a quiet community of 200, 
  where the major activities are hunting and goat herding. 
  In addition there is a local species of truffle which is 
  much in demand. At this stage, however, numbers have 
  swelled, with many visitors staying at the Strangled 
  Goose Inn, which is packed to the rafters. The hospitable 
  locals are also billeting others in their homes. The 
  atmosphere is happy, almost defiantly so, as if the locals 
  refuse to let the current troubles of the nation ruin their 
  celebration. 
   
  Give the PCs time to have a look around, meet NPCs, 
  and mingle. The town is considered Weisspeer clan and 
  Krestible canton territory (should PCs have benefits such 
  as Influence in such areas). Because of its proximity to 
  Krestible City and the large number of merchants 
  visiting, Rikkendál is considered a small city for the 
  purposes of buying equipment, should any PCs wish to 
  do so. 
   
  DM’s Note: Amongst the vendors is a scruffy 
  looking half-orc fellow called Bartó Reusje, who claims to 
  be a kóndkanyagr, or pot hunter. He is selling various 
  pottery items, which he claims are pots. Anyone who has 
  played Pots of Knowledge or Wild Goose Chase may 
  recognise that some of the pots do indeed seem to be 
  genuine. Otherwise a Knowledge (History or Local 
  Knowledge), Profession (Pot Hunter), or Bardic 
  Knowledge test (DC 15) will identify some of the pots as 
  being legitimate ancient pottery. 
   
  PCs may purchase pots from Bartó. They are able to 
  buy the following: 
  � Small pot (as if gained in Pots of Knowledge). 
  Market price of 100gp; selling at 120gp. 
  I Dream of Janni 
   
  Page 5 
  
  � Barely legible pot (as if gained in Wild Goose 
  Chase). Market price of 300gp; selling at 360gp. 
  � Faded pot (as if gained in Wild Goose Chase). 
  Market price of 600gp; selling at 720gp. 
  � Barely faded pot (as if gained in Wild Goose 
  Chase). Market price of 800gp; selling at 960gp. 
  � Pristine pot (as if gained in Wild Goose Chase). 
  Market price of 1,500gp; selling at 1,800gp. 
   
  Don’t overplay Bartó’s pot selling. This is a chance for 
  players who came late to the campaign to pick up a pot 
  and not be left out. Mention the stall casually and if the 
  PC’s take the hint then play it up. Bartó should come 
  across as a bit crude, a bit scruffy, and very dodgy. 
   
  Kicking Things Off 
   
  Once the PCs have had a chance to shop around a bit and 
  do a bit of partying and mingling it is time to get into the 
  heart of the game. Attentive PCs (those who make a Spot 
  DC 10 test followed by a Sense Motive 10 test) will notice 
  that the locals are seeming a little restive and the groom 
  is a bit edgy. Should they enquire, a successful Gather 
  Information DC 10 test will let them discover that the 
  groom’s best man, Little Janni, has not arrived. 
   
  PCs who have not played Pig Tales may be 
  unfamiliar with Little Janni. Asking around will reveal 
  that Janni is an ogre who was raised from infancy by the 
  Zussrig family and is a foster brother to Fraedrig. Almost 
  four years previously he left in the company of an elven 
  paladin called Anastrianna Moonwhisper and has since 
  found his own calling as a paladin of Allitur. He is a 
  serious and dutiful young ogre who is never late unless 
  there is some trouble. 
   
  If Fraedrig is approached directly he will note that 
  Janni was last known to be in Exag and was returning via 
  the Vestertrek. He is now several days late, even 
  accounting for bad conditions on the trail. Since Fraedrig 
  refuses to be married without Little Janni’s presence, this 
  is a serious concern indeed. 
   
  Should the PCs offer to go looking for Janni, 
  Fraedrig will thank them earnestly and suggest they wait 
  another day. (This gives time for the dream – see below – 
  to happen.) 
   
  Gîrti’s Dream 
   
  During the first night following the PCs learning of 
  Janni’s lateness – and assuming they have remained in 
  Rikkendál – then they will overhear a disturbance in the 
  town. 
   
  Despite the enforced wait, the mood in Rikkendál 
  remains happy and friendly. For some the night s a 
  late one. For others i  brings no sleep, since the ale 
  still flows. For others, though, the night brings 
  something else. Even those amongst you who are 
  asleep are jolted to alertness by the scream of a girl in 
  terror…
  i  
  t
   
   
  It’s rather expected that the PCs will investigate. They 
  won’t be alone. The screams are found to have come from 
  a smaller household, that of the Lufflieg family. There 
  lives Aghilt Lufflieg, a young widow, and her nine-year-
  old daughter, Gîrti. It is Gîrti who has been screaming, 
  having had a nightmare. Also in the house are a handful 
  of friends, who are in a brief state of fright from the girl’s 
  cries. 
   
  The PCs can try to learn more immediately, 
  necessitating a Diplomacy DC 15 to get into the house to 
  talk to Gîrti, and then a Diplomacy DC 12 to calm the 
  child down. 
   
  Otherwise the PCs may wait until the next day and 
  either talk to the girl or find out the information second 
  hand through gossip. 
   
  Regardless, here is what can be learned: 
  � Gîrti has had a very troubling nightmare. 
  � It was one of ‘those’ dreams. 
  � The girl occasionally has ‘those’ dreams – ones 
  that have been found to be prophetic. 
  � Full details of the dream are given. Give the 
  players Player Handout One. 
   
  In all other respects Aghilt and Gîrti are normal. 
  There is nothing neither sinister nor evil about the small 
  family. Nor are there any signs of outside influence. 
   
  Interpreting The Dream 
   
  Characters may make a Knowledge (Religion) test to 
  determine facts from the dream: 
  DC 10: Two hands clasped is the symbol of Allitur. 
  DC 15: Associated with Allitur is Keph, a magnificent 
  steed. 
   
  By now the characters should know that Little Janni 
  is a paladin of Allitur. He is also an ogre. If they don’t 
  already know this someone will certainly mention it. 
   
  It doesn’t take a genius to work out that the dream 
  indicates Little Janni is in deep trouble. 
   
  DM’s Note: The PCs may wonder how Gîrti can 
  have dreams when the divination interdict is in place. 
  Her bedroom is considered a sanctified place for the 
  purposes of her ‘divining’. 
   
  What If The PCs Don’t Take The Bait? 
   
  I Dream of Janni 
   
  Page 6 
  
  If the PCs prove to be heartless or apathetic then it may 
  be that an appeal needs to be made to their mercenary 
  sides. The town will offer each PC a reward of 50gp per 
  APL to find and rescue Little Janni. If that doesn’t work, 
  well, they’re hardly heroes, are they? The scenario ends 
  for them at that point. 
   
  Encounter One 
  The Brockenberghuis 
  It is quite obvious that the folk of Rikkendál have a 
  high regard for Little Janni. That he happens to be an 
  ogre says much for his character. Only those with the 
  hardest or greediest of hearts could refuse to help 
  find him. So the responsibility of rescuing the young 
  paladin from whatever trouble he has found himself 
  in has fallen to you… as ever. 
   
  The Vestertrek winds its way up and down the 
  eastern face of the Yatil Mountains. Slippery ice 
  patches and snow drifts make the travel slow, and 
  there are few others on the roads. Winter is not the 
  time for travel in Perrenland, and with news of the 
  return of the Witch Queen somewhere within the 
  mountains it could be even more perilous than ever. 
   
  Yet after a day of travel you find yourselves 
  unmolested apart from the rigours of the elements, 
  and the first travellers’ inn, the Brockenberghuis, 
  comes into view. Cheery ligh  from a warm fire spills 
  through the windows and you can hear the sounds of 
  revelry echo ng around the valley in which it lies. 
  t
  i
  l
   
  Then, as you hitch your mounts and approach 
  closer, the door bursts open and a howling figure 
  somersaults outside to land in a pi e of snow at your 
  feet. It seems from the roars now more clearly audible 
  that it is not revelry that awaits you, but a brawl… 
   
   
  Actually, the PCs have wandered into what is not so 
  much a brawl as a bit of boisterous shenanigans that have 
  gotten a little out of hand. The fight is near to breaking 
  up anyway, since the participants (about half a dozen at 
  this stage) are getting a bit exhausted. In fact, if the PCs 
  draw attention to themselves then their appearance will 
  act as a catalyst to end the ruckus. If they stand by quietly 
  it will peter out soon enough on its own. 
   
  The exception to this is a single dwarven miner who 
  is very, very drunk and mostly oblivious to what’s going 
  on around him. His name is Murkir Seamfinder and he 
  will take the fight to the PCs as soon as they arrive. 
   
  All APLs (EL 2) 
  � Murkir Seamfinder: hp 24; see Appendix One. 
   
  The drunken dwarf doesn’t really present all that much of 
  a threat to the group. However, he is the one who knows 
  more about Little Janni’s whereabouts, so the PCs need to 
  treat him carefully. If they deal with him in a fashion that 
  he would deem dishonourable (attack from behind, 
  ganging up on him, or using obvious magic) then further 
  interaction with him incurs a circumstance penalty of –5 
  for Charisma-based skill checks. 
   
  It is possible to talk Murkir down, though some 
  inspired logic will be required to penetrate his befuddled 
  mind. This requires a Bluff or Diplomacy test (DC 
  12+APL) to settle him down. 
   
  Unless some form of magic is used, Murkir will 
  lapse into an alcoholic stupor soon after the fight ends. 
  He won’t be able to be woken until late in the next 
  morning if left alone. A Heal (DC 18) test can be used to 
  half this time, resulting in his awakening before 
  daybreak. 
   
  DM’s Note: It is important that the PCs should not 
  kill Murkir. For a start, it’s a brawl with non-lethal 
  weapons. If they start to use lethal damage, strenuously 
  note that they’re about to commit murder, a real crime, if 
  they continue. Any paladins present who allow that to 
  happen can be considered to have committed an evil act. 
  The DM should tell the players so beforehand. 
   
  Note that only PCs who participate in some way in 
  this encounter do not earn the XP award. Thus the DM 
  should endeavour to stage the situation so all PCs are 
  presented with an opportunity to take part in the events. 
   
  Talking To The Patrons 
   
  Since the PCs will likely just dismiss Murkir as a crank 
  it’s expected that once he’s dealt with they’ll start asking 
  around the bar about Little Janni. That’s fine, though it is 
  only Murkir who really knows the full story. The DM 
  should play up on the fact, using anything done to 
  Murkir as a basis for some humorous play. (Eg. “Oh, the 
  ogre? Ja, I saw him. He was chatty with your pal the 
  dwarf over there. Ja, the one you just punched out…”) 
   
  The PCs can make Gather Information (DC 14) 
  checks to get the information listed below. If possible, 
  allow different PCs to learn various bits of the 
  knowledge. 
  � Little Janni arrived at the Brockenberghuis four 
  nights ago. 
  � He left very early the next morning. 
  � No one is really sure which way he went, but 
  probably not north. 
  � His appearance caused a bit of a stir at first, but 
  Édwin the innkeeper knows of him and calmed 
  folk down. 
  I Dream of Janni 
   
  Page 7 
  
  � Once he got settled he seemed a nice young 
  fellow, for an ogre. 
  � He spent a lot of time talking to Murkir 
  Seamfinder. 
  � Murkir is the dwarf who was making a fool of 
  himself. 
  � When he’s sober Murkir is one of the finest 
  miners around. 
  � Murkir has been a bit fidgety these last few 
  days. 
  � A couple of weeks before the ogre arrived 
  Murkir had been making deals with some 
  itinerant types, probably prospectors. 
  � The prospectors left about a two weeks ago and 
  haven’t been seen since. 
  � There hasn’t been any trouble in the area, so far, 
  though the rumours about a witch in the 
  mountains is troubling. 
   
  Talking To Murkir 
   
  The one who knows the real information is Murkir. So 
  it’s a good idea to make sure the PCs don’t inadvertently 
  kill him, however unlikely this may be. He has a very 
  good idea of where Little Janni is. 
   
  Ordinarily Murkir is a typical staid dwarf, one with a 
  strong work ethic. He acts as something of an expert in 
  the local parts, visiting the various mines and ensuring 
  folk are doing the right thing. He takes a small 
  percentage of the profits and lives a tidy enough lifestyle 
  from it. 
   
  When he gets drunk, which is rarely, he becomes a 
  bit of a wild man and gets into fights, as evidenced. When 
  he wakes up from his bender he will be a little 
  embarrassed and subdued. If the PCs used ‘dirty tricks’ 
  (attacking from behind, spitting in the face, totally 
  outnumbering him, sneaky magic spells, and so on) in 
  the fight he will also be someone sullen and sharp in his 
  replies. 
   
  The PCs can learn the following information from 
  Murkir by carefully handling him with a Gather 
  Information (DC 16) test. Apply a –5 circumstance 
  modifier to Charisma-based skill checks for this test if the 
  PCs dropped him in the fight in a ‘bad’ way. Apply a +2 
  circumstance bonus if there are any dwarves in the party. 
   Apply a further +2 circumstance bonus if said dwarves 
  are of the Khund. These modifiers may be cumulative. 
  � Little Janni arrived here four nights ago. 
  � He accidentally bumped into Murkir, who 
  spilled his drink. 
  � By way of apology the ogre bought him another 
  drink, and they got talking. 
  � Murkir mentioned a problem he had and Little 
  Janni decided to help. 
  � After hearing Murkir’s tale Little Janni left the 
  next morning on a mission to rescue missing 
  prospectors. 
  � Three weeks ago Murkir was heading back from 
  the Hoogtrappen mine, some dozen miles due 
  west of here. 
  � As he came down the mountain pass he saw a 
  nearby cliff face had fallen away, revealing what 
  appeared to be the remains of some ancient 
  building. 
  � When he got back he mentioned it to some 
  prospectors who were staying in the inn. 
  � There were four prospectors; two Môrgenrood 
  fellows called Fretz and Schtecker, a Hüssen lass 
  called Vânda, and a Kettite by the name of 
  Tamoud. 
  � After talking with Murkir throughout the night 
  they decided to explore further. 
  � It’s now been two weeks since the quartet left 
  and Murkir is a bit worried, even a little guilty. 
  On 
  reflection 
  they 
  seemed 
  a 
  little 
  inexperienced. 
  � He didn’t go with Little Janni himself because 
  he has some important obligations to meet in 
  these parts. 
  � They should have been following the path of 
  the Tórnstróm river. 
  � The Tórnstróm river, when it hits the plains, is 
  called the Vesterflow by the Laaglanders. 
  � The cliff would be about two miles west of the 
  Tórnstróm’s fork. It’s rough going to get there. 
  � Murkir guesses from what he saw that the 
  revealed building is either of dwarven or 
  perhaps Ur-Flan construction. It was too far 
  away to really tell. 
  � The location is only about a day’s solid walk 
  away. 
  � Now that Little Janni also hasn’t returned 
  Murkir is even more worried. 
   
  What If They Ask Murkir To Guide Them? 
   
  Murkir will not accompany the PCs. He has activities of 
  his own to attend to, and obligations to meet. This is also 
  why he didn’t go with Janni. He will, however, provide 
  the players with a rough map of the area they will be 
  travelling in? Give the players Player Handout Two. 
   
  Note: It’s possible that the PCs can get a version of the 
  map of the area from someone else. 
   
  I Dream of Janni 
   
  Page 8 
  
  Encounter Two 
  The Angry River 
  Leaving the Brockenberghuis behind you start to 
  climb into the mountains, fol owing the banks of the 
  Tórnstróm river. Almost immediately the mountain 
  trail becomes steep and the travel is rigorous. The 
  white foaming water of the river roars and grumbles 
  beside you. 
  l
  l
  t
  i
  i
   
  Within a handful of hours the trai  has swi ched 
  back and forth and taken you up several hundred feet. 
  Snow lies heavily on the ground and icicles have 
  formed 
  n shadowed areas, looking much like 
  glistening fangs. The ground is slippery under foot 
  and your sense of safety isn’t helped by the howl ng 
  wind that tugs at your hair and clothing. No wonder 
  most mountain people spend Winter indoors. 
   
  Thankfully there is but one trail so far, because 
  the wind, snow and ice have made finding tracks 
  nearly impossible. If Little Janni is to be found in 
  these parts, he’s going to be cold and miserable, most 
  likely. 
   
  Environmental Effects 
   
  From this point on, when the PCs are out in the open 
  they must experience the following effects from the 
  terrain and weather. A PC making a Survival or 
  Knowledge (Nature) check (DC 15) is aware of these 
  effects. 
  � High Altitude: As the characters are above 5,000 
  feet they must succeed on a Fortitude save each 
  hour (DC 15, +1 per previous check) or be 
  fatigued. The fatigue ends when they descend 
  below 5,000 feet. Any PC who can legitimately 
  claim to be acclimatised to high altitudes (eg. 
  membership cert for a highland clan) is not 
  affected.  
  � Snow: It is snowing, resulting in visibility 
  ranges being halved, and a –4 penalty on Spot 
  and Search checks, and ranged weapon attacks, 
  whilst outside. In any given area there is 1d6 
  inches of snow on the ground, and each square 
  with snow costs 2 squares of movement. 
  � Strong Winds: There are strong winds that 
  automatically extinguish unprotected flames. 
  There is a –2 penalty to Listen checks. Tiny or 
  smaller creatures are knocked down, as are 
  Medium or smaller airborne creatures. 
  � Icy Ground: In exposed areas where the wind 
  has blown away snow the ground is iced, 
  resulting in the DC of Balance and Tumble 
  checks being increased by 5. A DC 10 Balance 
  check is required to run or charge across icy 
  ground. In addition, it costs 2 squares of 
  movement to pass through a squared of icy 
  ground. 
   
  After two or three hours of walking through rugged 
  mountain terrain, the PCs will cross the 5,000 ft. altitude 
  mark. They have a further hour of walking before they 
  come to the first encounter, a waterfall where one of the 
  prospectors is apparently trapped. 
   
  The Tórnstróm rages down a chasm worn through the 
  ages, roaring and thundering as if in a fury. Ahead 
  you can see a cliff face with ancient steps carved by 
  the side of the waterfall. As you approach you can 
  make out something blurred and hazy behind the 
  froth of the waterfall  It looks as if someone might be 
  hiding behind there. 
  .
   
  DM’s Note: The DM should refer to Appendix Three for 
  a visual guide to the layout of this encounter. 
   
  The river thunders down here before rushing down the 
  chasm and back the way the characters have come. The 
  spray from the waterfall creates a mist that limits vision 
  to 20 feet and results in a 10% miss chance for anyone 
  beyond that distance. This also applies a –4 penalty to 
  Spot, Search and Listen checks cumulative with other 
  penalties. Any character will soon be soaked barring 
  magic or special clothing. 
   
  The waterfall rushes down the cliff and has created a 
  deep waterhole (Location 4 on the map). At the base of 
  the waterfall the ages of erosion has created a small cave 
  (Location 2) in which is the huddled form of a person. 
  However, the run off down the cliff face has formed into 
  an ice wall (Location 1) due to a recent cold snap. To 
  complicate matters, above the wall more ice has fallen 
  and clings to the cliff (Location 3). 
   
  When the PCs get closer they can make two Spot 
  checks. Penalties for the conditions have already been 
  factored into the DCs. 
   
  The first Spot check (DC 14) notes the presence of 
  the ice wall and reveals that there is a human form 
  huddled in the cave behind, who seems to be clutching 
  some sort of pot. 
   
  The second Spot check (DC 16) means that someone 
  has noticed a glint from in the waterfall and can see that 
  there appears to be some broken pottery and other 
  glinting items at the bottom. 
   
  A successful Survival or Knowledge (Nature) test 
  (DC 14) will let folk realise the waterhole will be 
  churning with a strong current, and that ice is likely to be 
  built up all the way up the cliff face behind the waterfall. 
  I Dream of Janni 
   
  Page 9 
  
   
  The ice wall is nearly a foot thick at the base and a 
  little narrower at the top. It is about 10 ft. tall and 20 ft. 
  wide. Thanks to its thickness and the noise from the 
  waterfall it is all but impossible to communicate through 
  the wall. 
   
  No matter what the PCs do outside of the cave, the 
  person inside will not stir. If the PCs have some means of 
  scrying or otherwise seeing through the wall, they can 
  determine (Spot DC 12 followed by Heal DC 14) that the 
  person inside appears to be a male of Baklunish stock and 
  has apparently frozen to death. 
   
  DM’s Note: If anyone breaks down the ice wall then 
  they weaken the structure holding the ice above, which 
  will then come crashing down in a shower of nasty 
  shards. It is possible to prop up some sort of support 
  using the Disable Device values listed below. Profession 
  (Stonemason) or the like can be used instead of Disable 
  Device for that test. 
   
  Ice Wall: 12 in. thickness; 36hp per 10 ft. x 10 ft. 
  section; Break DC 27; characters who break through take 
  1d6+APL cold damage. 
   
  Trap:  
   
  APL 2 (EL 3) 
  � Ice Shards: CR 1; natural; touch trigger (breaking the 
  ice wall); no reset; +10 ranged (1d4+1, shard); multiple 
  targets (fires 1d4 shards at each target within 5 ft. of the 
  ice wall); Search (DC 14); Disable Device (DC 20). 
   
  � Waterhole: CR 1; natural; constant; +6 Grapple (1d4, 
  bashing) plus drowning (p. 304, DMG); multiple targets 
  (anyone within waterhole); Swim may be used to avoid 
  the grapple. 
   
  APL 4 (EL 5) 
  � Ice Shards: CR 3; natural; touch trigger (breaking the 
  ice wall); no reset; +12 ranged (1d4+1, shard); multiple 
  targets (fires 1d6 shards at each target within 5 ft. of the 
  ice wall); Search (DC 16); Disable Device (DC 22). 
   
  � Waterhole: CR 3; natural; constant; +10 Grapple (1d6, 
  bashing) plus drowning (p. 304, DMG); multiple targets 
  (anyone within waterhole); Swim may be used to avoid 
  the grapple. 
   
  APL 6 (EL 7) 
  � Ice Shards: CR 5; natural; touch trigger (breaking the 
  ice wall); no reset; +14 ranged (1d4+1, shard); multiple 
  targets (fires 1d8 shards at each target within 10 ft. of the 
  ice wall); Search (DC 18); Disable Device (DC 24). 
   
  � Waterhole: CR 5; natural; constant; +14 Grapple (1d8, 
  bashing) plus drowning (p. 304, DMG); multiple targets 
  (anyone within waterhole); Swim may be used to avoid 
  the grapple. 
   
  APL 8 (EL 9) 
  � Ice Shards: CR 7; natural; touch trigger (breaking the 
  ice wall); no reset; +16 ranged (1d8+2, shard); multiple 
  targets (fires 1d8 shards at each target within 10 ft. of the 
  ice wall); Search (DC 20); Disable Device (DC 26). 
   
  � Waterhole: CR 7; natural; constant; +18 Grapple (2d4, 
  bashing) plus drowning (p. 304, DMG); multiple targets 
  (anyone within waterhole); Swim may be used to avoid 
  the grapple. 
   
  APL 10 (EL 11) 
  � Ice Shards: CR 9; natural; touch trigger (breaking the 
  ice wall); no reset; +18 ranged (1d8+2, shard); multiple 
  targets (fires 2d6 shards at each target within 20 ft. of the 
  ice wall); Search (DC 22); Disable Device (DC 28). 
   
  � Waterhole: CR 9; natural; constant; +22 Grapple (2d6, 
  bashing) plus drowning (p. 304, DMG); multiple targets 
  (anyone within waterhole); Swim may be used to avoid 
  the grapple. 
   
  APL 12 (EL 13) 
  � Ice Shards: CR 11; natural; touch trigger (breaking 
  the ice wall); no reset; +20 ranged (1d10+2, shard); 
  multiple targets (fires 2d8 shards at each target within 20 
  ft. of the ice wall); Search (DC 24); Disable Device (DC 
  30). 
   
  � Waterhole: CR 11; natural; constant; +26 Grapple 
  (2d8, bashing) plus drowning (p. 304, DMG); multiple 
  targets (anyone within waterhole); Swim may be used to 
  avoid the grapple. 
   
  Inside The Cave 
   
  Once the PCs get inside the cave they will find the 
  huddled form of the Kettite prospector Tamoud, who has 
  frozen to death (Heal DC 15 to determine this). He is 
  covered in ice and is staring sightlessly with a look of 
  wonder on his face. Clutched in his arms is a pot, a real 
  kóndkan, one with very faded designs upon it. However, 
  it is open, its lid nowhere to be found. This renders it 
  mostly valueless, though some may pay money for it. 
   
  The PCs are unlikely to determine what happened to 
  Tamoud (no divination or speak with dead works, 
  remember) but here is a quick summary of what 
  I Dream of Janni 
   
  Page 10 
  
  happened so the DM is aware. Tamoud and his fellows 
  made their way up the river until it forked. They followed 
  the south fork until they came to a cliff face, which they 
  climbed. This took them to what appeared to be an old 
  tomb, in which there were many genuine pots neatly 
  stacked in rows. Fretz, one of the Môrgenrood boys, 
  found some kind of arcane device and used it to ‘unlock’ 
  some of the pots. This released a number of spirits that 
  tried to communicate with or possess the prospectors. 
  Tamoud grabbed a pot and ran, the spirit from within 
  slowly driving him mad. He somehow made it to the 
  waterfall and in his insane state decided to hide from the 
  world. He then froze to death whilst he sat rocking and 
  mumbling in mad wonder. 
   
  Treasure 
   
  At the bottom of the waterhole there are the following 
  items, mixed in amongst broken pottery and mostly 
  worthless pieces of rusted metal and shattered glass. 
   
  The pot in Tamoud’s hands is included in the loot 
  value, since it isn’t worth so much any more. 
   
  APL 2: coin – 100gp, magic – quiver of Ehlonna (150gp) 
  APL 4: coin – 100gp, magic – chime of opening (250gp) 
  APL 6: coin – 100gp, magic – chime of opening (250gp) 
  APL 8: coin – 100gp, magic – immovable rod (417gp) 
  APL 10: coin – 100gp, magic – rod of metamagic, silent 
  (916gp) 
  APL 12: coin – 150gp, magic – lesser rod of metamagic, 
  maximise (1,167gp) 
   
  Encounter Three 
  The River Forks 
  Little s more constant now than the wind, snow and 
  ice. It’s downright freezing outside and there’s no 
  warm fire-lit rooms nearby that you can see. With 
  careful steps you continue to follow the path of the 
  angry Tórnstróm higher into the mountains. 
  i  
   
  After perhaps another hour or two of rigorous 
  movement you come to a point where the river forks. 
  Split in two by a great wedge of rock and ice, two 
  sources of the river run from the north and south. 
  Only a few hundred yards from the fork, an old stone 
  bridge crosses the southern arm of the river, taking 
  the path within the crotch of the Y. But neither flow 
  appears to be the major tributary, so which to choose? 
   
  The stone bridge may cross the south fork, but it is so 
  close to the Y of the fork that it might as well be down 
  the middle, and the path soon turns north after it crosses 
  the river. The bridge is old and its cracks are filled with 
  ice. Glistening icicles drip from underneath its arch, 
  pointing to a drop of some 50 feet into the white water of 
  the river. Ice has formed on the path across the bridge, 
  and small piles of snow lie in its lee. 
   
  The bridge looks just like something that’s waiting 
  to fall to pieces. However, a dwarf or someone with 
  Profession (Stonemason) taking the time to examine it 
  will find that it is much more sturdy than it looks and is 
  in no danger of collapse. 
   
  However, the DM should play up on the possible 
  danger and try to instil a sense of paranoia and fear into 
  the players. 
   
  The Talking Rock 
   
  Lying just beyond the bridge is an old stone carving, 
  perhaps some sort of ancient shrine or wayside marker. It 
  lies where the path turns to follow the north arm of the 
  river. It is about four feet tall and covered with worn 
  swirling designs, and its shape vaguely suggests a 
  squatting humanoid figure. 
   
  This rock is currently possessed by a spirit freed 
  from a kóndkan. This is an old spirit, not overly powerful, 
  but one from ages past. It speaks three languages, which 
  are Ur-Flan, elven and dwarven. Its use of language is 
  very archaic. (DM hint: use a lot of thees and thous as a 
  hook for that.) 
   
  The spirit has lost its real sense of personal identity. 
  It has few memories of who or what it once may have 
  been; it just is what it is now. It is, however, now wanting 
  to communicate with someone and find out more about 
  itself. 
   
  When a PC comes within 10 feet of the stone (and if 
  they cross the bridge they have to) it comes to ‘life’. Two 
  spiral patterns in appropriate ‘eye’ locations start to swirl 
  slowly and it speaks in a slow grating voice. 
   
  The rock greets the group, initially in Ur-Flan, so 
  they may not know what it is saying. At first it wants to 
  know who they are and what they are doing. It is curious, 
  and there is no malice in it. But it thinks in a cryptic 
  manner, and so if they do start to use elvish or dwarven to 
  speak with it, the conversation will still be stilted and 
  confusing. 
   
  What The Rock Knows 
   
  The PCs might take the opportunity to question the rock 
  and gain information from it. Listed below are a few 
  questions and answers that might be asked. The DM may 
  have to make up answers to unexpected questions, but 
  remember that it never gives direct answers. 
   
  I Dream of Janni 
   
  Page 11 
  
  � Who are you? I am I, not as I was but as I am. I 
  am not thee, and I am not I. Yet I am I, as thee is 
  thee… 
   
  � What are you? I am, and I am not. 
   
  � Are you a ghost? For thee I could be; for 
  another, perhaps not. 
   
  � How long have you been here? I am here 
  now. I have been here never and always. 
   
  � Are you trapped in that rock? I am where I 
  am. Here and now. Where I will be in time I 
  will be. 
   
  � Did you come from a pot? I came from 
  nothing. Before there was nothing there was I. 
  Then I was kept as nothing. 
   
  � Have you seen anyone pass by? Souls come 
  and souls go. But stay, they do not. 
   
  � What souls do you mean? The freed ones; old 
  and young, like thee and I, but not like either. 
   
  � Did you see an ogre in the last few days? One 
  big of heart and great of soul passed as I became 
  I. 
   
  � Where did he go? Back and forth, here and 
  there. Heavy of foot but gentle of nature. 
   
  Tracking Little Janni 
   
  The PCs may attempt to track Little Janni. This is an 
  almost impossible prospect, given the conditions, but an 
  attempt is allowed. The DC is 50, regardless of APL. 
   
  Should someone amazingly manage to succeed in 
  this, they can see the footprints of a large humanoid 
  going north along the track and also south beside the 
  other river path. 
   
  For the DM’s knowledge, Little Janni came and 
  crossed the bridge. He followed the trail north until he 
  saw the rope bridge over the chasm in Encounter Four. 
  Thinking it too weak to hold him, he back-tracked and 
  went south. But this should not be known to the PCs 
  barring some useful divination magic. 
   
  Where To Now? 
   
  With a good tracking result the PCs may well head south. 
  It doesn’t matter. Each path leads to the destination, 
  though they may not realise it at first. 
   
  If they follow the north route, go to Encounter Four. 
   
  If they follow the south route, go to Encounter Six. 
   
  Encounter Four 
  The North Fork 
   
  Leaving the bridge and its strange guardian behind, 
  you follow the icy trail as it makes its way back to the 
  northern fork of the river. Despite there being a path 
  the way is still strenuous and takes some effort. 
   
  After a time you come to yet another fork. This 
  time the path leads either across another stone bridge 
  and back across the river, away from where you were 
  directed. The other path, less defined than the main 
  trail, leads west and up into the mountains. 
   
  This lesser trail winds it way back and forth and 
  steadily up. The walking takes more effort than ever. 
  Within an hour you come to a great chasm, a split in 
  the ground that has torn deep and wide. Across this 
  gap is a rather rickety looking rope bridge, with 
  missing slats and ice gripping the ropes. Beyond l es 
  the bulk of a large peak and on its flank you can make 
  out the edge of a fresh scar where rock falls have 
  wounded the mountain. You seem to be heading in 
  the right direction, but is it safe to cross? 
   
  i
   
  Like the stone bridge earlier, this bridge is in much better 
  condition than it actually appears. In a strange way the 
  ice is holding it together. A Use Rope (DC 15) test can 
  determine that the bridge should hold quite well. 
   
  The real danger lies in the chasm edge on the other 
  side, where the stone is cracked and crumbling. This is 
  ready to go, and after 1d6 Small or Medium creatures 
  have stepped there it will give way. (A Tiny creature 
  counts for nothing, and a Large counts as 2.) 
   
  Each PC who steps into the square at the end of the 
  bridge may make a Spot (DC 16) test to notice a slight 
  unsteadiness. This is enough of a hint to allow the Search 
  listed in the trap description. Note that dwarves are 
  automatically allowed the Search check before they even 
  step off the bridge. 
   
  DM’s Note: Profession (Stonemason) or the like 
  may be used in place of Disable Device to disarm the trap. 
  If this is attempted from the bridge, though, apply a +5 
  DC modifier. 
   
  Trap: 
   
  I Dream of Janni 
   
  Page 12 
  
  APL 2 (EL 2) 
  � Collapsing Edge: CR 2; natural; touch trigger; no 
  reset; 30 ft. deep (3d6, fall); multiple targets (anyone in 
  the 5 ft. square where the bridge joins and the two 
  squares either side); Search (DC 18); Disable Device (DC 
  20). 
   
  APL 4 (EL 3) 
  � Collapsing Edge: CR 3; natural; touch trigger; no 
  reset; 50 ft. deep (5d6, fall); multiple targets (anyone in 
  the 5 ft. square where the bridge joins and the two 
  squares either side); Search (DC 20); Disable Device (DC 
  22). 
   
  APL 6 (EL 4) 
  � Collapsing Edge: CR 4; natural; touch trigger; no 
  reset; 70 ft. deep (7d6, fall); multiple targets (anyone in 
  the 5 ft. square where the bridge joins and the two 
  squares either side); Search (DC 22); Disable Device (DC 
  24). 
   
  APL 8 (EL 5) 
  � Collapsing Edge: CR 5; natural; touch trigger; no 
  reset; 90 ft. deep (9d6, fall); multiple targets (anyone in 
  the 5 ft. square where the bridge joins and the two 
  squares either side); Search (DC 24); Disable Device (DC 
  26). 
   
  APL 10 (EL 6) 
  � Collapsing Edge: CR 6; natural; touch trigger; no 
  reset; 110 ft. deep (11d6, fall); multiple targets (anyone in 
  the 5 ft. square where the bridge joins and the two 
  squares either side); Search (DC 26); Disable Device (DC 
  28). 
   
  APL 12 (EL 7) 
  � Collapsing Edge: CR 7; natural; touch trigger; no 
  reset; 130 ft. deep (13d6, fall); multiple targets (anyone in 
  the 5 ft. square where the bridge joins and the two 
  squares either side); Search (DC 28); Disable Device (DC 
  30). 
   
  Things To Be Seen 
   
  Once the chasm has been crossed the PCs can follow the 
  trail and soon find themselves on a ridge line affording 
  spectacular views. 
   
  When the PCs look to the north read this: 
   
  For a brief moment the snow fal  seems to pause and 
  the sky clears a little. To the north you can see the 
  rise and fall of the Yatils and many clouded peaks 
  away in the distance. Far beyond, at the horizon, 
  there is a darkened pall, as if the clouds themselves 
  were bleeding. Surely this cannot be a natural thing. 
  It bodes ill, for you have heard tales o  the return of 
  Iggwilv. Who knows what knavery is afoot there. 
  l
  f
   
  l
  i
  l
   
   
  If they look south, and have yet to do Encounter Six, 
  then read this: 
   
  To the south, not so far away, you can make out the 
  path of the southern fork of the river. There you spy 
  another waterfal , higher and more narrow than that 
  you passed earlier. A glint catches your eyes and as 
  you peer at the base you can make out what looks to 
  be a crumpled form of a fallen body. You can’t be 
  certain, but from this distance it might be a human, 
  or perhaps an elf. Certainly it isn’t an ogre. 
   
  Unless they backtrack a lot, the characters can do 
  nothing about the person at the waterfall for now. If they 
  ask, mention that it appears they can climb up to their 
  destination and then down again the other side. 
   
  A smart group might be able to scry or send 
  something to investigate. They will learn there is a corpse 
  there, that of perhaps a miner or some other common 
  sort. If they get a description it will vaguely detail a man 
  who might meet what the PCs have been told is one of 
  the two brothers. 
   
  They should proceed from here to Encounter Five. 
   
  Encounter Five 
  The Possessed Prospector 
   
  You can’t be so very far from your destination now. 
  The recent rock fall has left what would normally be a 
  sheer cliff face scarred and rough, with plenty of foot 
  and hand holds. Fl ght might wel  have been an 
  option except that the wind here would no doubt 
  dash you against the cliff if you tried. It might be best 
  instead to rely on hands and feet and accept some 
  hard work. 
  It is still slow going, for visibility is poor with the 
  snow and wind. It’s hard to hear what else is moving 
  about as well. So it’s hard to tell if that screaming 
  coming from around the corner of the ledge you are 
  on is just the wind, or something else… 
   
  A Listen check (DC 15+APL) can determine that the 
  screaming is coming from a person, a woman in fact. 
  I Dream of Janni 
   
  Page 13 
  
  When the PCs turn the corner they will be at the start of 
  a 5 ft. wide ledge, some 60 ft. long. At its far end it is 15 ft. 
  higher than where the PCs are. (So each 20 ft. sees a 5 ft. 
  rise in elevation.) 
   
  In the middle of the ledge is a woman, one who 
  matches the description of Vânda Hüssen if Murkir 
  talked to them. She is windswept and cold, and trembling 
  from more than just the cold. Any PC who sees her can 
  tell, with a Sense Motive (DC 15) test, that her mind is 
  broken and she is on the verge of jumping from the 
  ledge. 
   
  APL 2 (EL 1) 
  � Vânda Hüssen: hp 12; see Appendix One. 
   
  APL 4−6 (EL 2) 
  � Vânda Hüssen: hp 18; see Appendix One. 
   
  APL 8−10 (EL 3) 
  � Vânda Hüssen: hp 24; see Appendix One. 
   
  APL 12 (EL 4) 
  � Vânda Hüssen: hp 30; see Appendix One. 
   
  The poor woman is currently fighting off possession by 
  an escaped kóndkan soul. This soul is very old indeed, an 
  speaks only an ancient dialect of Ur-Flan. Wondering 
  where it is and what is going on, it has latched onto 
  Vânda and is bombarding her with questions. An 
  insistent soul, it has little patience for her prevarication 
  and has not realised the terror and confusion it has 
  caused her. 
   
  Once she spies the PCs, Vânda will attack them – not 
  because she sees them as her enemies but because in her 
  deranged state she views them as a manifestation of what 
  is ailing her. As mad as she is, she thinks if she can drag a 
  PC off the cliff then it will be an end to her misery. She is 
  so determined on this that she doesn’t care for her own 
  well-being. 
   
  Should anyone fall off the cliff allow them a Reflex 
  save (DC 12+APL) to avoid falling. If that doesn’t work, 
  assume that Vânda is killed by any fall and PCs must 
  suffer a fall of APL x 10 ft. resulting in 1d6 per APL 
  falling damage. 
   
  DM’s Note: The conditions vary due to the APL, 
  resulting in the range of the DC above. At APL 2 it is just 
  a rock surface. At APL 4 it is a cracked and uneven rock 
  surface. At APL 6 there are also a few ice encrusted 
  patches. At APL 8 there are sharp icicles jutting out that 
  make movement tricky. At APL 10 the ledge is 
  completely ice encrusted. Finally, at APL 12 the wind is 
  gusting unevenly. 
   
  The Soul 
   
  This particular soul is what remains of a long, long dead 
  Ur-Flan warrior, called Shatek Gaiss. Upon his death his 
  soul was ensnared and held in a pot so that he could be 
  returned to serve again at some stage. Many thousands of 
  years have passed since that happened and the world as it 
  is now is unrecognisable to him. Shatek is trying to locate 
  his master, Krâv the Magus, since he assumes that is why 
  he has returned. 
   
  Shatek has no real malice in him. He merely wants 
  to know what has happened. To that end, upon the 
  appearance of the PCs he will endeavour to communicate 
  with them rather than Vânda. However, unless the PCs 
  speak Ur-Flan or have access to comprehend languages or 
  tongues then communicating is going to be a tad 
  difficult. 
   
  All APLs 
  Shatek Gaiss, Saved Soul: hp 32; see Appendix One. 
   
  If the PCs are able to establish some form of 
  communication with Shatek than it is possible that they 
  can recruit him to assist them. This can be done with a 
  successful opposed Diplomacy or Bluff test (vs. Shatek’s 
  Sense Motive check). Shatek is happiest following, and 
  taking orders, and that is the best avenue for the PCs to 
  take. 
   
  In addition the PCs may wish to ask Shatek some 
  questions. Possible questions and their answers are listed 
  below: 
   
  � Who are you? I am Shatek Gaiss of the Wind 
  Wheel, warrior-servant of Krâv the Magus. 
   
  � Who is Krâv? He is the mighty one; the mage 
  priest. All tremble before his greatness and his 
  majesty. His wisdom is unsurpassed… (And so 
  on…) 
   
  � What is the Wind Wheel? It is my birthright, 
  the honour of my family. No more can I say, for 
  such mysteries are exclusive. 
   
  � Why are you here? Upon my passing my soul 
  was to be kept so that I might serve the Magus 
  once more. Now that time has come and I have 
  been released, but no vessel for my soul has 
  been provided. This I do not understand. 
   
  � What sort of vessel do you require? I am not 
  so certain, though I know it requires a secret 
  I Dream of Janni 
   
  Page 14 
  
  ritual. Perhaps a body of a warrior or some 
  prepared construct. The Magus would know. 
   
  � Where is the Magus? I do not know. I must 
  find him. 
   
  � Why are you attacking the woman? I attack 
  her not. I seek answers, but she will not give 
  them. It seems she is witless, for she speaks not 
  a sensible tongue. 
   
  � When did you live? I was born in the 
  thirteenth year of the Twelfth Cycle of Ice, and 
  died, I think, in the second year of the Eighth 
  Cycle of Earth. (A successful Knowledge 
  (History) check (DC 25) will reveal this to be 
  approximately three and a half thousand years 
  beforehand.) 
   
  � How did you die? Gloriously; in the service of 
  my lord; fighting his foes as they attacked our 
  domain. Their greatest captain was my 
  opponent, a warrior of great honour, and I died 
  by his blade. 
   
  Questioning Vânda 
   
  It will be some time before she is able to talk in a 
  coherent fashion. Even if her physical and mental health 
  is somehow restored, the shock of the experience will 
  leave her withdrawn and quiet. She knows nothing of 
  Little Janni. If pressed, she knows the same information 
  provided in the background for Tamoud in Encounter 
  Two. 
   
  Vânda is really in no state to be dragged around by 
  the group. If they are on the way down then they should 
  take her. Otherwise it’s probably best to leave her with 
  some warmth and food, and pick her up later. 
   
  Encounter Six 
  The South Fork 
   
  The southern tributary of the Tórnstróm runs steep 
  and fast through a deeply worn valley. Over years the 
  water has cut into the hard rock and formed a chasm 
  in which the river roars and grumbles as it runs away 
  from the direction you are travelling. The going is 
  slow now, and occasionally treacherous, as what path 
  there is comes close to the edge where icy patches are 
  thick and sl ppery. 
  i
   
   
  After an hour or two of hard marching you spy a 
  towering waterfall, higher than the one you passed 
  before, where the chasm starts at a tight canyon. The 
  rock face is splintered and broken, so that there 
  seems to be natural steps and handholds. Despite the 
  height the climb may not be so hard. Yet the ice, 
  snow and wind certainly promise to make things 
  more difficult. 
  Proof of how dangerous things can be is revealed 
  when you crest an old frozen pile of rubble at the base 
  of the waterfall. There, lying in a shattered heap, is 
  the body of a roughly dressed man. Ice and snow have 
  formed on his body but he can’t have been here more 
  than a week or so. Is this one of the missing 
  prospectors? 
   
  The Body 
   
  No doubt the first thing the PCs are likely to do is 
  examine the body. It is that of a man in his mid-twenties. 
  His injuries (Heal check DC 15 to check) are consistent 
  with a long fall but do not indicate he bounced or scraped 
  on the way down. Given the nature of the cliff it means 
  he was thrown off or took a running jump (Knowledge 
  (Nature) DC 12 to know this). A Search (DC 15) of the 
  area reveals a large number of pot shards around, as if a 
  pot had been dropped from a great height. Some of them 
  are underneath him, or stuck in him. 
   
  The body matches the loose description they were 
  given of the Môrgenrood brothers, but which one is hard 
  to tell. Though the PCs may not be able to know it, this is 
  the body of Fretz. 
   
  Should the PCs have some magical means of finding 
  it out, Fretz – who was a rogue/sorcerer – found a magic 
  ‘key’ within the shrine above and used it to open a few 
  pots before his brother Schtecker took the ‘key’ from 
  him. This unleashed a number of souls that tried to 
  possess he and the others in his group. Driven insane by 
  the whispering of the souls trying to ensnare him, Fretz 
  grabbed a pot and ran, eventually meeting a nasty end as 
  he ran over the cliff and to his death. The pot he had was 
  shattered and the soul within released. 
   
  The Woodpecker 
   
  A Spot (DC 15) test will reveal a small bird nearby, a 
  woodpecker, watching the group with interest. It sits 
  atop a shard of rock, at the base of the waterfall, that rises 
  some 30 ft. into the air. Initially the woodpecker merely 
  sits and watches, perhaps in a manner more curious than 
  most of its species (Knowledge (Nature) or Survival DC 
  15 to tell this). If anyone makes an off the cuff quip (such 
  as “Hello bird, what are you looking at?”) it will 
  immediately engage in conversation. Otherwise it will 
  I Dream of Janni 
   
  Page 15 
  
  start to get very chatty when the PCs have spent a bit 
  more time looking around. 
   
  The woodpecker is possessed by a freed soul, the one 
  that was in Fretz’s pot. The soul is that of an awakened 
  familiar, a raven to be exact. It is a curious thing, but not 
  entirely stable since it wasn’t properly released. There 
  isn’t too much the soul can accurately tell the PCs if they 
  start talking with it, but that doesn’t mean it can’t make 
  up answers that it thinks will make them keep talking to 
  it… 
   
  The Ascent 
   
  Getting up the cliff isn’t all that easy, but it could be a lot 
  worse. If any falls do occur the unlucky PCs will only fall 
  so far, since the fractured face of the cliff forms small 
  tiers. 
   
  However, at the top of one of the tiers the cliff edge 
  and sides are covered with thick compressed snow and 
  ice that is ready to give way. Where this natural trap is 
  positioned is dependent on the APL. As the APL 
  increases the compacted snow and ice is more dense and 
  harder to see, and the section of the cliff it sits above is 
  taller. 
   
  If the ice collapses it tumbles down on those below 
  as well, taking loose rocks with it. However, those who 
  may be affected have some warning, and so gain a +2 
  circumstance bonus to their saves. 
   
  DM’s Note: The PC whose climbing attempt set off 
  the trap may substitute Climb for their Reflex save if they 
  so wish. 
   
  The base DC for a Climb test is 13+APL, as increased 
  APL results in icier and windier conditions. 
   
  Of course, to complicate matters the woodpecker 
  will flit from PC to PC, asking inane questions (“Who are 
  you?”, “What are you doing?”, “What’s that thing you’re 
  holding onto?” etc.) and generally being annoying in it 
  own garrulous way. This results in a special –2 
  circumstance penalty for each of the PCs. 
   
  A Diplomacy, Bluff or Intimidation check (DC 
  8+APL) can be used to make the woodpecker leave each 
  climber alone. 
   
  APL 2 & 4 (EL 1) 
  � Collapsing Edge: CR 1; natural; touch trigger; no 
  reset; 20 ft. deep (2d6, fall); multiple targets (anyone in 
  the 5 ft. square below the cliff edge and all squares within 
  a 10 ft. radius of that); Reflex save (DC 14 for half, DC 18 
  for none); Search or Survival (DC 18); Disable Device 
  (DC 20). 
   
  APL 6 & 8 (EL 2) 
  � Collapsing Edge: CR 2; natural; touch trigger; no 
  reset; 40 ft. deep (4d6, fall); multiple targets (anyone in 
  the 5 ft. square below the cliff edge and all squares within 
  a 10 ft. radius of that); Reflex save (DC 18 for half, DC 22 
  for none); Search or Survival (DC 22); Disable Device 
  (DC 24). 
   
  APL 10 & 12 (EL 3) 
  � Collapsing Edge: CR 3; natural; touch trigger; no 
  reset; 60 ft. deep (6d6, fall); multiple targets (anyone in 
  the 5 ft. square below the cliff edge and all squares within 
  a 10 ft. radius of that); Reflex save (DC 22 for half, DC 26 
  for none); Search or Survival (DC 22); Disable Device 
  (DC 26). 
   
  Flying PCs 
   
  Some PCs may use flight or levitation spells as a means to 
  avoid this encounter. That is a valid option. However, it is 
  still windy – the wind speed increasing with the APL – 
  and there is a chance they could be blown astray. 
   
  Each round that a flying or levitating PC is within 5 
  ft. of the cliff, or when they are landing, they should 
  make a Reflex save (DC 12+APL). Failure means they are 
  blown into the cliff face or the ground and take APL÷2d6 
  damage. 
   
  Encounter Seven 
  The Lost Shrine 
   
  With chilled bodies you make your way up to the 
  visible entrance of the shrine. In the dimmer light 
  you can make out that a golden glow seems to 
  emanating from the open entrance. Whatever noises 
  might be made within are drowned out by the 
  shrieking of the wind that continues to drag at your 
  clothes and hair. The icy conditions are leaving you 
  numb and shaking. 
   
  Finally you come to the ledge that has formed 
  where the stone has broken away. The view from 
  above s astounding. You can look over the peaks of 
  the southern Yatils as they poke through a low ayer 
  of cloud. Through the gaps in those clouds you can 
  see the distant hills and plains of Krestible Canton. 
  Even to make it to this point to see the view is an 
  achievement. 
  i
  l
   
  If the characters have not yet done Encounter Five then 
  read the following: 
   
  I Dream of Janni 
   
  Page 16 
  
  To your left, on the north-eastern flank of the 
  mountain, you can see a ledge some several hundred 
  feet below you. Standing on it is a figure that appears 
  to be feminine. It may be your imagination, but you 
  think you can hear a woman’s scream echoing from 
  below. 
   
  If the characters have not yet done Encounter Six then 
  read the following: 
   
  To your right, on the southern flank of the mountain, 
  you can see a steep waterfall where the south fork of 
  the river tumbles into the valley below. Those 
  amongst you with the keenest eyes think that there 
  may be a crumpled body lying at the base of that drop. 
   
  The Shrine 
   
  No doubt the PCs will be expecting this place to be 
  ancient, but it is not the case. This small complex is only a 
  century old – originally created as a repository for 
  religious records for folk sworn to Pelor, its role changed 
  when the depredations of the Witch Queen saw a threat 
  presented to a collection of important kónkannen. In 
  order to ensure the souls within could not be claimed by 
  Iggwilv, the pots were secretly moved to this equally 
  secret location, and it was sealed. 
   
  On the floors of the shrine are marvellous mosaics 
  depicting sun motifs and scenes bathed in golden light. 
  They are quite beautiful, made from marble tesserae, and 
  exquisitely constructed. Time has barely touched them; 
  only a coating of dust mars their perfection. 
   
  A Knowledge (Religion) test (DC 10) will reveal the 
  shrine’s link to Pelor. 
   
  A Knowledge (History) test (DC 15) will reveal the 
  style of the place is relatively new, and can date it at 100 
  to 200 years old. 
   
  A Profession (Stonemason) test (DC 15) can note 
  that the construction has used some dwarven techniques, 
  but is primarily of human style. 
   
  The ceilings in rooms are vaulted and 40 ft. high. 
  The main corridor is arched and 30 ft. high. The side 
  corridors are arched and 15 ft. high. The hall is 60 ft. high 
  and vaulted. 
   
  The whole shrine is bathed in golden light from 
  many continual light spells. 
   
  Note: The DM should refer to Appendix Four for a 
  map of the shrine. The shaded areas within the complex 
  are where pots are stacked. 
   
  1. Entryway 
   
  Perhaps half of what was once an entryway remains. 
  The rest has gone, fal en below when the cliff gave 
  way. From the fine carvings on the walls, there is 
  little doubt that the doorway was impressive when it 
  existed. The carvings that do remain depict humans, 
  probably 
  of 
  Flan 
  blood, 
  in 
  stern 
  poses 
  of 
  watchfulness. Such s the qual ty of the workmanship 
  that it seems as if living people had been turned to 
  stone to remain here as guards. Cunningly placed 
  con inual light spells provide a warm glow, and 
  provide a strangely welcoming aura to the shrine. 
  l
  i
  i
  t
   i  
   
  Ice and snow now cover the floor of this chamber, 
  making footing treacherous. There are four packs here, 
  stacked in the left corner. These packs contain relatively 
  fresh provisions (only a week or two old) and the usual 
  adventuring gear. Quite obviously they belong to the 
  four prospectors. 
   
  Anyone looking for tracks can make out Large 
  footprints heading into the mountain down the main 
  corridor. 
   
  Those who succeed in a Listen check (DC 15) can 
  hear a low, deep groaning coming from deeper inside the 
  complex. 
   
  When the PCs look down the corridor read the 
  following: 
   
  Looking down the corridor you can see that it s full 
  of large pots, of varying sizes and quality. They are 
  neatly stacked, two or three deep on each side of the 
  corridor. Those that can be have been carefully placed 
  on top of those below. There must hundreds, perhaps 
  even thousands of pots here… 
   
  2. Foyer 
   
  Like the corridors, this octagonal room is arrayed 
  with pots along its walls. From each side passages lead 
  away to side rooms. The main corridor continues on 
  and the deep groaning now can be clearly heard, 
  echoing from beyond. 
   
  From the carvings on the walls, characters succeeding in 
  Knowledge (Religion) tests (DC 20) can determine that 
  this chamber was probably originally meant as a 
  cleansing and meditation room. Prior to entering further, 
  visitors would prepare themselves spiritually in this 
  chamber. 
   
  Now it holds pots; lots of them. Some of them have 
  been opened, and recently, it seems. One or two even 
  appear to be missing, judging from spots where dust is 
  cleared away. 
  I Dream of Janni 
   
  Page 17 
  
   
  Propped against the pots in the far right quarter is a 
  Large sized backpack, containing the usual adventuring 
  gear, albeit for an ogre-sized person. 
   
  3 and 4. Side Chambers 
   
  Once this room may have been a private chamber, 
  somewhere to house the attendants of the shrine. 
  Now, like all other places, it contains pots and dust. 
   
  Huddled in the closest left corner of room 3 (marked on 
  the map as a circle) and hidden from immediate view is 
  Schtecker, one of the Môrgenrood brothers. In order to 
  fight off the mental assault of souls, he has entered a deep 
  trance. A Heal (DC 15) test will reveal this. It will take a 
  while for him to come back to his senses if he is 
  disturbed, and he will be light-headed and hungry, but 
  his main motive will be to determine where his brother 
  Fretz is to be found. 
   
  Schtecker has a strange rod clutched in his hands 
  (see below). It is easy enough to take this from him 
  without necessarily disturbing him. He has the rod 
  because he took it from his brother, Fretz, who had used 
  it to free a number of souls. Unfortunately he was too late 
  and all hell broke loose. Making his way to the side 
  chamber, he entered a meditative trance to protect 
  himself. 
   
  The Rod: This appears to be about a foot long and three 
  inches thick, and made of polished bronze engraved with 
  old Ur-Flan sigils. At one end (the butt) is a cap of some 
  milky precious stone (moonstone) in which clouds seem 
  to swirl. At the other end (the point) is an heptagonal 
  emerald that comes to a sharp point. 
   
  Should anyone try to use the rod, it is considered to 
  be drained at this stage. It can not be used. 
   
  5. The Hall 
   
  This grand hall is lit in bright golden light, and is 
  large and airy. Around its fringes are countless pots, 
  neatly stacked and piled. The ceiling sweeps up to a 
  vaulted line some sixty feet h gh. This is a grand 
  chamber indeed. 
  i
   
   
  i
  i
  Most compelling, though, is the image of a young 
  ogre, still clad in armour, on h s knees as if in prayer. 
  His helmet lies discarded before him and he groans as 
  he presses knuckled fists to his forehead. “No!” he 
  groans in a strangled voice, as his whole body tenses. 
  “Get out!” 
   
  It seems that in his torment, whatever that may 
  be, Little Jann  is oblivious to your presence. 
   
  Janni is currently fighting off the mental assault of one or 
  more freed souls. He has been doing so for a few days, so 
  he’s not in the best mental state. At higher APLs he’s 
  ready to fly off the handle. Janni’s position on the map is 
  marked by the large circle. 
   
  When the PCs enter Janni will either remain 
  oblivious to them (APL 2-4) or madly view them as 
  manifestations of his trouble and attack (APL 6-12). Janni 
  may well start throwing pots around, which may be 
  treated as boulders. His tactics are quite blunt, for he isn’t 
  in a proper state of mind. A Sense Motive (DC 12) test 
  will reveal this, and should be enough of a hint for PCs to 
  avoid killing him. 
   
  The interest of the soul(s) is in finding a body to 
  possess in order to be somewhat restored. The mental 
  faculties of the soul(s) have been affected adversely, and 
  the 
  interest 
  in 
  possessing 
  someone 
  is 
  almost 
  monomaniacal. This is why the soul(s) are still here and 
  not searching elsewhere. 
   
  At lower APLs the soul will try to leave once it has 
  successfully possessed someone, using all of its abilities 
  to defend itself. 
   
  At higher APLs each soul wants to possess a body 
  and then make sure the other soul cannot also do so. 
  Thus the souls will direct attacks at the PCs first, and 
  then the other soul after that. They make good use of 
  their supernatural abilities, and will boost any ‘allies’ they 
  suborn. 
   
  If Shatek is present he will help by attacking, and 
  will try to grapple souls that have possessed PCs, 
  dragging them away. 
   
  APL 2 (EL 3) 
  � Minor Soul: hp 7; see Appendix One. 
   
  APL 4 (EL 5) 
  � Lesser Soul: hp 21; see Appendix One. 
   
  APL 6 (EL 7) 
  � Lesser Soul: hp 21; see Appendix One. 
  � Little Janni: hp 73; see Appendix One. 
   
  APL 8 (EL 9) 
  � Major Soul: hp 42; see Appendix One. 
  � Little Janni: hp 73; see Appendix One. 
   
  APL 10 (EL 11) 
  � Major Souls (2): hp 42, 42; see Appendix One. 
  � Little Janni: hp 73; see Appendix One. 
   
  APL 12 (EL 13) 
  � Greater Souls (2): hp 56, 56; see Appendix One. 
  I Dream of Janni 
   
  Page 18 
  
  � Little Janni: hp 73; see Appendix One. 
   
  Treasure 
   
  The characters can claim the key rod, and a number of 
  pots of varying values. 
   
  APL 2: coin – 100gp, magic – kóndkannen key rod 
  (150gp) 
  APL 4: coin – 200gp, magic – kóndkannen key rod 
  (150gp) 
  APL 6: coin – 300gp, magic – kóndkannen key rod 
  (150gp) 
  APL 8: coin – 500gp, magic – kóndkannen key rod 
  (150gp) 
  APL 10: coin – 750gp, magic – kóndkannen key rod 
  (150gp) 
  APL 12: coin – 1,000gp, magic – kóndkannen key rod 
  (150gp) 
   
  Where Now? 
   
  Assuming the characters have managed to secure Little 
  Janni he will come to his senses with a bit of help from 
  the PCs. If he attacked them he will be most apologetic, 
  and determined to make amends. He will also want to 
  account for all of the prospectors. If Fretz has not been 
  found then Schtecker will want to account for him as 
  well. Vânda, if with the group, just wants to get away 
  from there. 
   
  At that stage the PCs should have definitely found 
  Tamoud and Schtecker. Vânda is to be found in 
  Encounter Five, and Fretz in Encounter Six. One of 
  these, if not both, should have been found. 
   
  From the vantage point of the shrine it is possible to 
  either notice Vânda on the ledge at Encounter Five, or to 
  see a broken form at the base of the cliff for Encounter 
  Six. This ensures that the PCs get to do all of the 
  encounters in whichever order takes their fancy. 
   
  Proceed from here to either of the two encounters if 
  they’ve yet to be done, or to the Conclusion if they have 
  been done. 
   
  Conclusion 
  Once the PCs have dealt with things at the shrine and 
  saved as many prospectors as they care to, there is little to 
  keep them in the mountains. They can gather whatever 
  they 
  will 
  and 
  make 
  their 
  way 
  back 
  to 
  the 
  Brockenberghuis and on to Rikkendál. 
   
  If Little Janni was killed they have to decide if they 
  will take his body back or not. Carrying the corpse of an 
  ogre in the conditions they find themselves in could 
  prove problematic. 
   
  If Janni survived then read the following: 
   
  The weather does not let up as you make your way 
  back down out of the mountains. Little Janni is a 
  hardy soul, and his presence makes the going a little 
  easier. His good nature is obvious and is somewhat 
  infectious too  The surviving prospectors are shocked 
  by their experiences, but pull their own weight and 
  are barely a burden. 
  .
   
   
  i
  f
   
   
   
  l
   
  You arrive back at the Brockenberghuis chilled 
  and travel-worn, but are soon fed and made 
  comfortable. Murkir thanks you all for what you have 
  done and stands you a few good drinks in gratitude. 
  You have made good names for yourselves in this 
  traveller’s inn, certainly. 
  Bidding Murkir and the prospectors goodbye you 
  make your way with Janni back to Rikkendál, where 
  you are welcomed with much joy and great cheer. The 
  wedding is arranged to take place the next day. 
  If Janni died and the characters took his body then read 
  the following: 
   
  The weather does not let up as you make your way 
  back down out of the mountains. Its bleakness seems 
  somehow appropriate, as if the weather tsel  is 
  sorrowed 
  by 
  Janni’s 
  passing. 
  The 
  surviving 
  prospectors are shocked by their experiences, but pull
  their own weight and are barely a burden. 
   
  You arrive back at the Brockenberghuis chilled 
  and travel-worn, but are soon fed and made 
  comfortable. Murkir thanks you all for what you have 
  done and grieves over Janni’s death. You have made 
  good names for yourselves in this traveller’s inn, 
  certainly. 
  Bidding Murkir and the prospectors goodbye you 
  make your way back to Rikkendál, where you are 
  welcomed and thanked for your efforts. 
  The wedding ceremony is delayed for a few short 
  days, as a priest is sought who can return Janni from 
  the realm of death. Thanks to your conscientious 
  return of Janni’s body, this can be done swiftly 
  enough, and soon the big fel ow is returned, to the 
  relief of all. It seems he is valued in this community. 
   
  If Janni died and the characters left his body then read 
  the following: 
   
  The weather does not let up as you make your way 
  back down out of the mountains. Its bleakness seems 
  somehow appropriate, as if the weather itself is 
  I Dream of Janni 
   
  Page 19 
  
  sorrowed 
  by 
  Janni’s 
  passing. 
  The 
  surviving 
  prospectors are shocked by their experiences, but pull 
  their own weight and are barely a burden. 
   
  You arrive back at the Brockenberghuis chilled 
  and travel-worn, but are soon fed and made 
  comfortable. Murkir thanks you all for what you have 
  done and grieves over Janni’s death. He seems 
  disappointed to learn that the big ogre still lies in the 
  mountains. 
   
   
  i
  l
  l-
  i
  Bidding Murkir and the prospectors goodbye you 
  make your way back to Rikkendál, where you are 
  welcomed and thanked for your efforts. 
   
  The wedding ceremony is delayed for several 
  days, as a party of hardy mountain men are sent out to 
  recover Janni’s body. There are some concealed 
  mutterings about why he was left there in the first 
  place, but no one really condemns the choices you 
  made. A priest is eventually sought who can return 
  Janni from the realm of death. After some days the 
  big fellow is returned, to the relief of all – it seems he
  is valued in this commun ty. The wedding is 
  unfortunately delayed for some time, and a few of the 
  guests are sadly forced to depart before the event 
  takes place. 
   
  In all cases read the following: 
   
  Come the wedding, Janni dresses in his best finery, 
  sporting a wonderful y ugly grin as he is joined by a 
  wel groomed and ribboned l ttle brown pig. With 
  that strange pair of escorts the happy couple make 
  their vows before the overjoyed community. 
   
  The celebration that follows is one to be 
  remembered. For a time the dark thoughts of things 
  foul in Perrenland are expelled from people’s minds, 
  for a time in Rikkendál anyway, and laughter and 
  happiness prevail. It reminds you so clearly of the 
  things for which you and others fight. 
   
  Treasure 
   
  If the PCs managed to rescue Little Janni, or at least put 
  up an obviously heroic attempt to do so and recovered his 
  body, then the clans of the bride and groom (Hüssen and 
  Vuurzward respectively) will reward the PCs with the 
  same amount promised in the Introduction. 
   
  In addition to the payment, the two clans will 
  provide access to their treasures and artisans, allowing 
  the characters access to various items or weapon/armour 
  upgrades. 
   
  DM’s Note: If the PCs demanded payment in the 
  Introduction then they do not get this reward, which is 
  equal to what was promised (50gp x APL). They will thus 
  have already been payed. 
   
  The Rod 
   
  Once the wedding is over and done with the PCs may go 
  where they will. However there is no doubt that they will 
  want to explore matters further in regards the rod. 
  Unless they take extreme measures, word will get out 
  about the rod and folk from the Old Kerk, Den Zauber 
  and the Treasure Hunters Guild will approach them, 
  asking very politely if they would please give the artefact 
  over to the care of the authorities. 
   
  If the PCs refuse the matter won’t be pushed, but 
  make it clear that people, possibly important ones, are 
  now suspicious of them, and they are being watched. On 
  their own the PCs do not have access to the resources to 
  fully examine the rod and they can not make it work. 
   
  If the PCs hand the rod over they will, thanks to 
  their show of good faith, be permitted to assist or be 
  present in its use. Any PC who chooses to be involved in 
  the opening of the pots may subsequently choose to be 
  bonded to a Kóndkan Soul Friend (as detailed in the 
  special Treasure section). 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter One 
  Taking part in or experiencing the fight: 
  APL2 60xp; APL4 60xp; APL6 60xp;  
  APL8 60xp; APL10 60xp; APL12 60xp. 
   
  Encounter Two 
  Braving the traps: 
  APL2 90xp; APL4 150xp; APL6 210xp;  
  APL8 270xp; APL10 330xp; APL12 390xp. 
   
  Encounter Four 
  Experiencing the collapsing edge: 
  APL2 60xp; APL4 90xp; APL6 120xp;  
  APL8 150xp; APL10 180xp; APL12 210xp. 
   
  Encounter Five 
  Dealing with Vânda: 
  APL2 30xp; APL4 60xp; APL6 60xp;  
  APL8 90xp; APL10 90xp; APL12 120xp. 
  I Dream of Janni 
   
  Page 20 
  
   
  Encounter Six 
  Experiencing the tough ascent: 
  APL2 30xp; APL4 30xp; APL6 60xp;  
  APL8 60xp; APL10 90xp; APL12 90xp. 
   
  Encounter Seven 
  Dealing with Janni and the spirits: 
  APL2 90xp; APL4 150xp; APL6 210xp;  
  APL8 270xp; APL10 330xp; APL12 390xp. 
   
  Story Award 
  Rescuing Little Janni: 
  APL2 50xp; APL4 75xp; APL6 100xp;  
  APL8 125xp; APL10 150xp; APL12 175xp. 
   
  Discretionary roleplaying award 
  APL2 40xp; APL4 60xp; APL6 80xp;  
  APL8 100xp; APL10 120xp; APL12 140xp. 
   
  Total possible experience:  
   
  APL2 450xp; APL4 675xp; APL6 900xp;  
  APL8 1,125xp; APL10 1,350xp; APL12 1,575xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Introduction or Conclusion:   
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 400 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 500 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 600 gp; M: 0 gp 
   
  Encounter Two:   
   
  APL 2: L: 0 gp; C: 100 gp; M: 150 gp 
   
  APL 4: L: 0 gp; C: 100 gp; M: 250 gp 
   
  APL 6: L: 0 gp; C: 100 gp; M: 250 gp 
   
  APL 8: L: 0 gp; C: 100 gp; M: 417 gp 
   
  APL 10: L: 0 gp; C:100 gp; M: 916 gp 
   
  APL 12: L: 0 gp; C: 100 gp; M: 1,167 gp 
   
  Encounter Seven:   
   
  APL 2: L: 0 gp; C: 100 gp; M: 150 gp 
   
  APL 4: L: 0 gp; C: 200 gp; M: 150 gp 
   
  APL 6: L: 0 gp; C: 300 gp; M: 150 gp 
   
  APL 8: L: 0 gp; C: 400 gp; M: 150 gp 
   
  APL 10: L: 0 gp; C: 750 gp; M: 150 gp 
   
  APL 12: L: 0 gp; C: 1,500 gp; M: 150 gp 
   
  Total Possible Treasure 
   
  APL 2: L: 0 gp; C: 200 gp; M: 300 gp 
   
  APL 4: L: 0 gp; C: 500 gp; M: 400 gp 
   
  APL 6: L: 0 gp; C: 700 gp; M: 400 gp 
   
  APL 8: L: 0 gp; C: 900 gp; M: 567 gp 
   
  APL 10: L: 0 gp; C: 1,350 gp; M: 1,066 gp 
   
  APL 12: L: 0 gp; C: 2,200 gp; M: 1,317 gp 
   
  I Dream of Janni 
   
  Page 21 
  
  Special 
  You have earned the gratitude of the Hüssen and 
  Vuurzward clans, and they allow you access to clan 
  resources, giving you regional access (at standard prices) 
  to one of these upgrades or items: These can only be 
  bought following a Regional scenario set in Perrenland. 
  Circle your choice from the list available below. 
  APL 2-4: weapon abilities—bane (undead), ghost touch 
  (melee only); armour or shield abilities—fortification, 
  light. 
  APL 6-8: As APL 2-4, in addition to:  weapon abilities—
  holy; armour or shield abilities—spell resistance (13). 
  APL 10-12: As APL 2-8, in addition to:  weapon 
  abilities—speed; armour or shield abilities—fortification, 
  moderate, ghost touch, spell resistance (15). 
  Kóndkan Soul Friend: You have a mystical pact with a 
  released kóndkan soul. From this pact you can claim one 
  bonus associated with one type of pot, as follows: pot 
  from Pots of Knowledge (Type A, B or C); from Wild 
  Goose Chase (Type B or C only); from I Dream Of Janni 
  (Type C only). All benefits are activated with a free 
  action. The benefit is usable for 1 calendar year from 
  being gained. Date gained: ______________. 
  Boosting Spirit: Once per scenario you may raise a single 
  attribute for 1d10 rounds with an enhancement bonus of 
  � +4 [A], � +2 [B] or � +1 [C]. 
  Protecting Spirit: Once per scenario you may increase 
  one save with an enhancement bonus of � +4 [A], � +2 
  [B] or � +1 [C]. 
  Mentor Spirit: � +4 [A], � +2 [B] or � +1 [C]  synergy 
  bonus to one Int, Wis or Cha linked skill. (Skill chosen: 
  ______________________________) 
  Translating Spirit: You may speak, read and understand 
  Ur-Flan as if via comprehend languages � always in 
  Perrenland [A], � 1d10 minutes [B], � 1d10 rounds [C]. 
   
  Items for the Adventure 
  Record 
   
  Item Access 
  APL 2: 
  Quiver of Ehlonna (Adventure, DMG) 
   
  APLs 4-6: (All of APL 2 plus the following) 
  Chime of opening (Adventure, DMG) 
   
  APL 8: (All of APLs 2-6 plus the following) 
  Immovable rod (Adventure, DMG) 
   
  APL 10: (All of APLs 2-8 plus the following) 
  Rod of metamagic, silent (Adventure, DMG) 
   
  APL 12: (All of APLs 2-10 plus the following) 
  Lesser rod of metamagic, maximise (Adventure, DMG) 
  I Dream of Janni 
   
  Page 22 
  
  Appendix One 
  Stat Blocks 
   
  Encounter One 
   
  All APLs 
   
  Murkir Seamfinder: Male dwarf Exp 3; CR 2; Medium 
  humanoid (dwarf); HD 3d6+12; hp 24; Init +0; Spd 20 ft.; 
  AC 12 (touch 10, flat-footed 12) [+2 leather]; BA/G +2/+5; 
  Atk +5 melee (1d3+3 non-lethal, unarmed); Full Att +5 
  melee (1d3+3 non-lethal, unarmed); SA +1 racial bonus 
  on attack rolls against orcs and goblinoids; SQ dwarf 
  traits; AL NG; SV Fort +4, Ref +1, Will +3; Str 17, Dex 11, 
  Con 17, Int 12, Wis 11, Cha 8. 
   
  Skills and Feats: Climb +5, Craft (Stonemasonry) +7, 
  Disable Device +3, Escape Artist +2, Knowledge 
  (Architecture 
  and 
  Engineering) 
  +3, 
  Knowledge 
  (Dungeoneering) +5, Profession (Miner) +9, Search +5, 
  Spot +1, Survival +6, Use Rope +4; Skill Focus (Profession 
  (Miner)), Toughness. 
   
  Possessions: Leather armor. 
   
   
  Encounter Five 
   
  All APLs 
   
  Shatek Gaiss: Male human Ftr5; CR 7; Medium undead 
  (incorporeal); HD 5d12; hp 32; Init +5; Spd Fly 30 ft. 
  (perfect); AC 13 (touch 13, flat-footed 12) [+1 Dex, +2 
  deflection] or 11 (touch 11, flat-footed 12) [+1 Dex]; BA/G 
  +5/+8; Atk +6 melee (incorporeal touch) or +8 melee 
  (1d3+3, ethereal unarmed); Full Att +6 melee (incorporeal 
  touch) or +8 melee (1d3+3, ethereal unarmed); SA 
  corrupting touch, draining touch, partial manifestation; 
  SQ boosting touch, darkvisiosn 60 ft., incorporeal traits, 
  psychic link, rejuvenation, +8 turn resistance, undead 
  traits; AL LN; SV Fort +4, Ref +2, Will +2; Str 16, Dex 13, 
  Con —, Int 10, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +1, Hide +5, Knowledge 
  (Dungeoneering) 
  +3, 
  Knowledge 
  (Geography) 
  +3, 
  Knowledge (Nature) +3, Profession (Prospector) +6, 
  Search +5, Spot +3, Survival +5, Use Rope +4; Blind-Fight, 
  Cleave, Exotic Weapon Proficiency (bastard sword), 
  Improved Initiative, Improved Unarmed Strike, Power 
  Attack, Weapon Focus (bastard sword). 
   
  APL 2 
   
  Vânda Hüssen: Female human Exp2; CR 1; Medium 
  humanoid (human); HD 2d6+4; hp 12; Init +1; Spd 30 ft.; 
  AC 13 (touch 11, flat-footed 12) [+2 leather]; BA/G +1/+3; 
  Atk +3 melee (1d6+2, club); Full Att +3 melee (1d6+2, 
  club); AL LN; SV Fort +2, Ref +1, Will +4; Str 15, Dex 12, 
  Con 14, Int 11, Wis 12, Cha 11. 
   
  Skills and Feats: Climb +6, Jump +5, Knowledge 
  (Dungeoneering) 
  +3, 
  Knowledge 
  (Geography) 
  +3, 
  Knowledge (Nature) +3, Profession (Prospector) +6, 
  Search +5, Spot +3, Survival +5, Use Rope +4; Endurance, 
  Track. 
   
  Possessions: Leather armor, walking stick (club). 
   
  APL 4-6 
   
  Vânda Hüssen: Female human Exp3; CR 2; Medium 
  humanoid (human); HD 3d6+6; hp 18; Init +1; Spd 30 ft.; 
  AC 13 (touch 11, flat-footed 12) [+2 leather]; BA/G +2/+4; 
  Atk +4 melee (1d6+2, club); Full Att +4 melee (1d6+2, 
  club); AL LN; SV Fort +3, Ref +2, Will +4; Str 15, Dex 12, 
  Con 14, Int 11, Wis 12, Cha 11. 
   
  Skills and Feats: Climb +7, Jump +6, Knowledge 
  (Dungeoneering) 
  +4, 
  Knowledge 
  (Geography) 
  +3, 
  Knowledge (Nature) +3, Profession (Prospector) +7, 
  Search +6, Spot +4, Survival +5, Use Rope +4; Endurance, 
  Self-sufficient, Track. 
   
  Possessions: Leather armor, walking stick (club). 
   
  APL 8-10 
   
  Vânda Hüssen: Female human Exp4; CR 3; Medium 
  humanoid (human); HD 4d6+8; hp 24; Init +1; Spd 30 ft.; 
  AC 13 (touch 11, flat-footed 12) [+2 leather]; BA/G +3/+5; 
  Atk +5 melee (1d6+2, club); Full Att +5 melee (1d6+2, 
  club); AL LN; SV Fort +3, Ref +2, Will +5; Str 15, Dex 12, 
  Con 15, Int 11, Wis 12, Cha 11. 
   
  Skills and Feats: Balance +4, Climb +7, Jump +6, 
  Knowledge 
  (Dungeoneering) 
  +4, 
  Knowledge 
  (Geography) +3, Knowledge (Nature) +3, Listen +3, 
  Profession (Prospector) +7, Search +6, Spot +4, Survival 
  +5, Use Rope +4; Endurance, Self-sufficient, Track. 
   
  Possessions: Leather armor, walking stick (club). 
   
  APL 12 
   
  Vânda Hüssen: Female human Exp5; CR 4; Medium 
  humanoid (human); HD 5d6+10; hp 30; Init +1; Spd 30 
  ft.; AC 13 (touch 11, flat-footed 12) [+2 leather]; BA/G 
  +3/+5; Atk +5 melee (1d6+2, club); Full Att +5 melee 
  (1d6+2, club); AL LN; SV Fort +3, Ref +2, Will +5; Str 15, 
  Dex 12, Con 15, Int 11, Wis 12, Cha 11. 
   
  Skills and Feats: Balance +5, Climb +7, Jump +6, 
  Knowledge 
  (Dungeoneering) 
  +4, 
  Knowledge 
  I Dream of Janni 
   
  Page 23 
  
  (Geography) +3, Knowledge (Nature) +3, Listen +4, 
  Profession (Prospector) +8, Search +7, Spot +4, Survival 
  +5, Use Rope +4; Endurance, Self-sufficient, Track. 
   
  Possessions: Leather armor, walking stick (club). 
   
   
  Encounter Seven 
   
  APL 2 
   
  Minor Soul: Female human Sor1; CR 3; Medium undead 
  (incorporeal); HD 1d12; hp 7; Init +2; Spd Fly 30 ft. 
  (perfect); AC 15 (touch 15, flat-footed 13) [+2 Dex, +3 
  deflection] or 12 (touch 12, flat-footed 10) [+2 Dex]; BA/G 
  +0/+0; Atk +2 melee (incorporeal touch) or +0 melee 
  (1d3, ethereal unarmed); Full Att +2 melee (incorporeal 
  touch) or +0 melee (1d3, ethereal unarmed); SA 
  corrupting gaze, draining touch, partial manifestation, 
  possession; SQ boosting touch, darkvisiosn 60 ft., 
  incorporeal traits, psychic link, rejuvenation, +8 turn 
  resistance, undead traits; AL CN; SV Fort +0, Ref +2, Will 
  +5; Str 10, Dex 15, Con —, Int 14, Wis 12, Cha 16. 
   
   
   
   
  Skills and Feats: Bluff +5, Concentration +5, Hide +3, 
  Knowledge (arcane) +6, Spellcraft +6, Spot +3; Improved 
  Unarmed Strike, Iron Will, Spell Penetration. 
   
  Spells Known (5/4; base DC = 13 + spell level): 0—
  [daze, detect magic, light, read magic]; 1st—[magic 
  missile, shield]. 
   
  APL 4 
   
  Lesser Soul: Female human Sor3; CR 5; Medium undead 
  (incorporeal); HD 3d12; hp 21; Init +2; Spd Fly 30 ft. 
  (perfect); AC 15 (touch 15, flat-footed 13) [+2 Dex, +3 
  deflection] or 12 (touch 12, flat-footed 10) [+2 Dex]; BA/G 
  +1/+1; Atk +3 melee (incorporeal touch) or +1 melee 
  (1d3, ethereal unarmed); Full Att +3 melee (incorporeal 
  touch) or +1 melee (1d3, ethereal unarmed); SA 
  corrupting gaze, draining touch, partial manifestation, 
  possession; SQ boosting touch, darkvisiosn 60 ft., 
  incorporeal traits, psychic link, rejuvenation, +8 turn 
  resistance, undead traits; AL CN; SV Fort +1, Ref +3, Will 
  +6; Str 10, Dex 15, Con —, Int 14, Wis 12, Cha 16. 
  Skills and Feats: Bluff +5, Concentration +7, Hide +3, 
  Knowledge (arcane) +8, Spellcraft +8, Search +3, Spot +4; 
  Improved Unarmed Strike, Iron Will, Scribe Scroll, Spell 
  Penetration. 
   
  Spells Known (6/6; base DC = 13 + spell level): 0—
  [daze, detect magic, disrupt undead, light, read magic]; 
  1st—[cause fear, magic missile, shield]. 
   
  APL 6 
   
  Lesser Soul: Female human Sor3; CR 5; Medium undead 
  (incorporeal); HD 3d12; hp 21; Init +2; Spd Fly 30 ft. 
  (perfect); AC 15 (touch 15, flat-footed 13) [+2 Dex, +3 
  deflection] or 12 (touch 12, flat-footed 10) [+2 Dex]; BA/G 
  +1/+1; Atk +3 melee (incorporeal touch) or +1 melee 
  (1d3, ethereal unarmed); Full Att +3 melee (incorporeal 
  touch) or +1 melee (1d3, ethereal unarmed); SA 
  corrupting gaze, draining touch, partial manifestation, 
  possession; SQ boosting touch, darkvisiosn 60 ft., 
  incorporeal traits, psychic link, rejuvenation, +8 turn 
  resistance, undead traits; AL CN; SV Fort +1, Ref +3, Will 
  +6; Str 10, Dex 15, Con —, Int 14, Wis 12, Cha 16. 
  Skills and Feats: Bluff +5, Concentration +7, Hide +3, 
  Knowledge (arcane) +8, Spellcraft +8, Search +3, Spot +4; 
  Improved Unarmed Strike, Iron Will, Scribe Scroll, Spell 
  Penetration. 
   
  Spells Known (6/6; base DC = 13 + spell level): 0—
  [daze, detect magic, disrupt undead, light, read magic]; 
  1st—[cause fear, magic missile, shield]. 
   
  Little Janni Zussrig: Male ogre Com1/Pal2; CR 5; Large 
  giant (ogre); HD 4d8+1d4+2d10+35; hp 73; Init +1; Spd 30 
  ft.; AC 20 (touch 10, flat-footed 19) [–1 size, +1 Dex, +5 
  natural, +5 breastplate]; BA/G +5/+16; Atk +12 melee 
  (1d8+7, shortspear) or +12 melee (1d4+7 non-lethal, 
  unarmed) or +6 ranged (1d8+7, shortspear); Full Att +12 
  melee (1d8+7, shortspear) or +12 melee (1d4+7 non-
  lethal, unarmed) or +6 ranged (1d8+7, shortspear); SA 
  smite evil 1/day; SQ detect evil, divine grace, lay on 
  hands 2hp/day, darkvision 60 ft., low-light vision; AL LG; 
  SV Fort +13, Ref +3, Will +3; Str 24, Dex 12, Con 20, Int 
  11, Wis 13, Cha 12. 
  Skills and Feats: Climb +5, Handle Animal +3, Listen 
  +3, Profession (Farmer) +3, Spot +4; Improved Bull Rush, 
  Improved Overrun, Power Attack. 
   
  Possessions: Breastplate, masterwork, large short 
  sword, large silvered dagger, large metal shield, large 
  shortspear. 
   
  APL 8 
   
  Major Soul: Female human Sor6; CR 8; Medium undead 
  (incorporeal); HD 6d12; hp 42; Init +2; Spd Fly 30 ft. 
  (perfect); AC 15 (touch 15, flat-footed 13) [+2 Dex, +3 
  deflection] or 12 (touch 12, flat-footed 10) [+2 Dex]; BA/G 
  +3/+3; Atk +5 melee (incorporeal touch) or +3 melee 
  (1d3, ethereal unarmed); Full Att +5 melee (incorporeal 
  touch) or +3 melee (1d3, ethereal unarmed); SA 
  corrupting gaze, draining touch, partial manifestation, 
  possession; SQ boosting touch, darkvisiosn 60 ft., 
  incorporeal traits, psychic link, rejuvenation, +8 turn 
  resistance, undead traits; AL CN; SV Fort +2, Ref +4, Will 
  +8; Str 10, Dex 15, Con —, Int 14, Wis 12, Cha 17. 
  I Dream of Janni 
   
  Page 24 
  
   
  Skills and Feats: Bluff +7, Concentration +10, Hide 
  +4, Knowledge (arcane) +11, Spellcraft +11, Search +4, 
  Spot +4; Brew Potion, Improved Unarmed Strike, Iron 
  Will, Scribe Scroll, Spell Penetration. 
   
  Spells Known (6/6; base DC = 13 + spell level): 0—
  [daze, detect magic, disrupt undead, light, read magic]; 
  1st—[cause fear, magic missile, shield]. 
   
  Little Janni Zussrig: Male ogre Com1/Pal2; CR 5; Large 
  giant (ogre); HD 4d8+1d4+2d10+35; hp 73; Init +1; Spd 30 
  ft.; AC 20 (touch 10, flat-footed 19) [–1 size, +1 Dex, +5 
  natural, +5 breastplate]; BA/G +5/+16; Atk +12 melee 
  (1d8+7, shortspear) or +12 melee (1d4+7 non-lethal, 
  unarmed) or +6 ranged (1d8+7, shortspear); Full Att +12 
  melee (1d8+7, shortspear) or +12 melee (1d4+7 non-
  lethal, unarmed) or +6 ranged (1d8+7, shortspear); SA 
  smite evil 1/day; SQ detect evil, divine grace, lay on 
  hands 2hp/day, darkvision 60 ft., low-light vision; AL LG; 
  SV Fort +13, Ref +3, Will +3; Str 24, Dex 12, Con 20, Int 
  11, Wis 13, Cha 12. 
   
   
   
  Skills and Feats: Climb +5, Handle Animal +3, Listen 
  +3, Profession (Farmer) +3, Spot +4; Improved Bull Rush, 
  Improved Overrun, Power Attack. 
   
  Possessions: Breastplate, masterwork, large short 
  sword, large silvered dagger, large metal shield, large 
  shortspear. 
   
  APL 10 
   
  Major Soul #1: Female human Sor6; CR 8; Medium 
  undead (incorporeal); HD 6d12; hp 42; Init +2; Spd Fly 30 
  ft. (perfect); AC 15 (touch 15, flat-footed 13) [+2 Dex, +3 
  deflection] or 12 (touch 12, flat-footed 10) [+2 Dex]; BA/G 
  +3/+3; Atk +5 melee (incorporeal touch) or +3 melee 
  (1d3, ethereal unarmed); Full Att +5 melee (incorporeal 
  touch) or +3 melee (1d3, ethereal unarmed); SA 
  corrupting gaze, draining touch, partial manifestation, 
  possession; SQ boosting touch, darkvisiosn 60 ft., 
  incorporeal traits, psychic link, rejuvenation, +8 turn 
  resistance, undead traits; AL CN; SV Fort +2, Ref +4, Will 
  +8; Str 10, Dex 15, Con —, Int 14, Wis 12, Cha 17. 
   
  Skills and Feats: Bluff +7, Concentration +10, Hide 
  +4, Knowledge (arcane) +11, Spellcraft +11, Search +4, 
  Spot +4; Brew Potion, Improved Unarmed Strike, Iron 
  Will, Scribe Scroll, Spell Penetration. 
   
  Spells Known (6/7/6/4; base DC = 13 + spell level): 
  0—[daze, detect magic, disrupt undead, light, ray of frost, 
  read magic, touch of fatigue]; 1st—[cause fear, color 
  spray, magic missile, shield] ; 2nd—[false life, 
  blindness/deafness]; 3rd—[vampiric touch]. 
   
  Major Soul #2: Male human Rgr6; CR 8; Medium 
  undead (incorporeal); HD 6d12; hp 42; Init +3; Spd Fly 30 
  ft. (perfect); AC 15 (touch 15, flat-footed 12) [+3 Dex, +2 
  deflection] or 13 (touch 13, flat-footed 10) [+3 Dex]; BA/G 
  +6/+8; Atk +9 melee (incorporeal touch) or +9 melee 
  (1d3+3, ethereal unarmed); Full Att +9 melee (incorporeal 
  touch) or +9/+4 melee (1d3+3, ethereal unarmed); SA 
  combat style (archery), corrupting touch, draining touch, 
  favored enemy (dwarves, halflings), partial manifestation, 
  possession; SQ boosting touch, darkvisiosn 60 ft., 
  incorporeal traits, psychic link, rejuvenation, +8 turn 
  resistance, undead traits, wild empathy; AL LN; SV Fort 
  +5, Ref +8, Will +4; Str 16, Dex 16, Con —, Int 12, Wis 14, 
  Cha 12. 
  Skills and Feats: Climb +6, Concentration +4, Handle 
  Animal +4, Hide +11, Jump +7, Knowledge (nature) +10, 
  Listen +8, Move Silently +11, Ride +5, Search +7, Spot +8, 
  Survival +11, Swim +6, Use Rope +6; Endurance, Far 
  Shot, Improved Unarmed Strike, Manyshot, Point Blank 
  Shot, Precise Shot, Rapid Shot, Run, Track. 
   
  Spells Prepared (2; base DC = 12 + spell level): 1st—
  [charm animal, longstrider]. 
   
  Little Janni Zussrig: Male ogre Com1/Pal2; CR 5; Large 
  giant (ogre); HD 4d8+1d4+2d10+35; hp 73; Init +1; Spd 30 
  ft.; AC 20 (touch 10, flat-footed 19) [–1 size, +1 Dex, +5 
  natural, +5 breastplate]; BA/G +5/+16; Atk +12 melee 
  (1d8+7, shortspear) or +12 melee (1d4+7 non-lethal, 
  unarmed) or +6 ranged (1d8+7, shortspear); Full Att +12 
  melee (1d8+7, shortspear) or +12 melee (1d4+7 non-
  lethal, unarmed) or +6 ranged (1d8+7, shortspear); SA 
  smite evil 1/day; SQ detect evil, divine grace, lay on 
  hands 2hp/day, darkvision 60 ft., low-light vision; AL LG; 
  SV Fort +13, Ref +3, Will +3; Str 24, Dex 12, Con 20, Int 
  11, Wis 13, Cha 12. 
  Skills and Feats: Climb +5, Handle Animal +3, Listen 
  +3, Profession (Farmer) +3, Spot +4; Improved Bull Rush, 
  Improved Overrun, Power Attack. 
   
  Possessions: Breastplate, masterwork, large short 
  sword, large silvered dagger, large metal shield, large 
  shortspear. 
   
  APL 12 
   
  Greater Soul #1: Female human Sor8; CR 10; Medium 
  undead (incorporeal); HD 8d12; hp 56; Init +2; Spd Fly 30 
  ft. (perfect); AC 16 (touch 16, flat-footed 14) [+2 Dex, +4 
  deflection] or 12 (touch 12, flat-footed 10) [+2 Dex]; BA/G 
  +4/+4; Atk +6 melee (incorporeal touch) or +4 melee 
  (1d3, ethereal unarmed); Full Att +6 melee (incorporeal 
  touch) or +4 melee (1d3, ethereal unarmed); SA 
  corrupting gaze, draining touch, partial manifestation, 
  possession; SQ boosting touch, darkvisiosn 60 ft., 
  incorporeal traits, psychic link, rejuvenation, +8 turn 
  I Dream of Janni 
   
  Page 25 
  
  resistance, undead traits; AL CN; SV Fort +2, Ref +4, Will 
  +9; Str 10, Dex 15, Con —, Int 14, Wis 12, Cha 18. 
   
  Skills and Feats: Bluff +8, Concentration +12, Hide 
  +5, Knowledge (arcane) +13, Spellcraft +13, Search +4, 
  Spot +5; Brew Potion, Improved Unarmed Strike, Iron 
  Will, Scribe Scroll, Spell Penetration. 
   
  Spells Known (6/7/7/6/4; base DC = 13 + spell level): 
  0—[daze, detect magic, disrupt undead, light, message, 
  ray of frost, read magic, touch of fatigue]; 1st—[cause 
  fear, color spray, magic missile, shield] ; 2nd—[false life, 
  blindness/deafness]; 
  3rd—[vampiric 
  touch]; 
  4th—
  [bestow curse]. 
   
  Greater Soul #2: Male human Rgr8; CR 10; Medium 
  undead (incorporeal); HD 8d12; hp 56; Init +3; Spd Fly 30 
  ft. (perfect); AC 15 (touch 15, flat-footed 12) [+3 Dex, +2 
  deflection] or 13 (touch 13, flat-footed 10) [+3 Dex]; BA/G 
  +6/+8; Atk +11 melee (incorporeal touch) or +11 melee 
  (1d3+3, ethereal unarmed); Full Att +11 melee 
  (incorporeal touch) or +11/+6 melee (1d3+3, ethereal 
  unarmed); SA combat style (archery), corrupting touch, 
  draining touch, favored enemy (dwarves, halflings), 
  partial manifestation, possession; SQ boosting touch, 
  darkvisiosn 60 ft., incorporeal traits, psychic link, 
  rejuvenation, swift tracker, +8 turn resistance, undead 
  traits, wild empathy, woodland stride; AL LN; SV Fort +6, 
  Ref +9, Will +4; Str 17, Dex 16, Con —, Int 12, Wis 14, 
  Cha 12. 
   
   
  Skills and Feats: Climb +6, Concentration +6, Handle 
  Animal +4, Hide +13, Jump +7, Knowledge (nature) +12, 
  Listen +10, Move Silently +13, Ride +5, Search +9, Spot 
  +10, Survival +13, Swim +6, Use Rope +6; Endurance, Far 
  Shot, Improved Unarmed Strike, Manyshot, Point Blank 
  Shot, Precise Shot, Rapid Shot, Run, Track. 
   
  Spells Prepared (2/1; base DC = 12 + spell level): 
  1st—[charm animal, longstrider]; 2nd—[cure light 
  wounds]. 
   
  Little Janni Zussrig: Male ogre Com1/Pal2; CR 5; Large 
  giant (ogre); HD 4d8+1d4+2d10+35; hp 73; Init +1; Spd 30 
  ft.; AC 20 (touch 10, flat-footed 19) [–1 size, +1 Dex, +5 
  natural, +5 breastplate]; BA/G +5/+16; Atk +12 melee 
  (1d8+7, shortspear) or +12 melee (1d4+7 non-lethal, 
  unarmed) or +6 ranged (1d8+7, shortspear); Full Att +12 
  melee (1d8+7, shortspear) or +12 melee (1d4+7 non-
  lethal, unarmed) or +6 ranged (1d8+7, shortspear); SA 
  smite evil 1/day; SQ detect evil, divine grace, lay on 
  hands 2hp/day, darkvision 60 ft., low-light vision; AL LG; 
  SV Fort +13, Ref +3, Will +3; Str 24, Dex 12, Con 20, Int 
  11, Wis 13, Cha 12. 
  Skills and Feats: Climb +5, Handle Animal +3, Listen 
  +3, Profession (Farmer) +3, Spot +4; Improved Bull Rush, 
  Improved Overrun, Power Attack. 
   
  Possessions: Breastplate, masterwork, large short 
  sword, large silvered dagger, large metal shield, large 
  shortspear. 
   
   
  I Dream of Janni 
   
  Page 26 
  
  Appendix Two 
   
  DM’s Aid One: Area Map with Encounter Locations 
   
   
  I Dream of Janni 
   
  Page 27 
  
  Appendix Three 
   
  DM’s Aid One: Guide to Encounter Two 
   
   
  I Dream of Janni 
   
  Page 28 
  
  Appendix Four 
   
  DM’s Aid One: Guide to Encounter Seven 
   
   
  Note: Map drawn to fit on a standard RPGA Battlemat 
   
  I Dream of Janni 
   
  Page 29 
  
  Appendix Five 
   
  New Monsters 
   
  SAVED SOUL 
  Saved souls are akin to ghosts, in that they are the 
  spectral remnants of intelligent beings that have not 
  passed beyond. Unlike ghosts, saved souls agreed to be 
  bound in special receptacles so that they might one day 
  return. 
  A saved soul somewhat resembles its corporeal form in 
  life, albeit in a loosely amorphous form that is ever 
  shifting. 
   
  Creating a Saved Soul 
  “Saved Soul” is an acquired template that can be 
  added to any sentient animal, dragon, giant, 
  humanoid, magical beast or monstrous humanoid. 
  The creature (referred to hereafter as the base 
  creature) must have a Charisma score of at least 
  8. 
  A saved soul uses all the base creature’s statistics and 
  special abilities except as noted here. 
  Size and Type: The creature’s type changes to undead. 
  Do not recalculate the creature’s base attack bonus, saves, 
  or skill points. It gains the incorporeal subtype. Size is 
  unchanged. 
  Hit Dice: All current and future Hit Dice become d12s. 
  Speed: Saved souls have a fly speed of 30 feet, unless the 
  base creature has a higher fly speed, with perfect 
  maneuverability. 
  Armor Class: Natural armor is the same as the base 
  creature’s but applies only to ethereal encounters. When 
  the saved soul manifests (see below), its natural armor 
  bonus is +0, but it gains a deflection bonus equal to its 
  Charisma modifier or +2, whichever is higher. 
  Attack: A saved soul retains all the attacks of the base 
  creature, although those relying on physical contact do 
  not affect creatures that are not ethereal. 
  Full Attack: A saved soul retains all the attacks of the 
  base creature, although those relying on physical contact 
  do not affect creatures that are not ethereal. 
  Damage: Against ethereal creatures, a saved soul uses the 
  base creature’s damage values. Against nonethereal 
  creatures, the saved soul usually cannot deal physical 
  damage at all but can use its special attacks, if any, when 
  it manifests (see below). 
  Special Attacks: A saved soul retains all the special 
  attacks of the base creature, although those relying on 
  physical contact do not affect nonethereal creatures. The 
  saved soul also gains a limited manifestation ability plus 
  one to three other special attacks as described below. The 
  save DC against a special attack is equal to 10 + 1/2 saved 
  soul’s HD + saved soul’s Cha modifier unless otherwise 
  noted. 
  Corrupting Gaze (Su): A saved soul can blast living beings 
  with a glance, at a range of up to 30 feet. Creatures that 
  meet the saved soul’s gaze must succeed on a Fortitude 
  save or take 2d10 points of damage and 1d4 points of 
  Charisma damage. 
  Corrupting Touch (Su): A saved soul that hits a living 
  target with its incorporeal touch attack deals 1d6 points 
  of damage. Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls. Against 
  nonethereal opponents, it adds its Dexterity modifier to 
  attack rolls only. 
  Draining Touch (Su): A saved soul that hits a living target 
  with its incorporeal touch attack drains 1d4 points from 
  any one ability score it selects. On each such successful 
  attack, the saved soul heals 5 points of damage to itself. 
  Against ethereal opponents, it adds its Strength modifier 
  to attack rolls only. Against nonethereal opponents, it 
  adds its Dexterity modifier to attack rolls only. 
  Partial Manifestation (Su): Every saved soul has this 
  ability. A saved soul dwells on the Ethereal Plane and, as 
  an ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a saved soul 
  manifests, it partly enters the Material Plane and 
  becomes partially visible but incorporeal on the Material 
  Plane. A manifested saved soul can be harmed only by 
  other incorporeal creatures, magic weapons, or spells, 
  with a 75% chance to ignore any damage from a corporeal 
  source. A manifested saved soul can pass through solid 
  objects at will, and always moves silently. A manifested 
  saved soul can not make physical attacks; it manifests 
  only so that it may use its supernatural abilities. A 
  manifested saved soul remains predominantly on the 
  Ethereal Plane, where is it not incorporeal. A manifested 
  saved soul can be attacked by opponents on either the 
  Material Plane or the Ethereal Plane. The saved soul’s 
  incorporeality helps protect it from foes on the Material 
  Plane, but not from foes on the Ethereal Plane. 
  When a spellcasting saved soul is not manifested and is 
  on the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting saved soul 
  manifests, its spells continue to affect ethereal targets and 
  can affect targets on the Material Plane normally unless 
  the spells rely on touch. A manifested saved soul’s touch 
  spells don’t work on nonethereal targets. 
  A saved soul has two home planes, the Material Plane and 
  the Ethereal Plane. It is not considered extraplanar when 
  on either of these planes. 
  Possession (Su): Once per round, an ethereal saved soul 
  can merge its body with a creature or object on the 
  Material Plane. This ability is similar to a magic jar spell 
  I Dream of Janni 
   
  Page 30 
  
  (caster level 10th or the saved soul’s Hit Dice, whichever 
  is higher), except that it does not require a receptacle. To 
  use this ability, the saved soul must be manifested and it 
  must try move into the target’s space; moving into the 
  target’s space to use the possession ability does not 
  provoke attacks of opportunity. The target can resist the 
  attack with a successful Will save (DC 15 + saved soul’s 
  Cha modifier). A creature that successfully saves is 
  immune to that same saved soul’s malevolence for 1d6 
  rounds, and the saved soul cannot enter the target’s space. 
  If the save fails, the saved soul vanishes into the target’s 
  body. 
  Special Qualities: A saved soul has all the special 
  qualities of the base creature as well as those described 
  below. 
  Boosting Touch (Su): A saved soul that hits a living target 
  with its incorporeal touch attack adds 1d4 points to any 
  one ability score it selects, for a number of rounds equal 
  to its HD. Against ethereal opponents, it adds its Strength 
  modifier to attack rolls only. Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only. If this ability is used multiple times, a single 
  attribute can only be boosted by the highest result 
  achieved. This rule applies for attribute boosts from 
  different saved souls. 
  Psychic Link (Su): A saved soul may, if it wishes, enter 
  into a voluntary pact with a living being. This link allows 
  a limited empathic and telepathic link that transcends 
  the Material and Ethereal Planes. A saved soul so linked 
  with another being may provide and receive special 
  synergy bonuses on key saves, skills or abilities. 
  Rejuvenation (Su): In most cases, it’s difficult to destroy a 
  saved soul through simple combat: The “destroyed” spirit 
  will often restore itself in 2d4 days. Even the most 
  powerful spells are usually only temporary solutions. A 
  saved soul that would otherwise be destroyed returns to 
  its old haunts with a successful level check (1d20 + saved 
  soul’s HD) against DC 16. As a rule, the only way to get 
  rid of a saved soul for sure is through obscure ritual and 
  the highest level spells, such as miracle or wish. 
  Turn Resistance (Ex): A ghost has +8 turn resistance. 
  Abilities: Same as the base creature, except that the saved 
  soul has no Constitution score, and its Charisma score 
  increases by +4.  
  Skills: Saved souls have a +8 racial bonus on Hide, Listen, 
  Search, and Spot checks. Otherwise same as the base 
  creature. 
  Feats: Saved souls automatically gain the Improved 
  Unarmed Strike feat if they do not already have it. 
  Environment: Any, often as base creature. 
  Organization: Solitary. 
  Challenge Rating: Same as the base creature +2. 
  Treasure: None. 
  Alignment: Any. 
  Level Adjustment: Same as the base creature +5. 
   
  Equipment 
  When a saved soul forms, it retains only shifting vestiges 
  of its clothing. No other equipment is kept. Saved soul 
  spellcasters do not need remnants of spell books or spell 
  components to cast spells. 
   
  I Dream of Janni 
   
  Page 31 
  
  Appendix Six 
   
  Divination Magic 
   
  IMPORTANT DMs NOTE: At some stage the PCs may 
  decide to cast some form of divination magic. The Nation 
  Mocked series, started in 594CY, has introduced the 
  following effects into Perrenland regional scenarios. The 
  various divination spells will no longer function correctly 
  in a Perrenland regional scenario. They can still be cast 
  but the follow effects occur instead. 
   
  Speak with dead: The corpse lets out a deep groan and 
  says, “Your doom is at hand, living one.” It then implodes 
  and turns to dust. 
   
  Divination: Works normally within a sanctified temple of 
  the caster’s god. Otherwise it causes the caster to suffer 
  from a blinding headache and 1d4 points of temporary 
  Wisdom loss (recovered at the rate of 1 point per 
  minute). 
   
  Sending: Works normally if sent from the sanctified 
  temple of the caster’s god to another temple of the 
  caster’s god. Otherwise it instead delivers a Sonic Burst 
  spell instead of a message. 
   
  Commune with Nature: Works normally if cast from a 
  Grove or similar natural holy place sacred to the PC. 
  Otherwise the PC receives the effects of a Doom spell 
  cast at 9th level and an overwhelming feeling that the 
  land is being blighted. 
   
  Dream: The PC suffers the effects of Nightmare at their 
  caster level. 
   
  Commune: Works normally within a sanctified temple of 
  the caster’s god. Otherwise it causes the caster to suffer 
  from a blinding headache and 1d4 points of temporary 
  Wisdom loss (recovered at the rate of 1 point per 
  minute). 
   
  Scrying and Scrying, Greater: The PC’s sensor ends up in 
  an unexpected place, the Scryer’s Hall in Dorakka. 
  Instead of seeing what they thought they would see they 
  instead see the following. 
   
  Your view is of a large flame lit cavern. Seated in a 
  semi-circle must be upwards of two dozen Clerics of 
  Iuz, within the circle sits a further four clerics. Your 
  sensor is directly above the centre of the four. They 
  are looking directly at you. One of them begins 
  casting a spell and you instantly recognise it as a 
  summoning spell  What do you do? 
  .
   
  If the PCs fail to dismiss their scrying spell they are 
  subject to the following effect. 
   
  APL2: Summon Monster II (Fiendish monstrous spider, 
  Medium). 
   
  APL4: Summon Monster IV (Howler). 
   
  APL6: Summon Monster VI (Fiendish monstrous spider, 
  Huge). 
   
  APL8: Summon Monster VII (Fiendish Girallon). 
   
  APL10: Summon Monster VIII (Vrock) 
   
  APL12: Summon Monster IX (Hezrou) 
   
  The PCs get no XP for this encounter as they could have 
  avoided it. The Summoned Monster will stay for APL + 2 
  rounds. 
   
  Contact other plane: Works normally within a sanctified 
  temple of the caster’s god. Otherwise it causes the caster 
  to suffer from a blinding headache and 1d4 points of 
  temporary Wisdom loss (recovered at the rate of 1 point 
  per turn). 
   
  Whispering Wind: The spell causes a loud farting sound 
  when it reaches its destination, and the air is filled with 
  quite a horrid stench in a 20ft radius. Its message is lost. 
   
  I Dream of Janni 
   
  Page 32 
  
  Appendix Seven 
   
  Pronunciation Guide 
   
  The writers acknowledge that the names in Perrenland 
  scenarios can be tricky to get the tongue around. There 
  fore, here is a pronunciation guide to assist with some of 
  the diverse names and terms used in this scenario. 
   
  Auszug: OWS-zoog 
  Brockenberghuis: BROH-ken-BERG-hoos 
  Édwin: AYD-win 
  Fraedrig Zussrig: FRAY-drig ZOOS-rig 
  Gaiss: rhymes with ‘ice’ 
  Haelyagr: HAYL-yah-gur 
  Hoogtrappen: HOAG-trah-pehn 
  Hüssen: HOO-suhn 
  Janni: YAH-nee 
  Kóndkan: KOHND-kan 
  Lufflieg: LOOF-leeg 
  Môrgenrood: MAWR-gehn-ROAD 
  Oskindál: OS-kin-DAHL 
  Reusje: ROOS-yuh 
  Rikkendál: RIH-ken-DAHL 
  Schtecker: SHTEH-kuhr 
  Tamoud: ta-MOOD 
   
   
  I Dream of Janni 
   
  Page 33 
  
  Player Handout One: The Dream of Gîrti Lufflieg 
   
  In her dream Gîrti saw a magnificent stallion galloping along the plains with tall mountains in the 
  background. Then the horse slowed and stopped, looking tired. When the horse completely stopped, two 
  hands came to the forefront of Gîrti’s vision and clasped in friendship. Then the hands started to squeeze 
  and twist, and in the background the horse staggered and screamed in pain. As the clasp of the hands 
  moved jerkily to and fro, as if in a furious arm wrestle, the horse showed more distress. Soon enough 
  blood started to run between the fingers of the hands and the horse collapsed shaking on the grass. Then 
  a pained howling could be heard, as if coming from the tormented throat of a very large humanoid. 
  I Dream of Janni 
   
  Page 34 
  
  Player Handout Two: Map of the Brockenberghuis Area 
   
  I Dream of Janni 
   
  Page 35 
  
  I Dream of Janni 
   
  Critical Events Summary 
   
   
  This critical events summary should be filled out after every games table of I Dream of Janni that is played between 
  January 1
  st 2005 and March 1
  st 2005. The results should be forwarded to: 
   
  Bruce Paris paris@hn.ozemail.com.au
   
   
  1. Was Little Janni killed?   YES   NO 
   
  2. Did the PCs keep the Kóndkannen Key Rod?     YES   NO 
   
  3. Did any of the PCs bond with a Kóndkan Soul Friend?     YES   NO 
   
   
  Thank you. We hope you enjoyed DMing this game. 
   
  The Perrenland Triad 
  I Dream Of Janni 
   
  Page 36 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/595/Normal Scenarios/PER5-01 - I Dream of Janni (APL 2-12)/PER5-01 I Dream of Janni.pdf