TEXT:   
   
   
  
  2 
   
  The Curse of Cragbridge is a production 
  of Mystic Bull Games © 2016, All Rights 
  Reserved 
  For more information, a ton of free 
  content, and to purchase other products 
  from Mystic Bull games, check out our 
  website: http://www.mysticbull.com 
  Special Thanks: Jen Brinkman (for your 
  eyes and extensive DCC RPG experience!) 
  Written by: Paul Wolfe 
  Illustrators: Jason Sholtis, Wayne Snyder, 
  Jacob 
  Blackmon, 
  Malcolm 
  McClinton, 
  Gary Dupis 
  Cartography: Paul Wolfe (don’t judge!) 
  Cover Artist: Gennifer Bone 
  Layout: Paul Wolfe 
  Editors: Ken Jelinek and Jen Brinkman 
  Playtesters: Alex Perucchini, Tim Other, 
  Brenda Wolfe, Jesse Wolfe, Marc Bruner, 
  Tony Hogard 
  This product is based on the Dungeon 
  Crawl Classics Role Playing Game, pub-
  lished by Goodman Games. This product 
  is published under license. Dungeon 
  Crawl 
  Classics 
  and 
  DCC 
  RPG 
  are 
  trademarks of Goodman Games. All rights 
  reserved. 
  For 
  additional 
  information, 
  visit 
  www.goodman-games.com 
  or 
  contact 
  info@goodman-games.com. 
  
  3 
   
  Cragbridge: The Cursed Ruin 
  When the Four Kings ruled, Lord Etheril’s support could tip the balance for any 
  that he threw his weight behind. Etheril, however, felt no need to join one petty 
  king or the other. He remained in his sheltered valley controlling one of the most 
  important passes through the Sharaz Mountains and the only bridge crossing the 
  Roaring River Canyon. Cragbridge was completed by the dwarves of the Deep 
  Hold when Etheril’s great-grandfather was a boy and had stood all that time as a 
  fortified sentinel and a lucrative source of income for the Etheril family. 
  In his last days it is said that Lord Etheril was charmed by an ambassador, a 
  sorceress sent by one of the kings to convince the errant lord to join with the side 
  of “right.” In the wake of that betrayal, Etheril is said to have slain his wife and 
  young son before taking the sorceress as his concubine. A vile curse laid by the 
  ghost of Lady Etheril soon brought down her husband, the woman that stole 
  him, and all that inhabited Cragbridge. Many speak of spirits and stranger things 
  that lurk in the ruined western bridge tower; a curse said to follow any who 
  would steal from Etheril’s sizable treasury buried somewhere under that tower. 
  True History 
  Though the basic legend is true, Lord Etheril did not slay his wife and child. The 
  sorceress, Ubela Lenore, charmed his chief knight, Sir Pedr, and Lord Etheril’s 
  wife. Lady Etheril, in the thrall of the sorceress, convinced Sir Pedr to kill her 
  son, and it was Lady Etheril that poisoned her husband at the behest of the self-
  same sorceress. The lord, distraught and dying, flung himself off of the bridge 
  and into the Roaring River Canyon, but not before the mad Lady Etheril, having 
  broken the enchantment, cursed him, the sorceress, and the knights, and 
  armsmen that swore to protect them all. Ubela Lenore remained trapped at 
  Cragbridge and using her sizable magical power to attempt to break the curse. 
  All the while, the spirits of Etheril’s banner men wander the ruins trapped in 
  hideous insectile forms.  
  The Site 
  The ruin of Cragbridge lies on the eastern slope of Cloudtop Mountain. All that 
  remains of the stone span that once bridged Roaring River Canyon are a few 
  shattered supports and an unstable portion of the bridge that still juts from the 
  western side of the canyon. Here also stands the mostly intact bridge tower – 
  though the northwestern corner of the roof has collapsed. Across the chasm, the 
  eastern tower is razed to the ground. 
  
  4 
   
  The Area 
  The region around Cragbridge is a wasteland of rocky summits, scrub trees and 
  precipitous game trails. A generation ago, a group of dwarves surveyed the hills 
  for precious ore and gemstones but found no reason to stay. Other than the lone 
  predator, a few mountain sheep and small flocks of tassel (a flightless bird the 
  size of a goat), the hills are generally devoid of life. The one exception is the lybic 
  (see Area 20) which hunts once a fortnight. Its appetite has driven away the 
  sparse fauna native to the hills, and its range has since increased leading to 
  rumors of a flying devil beast in the highland grazing fields and farms. Within 10 
  miles of Cragbridge, PCs have a cumulative 10% chance per day of encountering 
  the lybic, either on the hunt or returning to the broken tower with the corpse of a 
  goat.  
  Recent History 
  Rumors of the vile curse on Cragbridge keep away most local residents. In the 
  last ten years, however, the ruin has drawn a number of adventurers. Most 
  recently Sir Dougal Skavok, beloved knight of Lord Gonstock, and his party 
  disappeared after their second foray into the tower. A second party sent to find 
  the knight has recently returned to the villages with less half their original group. 
  They refused to speak of the horrors found there, though they sold a few small 
  treasures and an original survey map made by dwarven surveyors a generation 
  ago. The group, a northern priest of Urzil and his clansmen, attempted to recruit 
  amongst the locals for a second expedition, but gave up after a month and left for 
  parts unknown. Two local tow rags and several armsmen accompanied the 
  group on its first foray, but their fates are unknown.  
  
  5 
   
  The Western Tower 
  The western tower is remarkably intact, abutting what remains of the bridge, 
  which extends over the gorge about a hundred feet. The heavy wooden gates that 
  once controlled access to the bridge have long since rotted away. Once inside the 
  breezeway, a single door in excellent repair sits at the bottom of a short flight of 
  stairs, leading to Area 1. Excessive noise outside the western tower door may 
  draw the lybic (see Area 20) from its nest on the shattered roof of the tower 
  (Judge’s discretion). 
  The Toll of Horror 
  Cragbridge is a haunted site with a generations-spanning curse upon it. The 
  feeling inside the place should be oppressive. Light doesn't seem to penetrate 
  rooms all the way to the corners. Many of the threats lurk on the ceiling or walls, 
  or in cracks that seem too small to hold the horrors found there. Bugs scuttle 
  everywhere and the moans and cries of the damned (haunts and spirits) seem to 
  be ever-present. Several of the creatures move through cracks and crevices in the 
  structure on their own nefarious purposes. The larval forms of the grillians and 
  glypterans attempt to return to their bodies. The drudge squeeze into rooms to 
  reset traps, close doors, and the like. 
  Deeper within the structure, the place is dead quiet where only oozes, constructs 
  and the walking dead lurk. 
  Wandering Monsters (Upper Levels) 
  Grillans and glypterans, the cursed forms of Lord Etheril’s soldiers and knights, 
  move through the tower and its sub-levels at will, though none are found in the 
  ruined areas of the lowest level and the tombs (Areas 34-48). After slaying some 
  of these creatures, there’s a 10% chance that any others encountered are larva 
  returning to their bodies (Areas 8 or 33). The larva immediately attempt to 
  squeeze into various cracks and fissures, impassible by PCs without magical 
  means. 
  
  6 
   
  Random Encounter Table 
  2d6 
  1 in 6 chance every hour 
  2 
  Haunt 
  3 
  Grillans (1d6) 
  4 
  Agon (2d4) 
  5-8 
  Carnivorous Roaches (2d6) 
  9-10 
  Drudge (1d4) 
  11 
  Glypterans (1d4) 
  12 
  Spirit 
  Glypteran: Init +2; Atk bite +3 melee (1d6) and claws +3 melee (1d3); AC 14; 
  HD 2d8; MV 30’, climb 20’; Act 2d16; SV Ref +1, Fort +1, Will +4; AL C.  
  Glypterans are 6’ long insect creatures with the lower bodies of cockroaches 
  covered in black and white stripes that seem to run and shift over the carapace. 
  Their upper bodies are that of vaguely humanoid insects. In the center of the 
  glypteran’s chest is the distressed face of a human man, one of Lord Etheril’s 
  knights cursed into this hideous form. 
  Glypterans fight fiercely with their razor sharp mandibles and claws.  
  1d3 hours after being killed, the carapace of the glypteran splits open, revealing a 
  squirming, 3’ long white larva with the face of the cursed warrior. The creature 
  crawls back to the knights’ tombs (Area 33) to be reformed in 1d6 days. If a larva 
  is slain before molting, the corpse remains for 1d3 rounds before melting away, 
  releasing the spirit of the cursed warrior (see Haunts and Spirits) and leaving a 
  coin, gemstone, or other small item (see Tokens of the Damned). 
  
  7 
   
  Grillans are 4’ long insect creatures with the lower bodies of black and 
  yellow striped crickets and the upper bodies of vaguely humanoid insects. 
  In the center of the grillan’s chest is the distressed face of a human man, 
  an ancient man-at-arms of Lord Etheril cursed into this hideous body by 
  Lady Etheril. 
  Grillans initially spit a foul yellowish fluid in a 30’ line. Those struck are 
  nauseated by the stench of the fluid, losing 1 Strength point per round for 
  1d3 rounds (Fortitude save DC 12). The lost Strength returns after 1 
  turn. Otherwise the creatures fight with their claws to defend the 
  forgotten honor of Lord Etheril.  
  1d3 hours after being killed, the carapace of the grillan splits open, 
  revealing a squirming, 3’ long white larva with the face of the cursed 
  warrior. The creature crawls back to the molting nest (Area 8) to be 
  reformed in 1d6 days. If a larva is slain before molting, the corpse 
  remains for 1d3 rounds before melting away, releasing the spirit of the 
  cursed warrior (see Haunts and Spirits) and leaving a coin, gemstone, or 
  other small item (see Tokens of the Damned). 
  Grillan: Init +2; Atk claw +1 melee (1d3) or spit +2 ranged (special); AC 13; 
  HD 1d8+1; MV 20’, climb 20’; Act 1d20; SP nauseating spit; SV Ref -1, Fort 
  +1, Will +3, AL C. 
  
  8 
   
  Carnivorous roaches are 1’ long horrors that attack en masse. The creatures 
  carry diseases and when a character is bitten he or she must make a Fortitude 
  save DC 10 or contract a disease (of the Judge’s choosing; see the Roach Disease 
  Table). If the character fails the initial save, additional saves may be made each 
  day to ward off the disease. Note that diseased characters may find it difficult to 
  acquire lodging in a village or town. The roaches continually reform in the 
  breeding nest (Area 8) until the curse is lifted. 
  Carnivorous Roaches: Init +4; Atk bite +1 melee (1d3); AC 12; HD 1d4; MV 
  40’, climb 40’; Act 1d20; SP disease; SV Ref +2, Fort -1, Will -1; AL C.  
  Disease 
  Presentation 
  Immediate 
  Effect 
  Lingering Effect 
  Parasitic 
  Infestation 
  Itching, diarrhea; 
  low fever 
  1d3 STA 
  1 STA per day; save +2 per day 
  (1d6 days) 
  Ague 
  Intense fever; pain 
  in joints 
  1d3 AGI 
  1 AGI per day; save +1 per day 
  (1d12 days) 
  Bloody Flux 
  Intense diarrhea 
  and abdominal 
  pain 
  1d3 STR 
  1 STR per day; save +2 per day 
  (1d6 days) 
  Devil’s Fire 
  Intense psychosis 
  1 INT 
  1 INT per day; save +1 per day 
  (1d12 days) 
  Red Plague 
  Lesions and 
  hemorrhaging 
  1d4 hp 
  1d4 hp per day; save –1 per day 
  (until death) 
  Roach Disease Table 
  
  9 
   
  Drudge are 3’ tall emaciated humanoid creatures 
  with large, blocky heads and one eye. The creatures 
  are slaves to the cursed grillan and glypteran 
  occupants, tending to the traps that dot the tower 
  and various fungal gardens used to feed both 
  creatures in their larval forms. Drudge are most 
  likely to flee when encountered, squeezing their 
  bodies through very small cracks and passages to 
  evade pursuit. They are excellent at hiding in 
  shadows, gaining a +6 to any such roll.  
  Agon are the transformed servants and relatives of the cursed warriors and 
  knights of Cragbridge. They are naked humanoid figures with insectile heads, 
  arms and hands. Agon shun bright light and will not attack anyone carrying an 
  open flame.  
  The creatures mindlessly attack, swarming individual combatants with their 
  powerful bites. Agon can be 
  turned by clerics of Lawful 
  or 
  Neutral 
  alignment, 
  though 
  they 
  are 
  not 
  considered undead for other 
  purposes.  
  When killed, the physical 
  form of the Agon melts 
  away 
  after 
  1d3 
  hours, 
  leaving behind a spirit (see 
  Haunts and Spirits).  
  Agon: Init +1; Atk bite +2 melee (1d6); AC 10; HD 2d8; MV 20’; Act 
  1d20; SP avoid fire; SV Ref +1, Fort +2, Will +1; AL C.  
  Drudge: Init +4; Atk bite -2 melee (1d3); AC 11; HD 
  1d7; MV 30’; Act 1d20; SP hide; SV Ref +6, Fort -1, Will 
  +1; AL N. 
  
  10 
   
  Haunts and Spirits 
  Invisible ghosts of the dead wander the halls of the bridge tower, bound to the 
  ruin until someone lifts the curse of Cragbridge. Neither haunts nor spirits have 
  combat statistics, and cannot be harmed by weapons or spells of any kind. The 
  banish spell (cast at any result) drives the ghosts away for 1d3 hours after the 
  spell’s duration expires. At any spell result both protection from evil and blessing 
  protects the person from possession for the duration of the spell +1d3 hours. 
  Holy water sprinkled in the area keeps the ghosts at bay for 1 hour. The entities 
  may also be turned; spirits are turned as 2 HD creatures, while haunts are turned 
  as 4 HD creatures. Neither is damaged nor destroyed with a turning attempt, 
  though if the spell check result indicates damage or destruction, the party will 
  not be plagued by spirits or haunts for 1d6+2 days.  
  An entity encountered manifests for one person until driven away and continues 
  to plague the victim causing the effect noted on the table below every 1d3 hours, 
  even after leaving the Cragbridge site. Only the victim can perceive the 
  manifestation of the entity and suffers the effects. With a successful Will save 
  (DC 14 for spirits and 16 for haunts), the victim is plagued by the entity for 1 
  round before it moves on to someone else.  
  NOTE: Spells such as speak with the dead and the Tongues manifestation (see the 
  Haunts and Spirits Manifestation Table) allow PCs to converse with the entity – 
  the spell check results prevail for the speak with the dead spell. The speaker must 
  convince the entity that the party is here to end the curse (if a Personality check is 
  used, the DC is 18). It then describes, in wails and moans, the curse affecting 
  Cragbridge. None know the details or cure for the curse, though haunts believe 
  that the ghost of the sorceress inhabits the tombs on the lower levels. 
  1d6 
  Manifestation Effect 
  1 
  Bone-cold chill 
  Extreme unease; -1d to attacks. 
  2 
  Blind spot 
  A favorite item cannot be perceived (seen, used, etc). 
  3 
  Bloody vision 
  Sight turns blood red; -1d to ranged attacks and any 
  activity requiring fine vision (picking locks, 
  searching, and the like). 
  4 
  Paranoia 
  Situational penalty related to awareness (traps, 
  surprise, etc) at Judge’s discretion. 
  5 
  Tongues 
  Cannot speak any known language; Cannot cast 
  spells; Victim can converse with haunts and spirits. 
  6 
  Evisceration 
  Excruciating pain and visions of horrible wounds; 
  victim collapses until entity is driven away. 
  Weakened for 1d6 hours (-2 STR) after effect ends. 
  Haunts and Spirits Manifestation Table 
  
  11 
   
  TOKENS OF THE DAMNED 
  When destroyed, the larval forms of glypterans and grillans may leave behind a 
  token that represents the soul of the victim. For grillans, roll 2d3 on the table 
  below. For glypterans, roll 2d4. When carried by PCs each token has a 10% 
  cumulative chance per day of passing a curse to the bearer (roll 2d3 or 2d4 on the 
  Effect column on the table below). If cursed, the bearer must make a Will save 
  (DC 11+1 per token carried). On a success, the bearer understands that the items 
  are causing the curse and can discard them. The save must be made daily, and 
  once failed, the curse is permanent until a year has passed or the curse on 
  Cragbridge is lifted. At this point, the relics are no longer cursed.  
  2d3 / 
  2d4 
  Token 
  Value 
  Effect (Roll 2d3 or 2d4) 
  2-3 
  None 
  N/A 
  N/A 
  4 
  Copper coin 
  marked with a 
  two-headed raven 
  1 sp 
  Visions: The bearer if plagued by 
  hallucinations of bugs crawling under 
  the skin when stressed. Will save (DC 
  14) each encounter or –1d to attack.  
  5 
  Bronze coin 
  marked with a 
  two-headed raven 
  eating a spider 
  1 gp 
  Infestation: Roaches continually drop 
  from the bearer’s hair and clothes. 
  Personality checks at –1d. Carnivorous 
  roaches will not attack the bearer.  
  6 
  Red gemstone 
  with spider 
  trapped inside 
  5 gp 
  Haunted: The bearer attracts a haunt 
  (20%) or spirit (80%) each hour while 
  within Cragbridge’s walls. (see Haunts 
  and Spirits).  
  7 
  Glass coin etched 
  with a spider 
  10 gp 
  Diseased: See the Roach Disease Table. 
  The disease cannot be healed naturally 
  and can only be temporarily healed with 
  a successful lay on hands or other 
  magical means (24 hours). Can only be 
  permanently healed by lifting the curse.  
  8 
  Platinum coin 
  marked with a 
  spider 
  15 gp 
  Transformation: The bearer is 
  transformed into a grillan (1-4) or a 
  glypterans (5-6) each night at dusk and 
  back to normal form at dawn. The 
  bearer’s mind is lost during the time of 
  the transformation.  
  
  12 
   
  The Western Tower Key 
  1. Entrance 
  The iron-bound wooden door appears untouched by time and is locked (DC 12). 
  This small antechamber is empty.  
  The door to the south is unlocked, but trapped (DC 14) with a spray of flaming 
  oil that affects the entire room (2d4 damage; Reflex save DC 15 for half damage; 
  On a failed save, the victim catches fire for 1d4+1 damage per round until 
  extinguished). Those in the southeast and southwestern corners of the room 
  receive a +4 to their saving throws. If the three glass flasks comprising the trap 
  are recovered, each one may be thrown as a weapon, dealing 1d4+1 damage in a 
  5’ radius.  
  The door to the stairs is in good condition, iron-bound and locked (DC 12).  
  2. Empty 
  Other than dampness and mold, the room is empty. 
  3. Trash 
  This room is piled with rotting furs and leather. Hidden in a stone cubby beneath 
  the pile is a sack of 350 unstamped green glass coins (worth 1 gp each, but 
  fragile). The rotting corpse of a man clad in chain armor lies in the corner. His 
  shield bears the colors and device of Sir Dougal Skavok; a banner man of the 
  knight. 
  4. Lair 
  Grillans cluster on the ceiling and walls here above gnawed animal bones and 
  refuse.  
  Grillans (5): hp: 4, 5, 6, 8, 2 
  5. The Lord 
  A large stone statue with a broken base depicting a soldier on horseback leans 
  against the western wall. A golden badge is attached to the statue’s chest and a 
  golden rank cord encircles the left shoulder. Both can be easily removed (125 gp 
  each). The badge depicts a raven eating a spider. This is a statue of Lord Etheril, 
  broken from its plinth in Area 47. 
  6. Trash Heap 
  This locked door is composed of flimsy, rotted wood. A pile of refuse sits in the 
  southeastern corner and the walls are covered in thick leather pads. The refuse 
  pile appears to be rotting skin and hair (no bones or viscera) from an 
  indeterminate, but rather large creature. 
  
  13 
   
  7. Forgotten Storeroom 
  This room is packed with barrels, bags and casks stacked to the ceiling in places. 
  The barrels are rotted and several of them are swollen, barely containing the 
  organic slurry within. Moving a barrel inevitably causes it and all the barrels 
  around it to burst, sending a flood of rotten sludge crawling with vermin out of 
  the room. In addition to extreme disgust, any character covered in the sludge is 
  targeted by carnivorous roaches, when encountered. The secret door cannot be 
  found until contents of the room are removed.  
  8. The Broken Pipe 
  This is a 4’ diameter drainage pipe slung under the broken bridge. The far end is 
  plugged with rotting food, wood, corpses and the like. Twenty feet from the 
  secret door, a faulty drain trap opens under the slightest pressure (DC 12 to find/
  disable), dropping the first rank of the party out of the pipe and into the cistern 
  (Area 28) 50 feet below (5d6 damage; Reflex save DC 15 to avoid the fall).  
  Carnivorous roaches, the common soldiers of Lord Etheril malformed by the 
  curse, rush out and attack when the trap is sprung. When killed, the roaches 
  reform after 1d6+2 hours. 
  The roaches guard the desiccated bodies of 30 elite warriors, once in the service 
  of Lord Etheril. When found, a number of larva (equaling the number of grillans 
  killed) rest in the chest cavities of these bodies. The bodies are clad in rotten 
  clothing and have no other possessions. 
  Carnivorous Roaches (13): hp: 3 each 
  9. Fungal Garden 
  This room is crowded with lichen-like growth and a variety of fungi. A 10’ deep 
  pit, concealed by a carpet of fungus (DC 14 to find/disable), opens just inside the 
  door (1d6 damage, Reflex save DC 12 to avoid). Drudge lounge around the room, 
  fleeing into cracks and crevices if the party passes the pit.  
  Drudge (8): hp: 3 each 
  10. Lair 
  Grillans guard the stairs to the west and the fungal garden to the east. This room 
  also contains two kegs of putrescent fungus, a fermented slurry that the grillans 
  and glypterans consume.  
  Grillans (5): hp: 7x2, 4, 3, 5 
  11. Stairs Down 
  Glypterans guard this stairway, hiding behind three tapestries. The hangings 
  depicting a mounted armored figure, Lord Etheril by the symbol of a raven on 
  his shield and banner, leading his armies. Studying the tapestries reveals Sir 
  Pedr, Lord Etheril’s right-hand man, clad in silver armor adorned with the 
  
  14 
   
  knight’s chrysanthemum icon. Twenty other knights are identifiable in the 
  tapestries, as well. The tapestries are each worth 200 gp and weigh 100 lbs apiece.  
  Glypterans (4): hp: 5x2, 4, 8 
   
  12. The Horde 
  Agon, the bug-headed cursed servants of the Etherils, crouch in this dark and 
  damp room. Piles of rotted wood (once benches and tables) have been arranged 
  into crude, stinking nests. 
  Agon (6): hp: 6, 8x2, 10, 9, 5 
  13. Storage 
  This storeroom holds rotting wooden shelves and little else. A large hole in the 
  ceiling reveals a mat of thorny vines and bushes that stink of animal musk. If the 
  party is noisy or remains in this room for more than a turn, determine if the lybic 
  is present (Area 20). If it detects intruder, the creature flies through the open 
  window in Area 17 and hunts the party.  
  14. Barracks 
  Grillans lurk on the walls and ceiling. The floor is strewn with the remains of 
  shattered wooden beds and old bedding. A chest sits under a pile of flotsam. It is 
  locked and empty.  
  The walls are decorated with frescos depicting the armies of Lord Etheril 
  defeating its enemies. The lord’s troops are all marked with a raven device, while 
  the enemies are marked with a spider device. Studying the fresco reveals Sir Pedr 
  by his chrysanthemum device. 
  Grillans (8): hp: 9, 7, 6x2, 5, 4x3 
  15. Antechamber 
  This room is damp and several large holes in the ceiling along the north wall 
  revealing the sky. If the party is noisy or remains in this room for more than a 
  turn, determine if the lybic is present (Area 20). If it detects the party, the creature 
  flies through the open window in Area 17 and hunts them. Wall sconces are 
  evenly spaced on the walls. One of these contains an opal (200 gp).  
  16. Guard Chamber 
  The north wall is breached in a number of places, and the northwestern corner of 
  the wall (to the north of the door) is partially collapsed. The door is not locked 
  but is tightly fitted to its frame. (DC 12 to break open – though this automatically 
  alerts the lybic in Area 20). If the lybic has detected the party, it bursts through 
  the door and attacks at first opportunity. 
  
  15 
   
  17. Throne Room 
  Grillans lurk on the ceiling of this chamber. Two simple stone thrones sit side-by-
  side in front of what was once a great bay window, now gone. A rotting and 
  faded tapestry hangs on the west wall. 
  Grillans (4): hp: 6, 2, 3, 4 
  18. Storeroom 
  This room contains the rotting remains of once fine women’s clothing.  
  19. Antechamber 
  This room appears to be empty. The secret door is locked and trapped with a 
  spring-fired needle in the lock (DC 14 to find/disable - Ranged attack +4; 1 hp 
  damage). The needle was once poisoned, but this has since evaporated away. 
  20. Nest of the Lybic 
  Roofless, this chamber contains the rotting remains of the lybic’s last meal, a half 
  digested man in leather armor lying upon his shield, and a great nest built from 
  thorny vines and bushes. There is a 3 in 12 chance that the lybic is out hunting 
  and returns in 1d6 hours.  
  The lybic is 20’ long, a serpentine otter-like mammal with giant bat wings. It is 
  voracious and territorial, protecting the three eggs currently in its nest.  
  If the lybic successfully strikes with any two attacks, it encircles and constricts 
  the victim for 2d8 damage per round (Strength check vs. 1d20+3 to break free). 
  The lybic’s preferred tactic is to constrict for 1 round, fly out of the tower and 
  then drop the victim to the ground below (about 70’).  
  Other than three viable eggs, the lybic’s nest contains: A star rose quartz gem (50 
  gp), a golden nose ring and chain (250 gp), a golden earring (150 gp), and a 
  platinum pendant depicting a raven eating a spider (350 gp). A rotting leather 
  map case contains a scroll (magic missile) and a potion of invisibility. 
  A perfectly preserved wooden casket, sized for an infant, sits in the southeastern 
  corner of the room. The casket contains the bones of Lord and Lady Etheril’s son, 
  Edril (see Area 44). The character that opens the casket is the immediate target of 
  a spirit (70%) or a haunt (30%). If the casket remains closed, the bearer and 
  anyone within 20’ is not targeted by spirits or haunts.  
  Lybic: Init +4; Atk claw +6 melee (1d6) and bite +6 melee (2d6); AC 14; HD 
  5d10; hp 28; MV 20’, fly 50’; Act 2d20; SP constrict; SV Ref +7, Fort +3, Will 
  +2; AL N. 
  
  16 
   
  Sub-Level 1 Key 
  21. Stairwell 
  This enclosed stairwell ascends to Area 11 and is empty other than a few pottery 
  shards and the faint odor of alcohol. The door is locked.  
  22. Great Room 
  Frescos of ancient engineers building an underground aqueduct are depicted on 
  the western wall of this otherwise unremarkable room. The northern door to the 
  stairway is unlocked but stuck fast. The stairs descend to sub-level 2.  
  23. Barracks 
  This chamber is piled with the remains of several wooden beds and rotting 
  bedding.  
  24. Control Room 
  Glypterans crawl on the ceiling and walls. Several iron machines with 
  innumerable levers in various positions crowd the southern wall of this room. 
  The entire structure is rusted and inoperable. A dwarf or character with 
  engineering knowledge can surmise that this machine operated the water system 
  between the two sides of the bridge.  
  Glypterans (6): hp: 4, 2, 7, 9x3 
  25. Disfigured Statue 
  A stone statue of a mounted woman in armor leans against the wall of this room, 
  clearly broken from a plinth (see Area 47). The statue’s face has been disfigured 
  by hammer and chisel. The figure is depicted wearing a pendant carved to match 
  the platinum pendant found in the lybic’s nest (Area 20).  
  26. Treasury 
  The floor of this room snaps open when stepped on, dropping victims into a 20’ 
  deep pit lined with spikes (DC 12 to find/disarm; 3d6 damage; Reflex save DC 13 
  to avoid the trap). Attached to the eastern wall are three large clay jars each 
  containing 500 small golden coins. Each coin is worth ½ gp. The jars will not fall 
  into the pit.  
  27. Purlid Lair 
  This room stinks of animal musk. A purlid lairs here, though there is a 1 in 12 
  chance that it is out hunting. If present and surprised, it sleeps in its burrow in 
  the northwest corner of the ceiling which can be detected as a secret door (Luck 
  check or search DC 12).  
  About the size of a spider monkey, the purlid has eight hairy arms set radially 
  around a bulging central body where a large fanged mouth gnashes and shrieks. 
  
  17 
   
  Four eye stalks sprout from the top of the body, retracting to bulging eyes when 
  the purlid is threatened. 
  Before the purlid attacks, it launches a spray of noxious liquid that blinds anyone 
  in a 5’ radius up to 20’ away (Fortitude save DC 15). It then attempts to latch on 
  with its clawed hands and bite a blinded victim. The purlid can only spray 
  poison once per hour.  
  The purlid can hide in shadows (+6), climbs at its regular move speed, and 
  squeezes into spaces seemingly too small for it. Its senses are preternatural (+10 
  to any checks involving detection) and it is rarely surprised, unless sleeping. The 
  bloodcurdling screech of an attacking purlid often causes hirelings and 
  henchmen to flee.  
  Its burrow contains: gems (malachite, 10gp; turquoise, 50gp; carnelian, 50 gp; 
  amethyst, 40 gp; garnet, 100 gp), jewelry (4 silver rings, 25 gp each; a diamond 
  stickpin, 500 gp; golden circlet, 300 gp; leather belt studded with turquoise, 150 
  gp; and a golden necklace, 100 gp), a scroll (protection from evil) and a silver 
  bladed hand axe (imparts a +1 to attacks, but is blunted on a fumble roll and 
  loses this bonus until 100 gp is spent on repair).  
  Purlid: Init +6; Atk claws (4) +5 melee (1d4 each) or bite +5 melee (1d6); AC 
  15; HD 4d8+2; hp 28; MV 60’, climb 60’; Act 4d16; SP noxious spray, hide; SV 
  Ref +8, Fort +2, Will +1; AL N. 
  
  18 
   
  28. The Tank 
  The dry cistern is 50’ deep with a 3’ wide walkway around the upper rim. The 
  lower half is part of sub-level 2. A steel hatch set into the center of the domed 
  ceiling leads to Area 8. An altar depicting a bloated human woman with the 
  flame-eyed head of a wasp is carved into the eastern wall (28A). An offering left 
  on the stone shelf below the carving has a 1 in 6 chance of granting a blessing 
  from Nesiri (the goddess prefers insect larva, gold, or other precious items). 
  Those that defile the altar have a 1 in 6 chance of receiving a curse. Individual 
  characters can only receive 1 blessing and 1 curse. Curses are permanent, but can 
  be lifted by a remove curse spell. Blessings are likewise permanent, however, 
  should the PC defile a shrine to Nesiri or slay any of her servants (including 
  normal or giant wasps), the blessing is recanted.  
  2d3  Blessing 
  Curse 
  2 
  Defender: When the PC is reduced 
  to exactly 1 hp, a demon wasp 
  appears and defends the PC until 
  all enemies are defeated.  
  Plagued: A swarm of wasps attacks the 
  character (1 in 6 chance per day).  
  A sacrifice of 100 gp to Nesiri averts the attack 
  for the day.  
  3 
  Familiar: PC gains a wasp 
  familiar.  
  Hunger: The PC cannot digest normal food 
  and must subsist on spiders, insects, worms 
  and other vermin.  
  4 
  Chosen: PC gains a random 1st 
  level cleric spell. Spell can be cast 
  1/day if 100 gp value is sacrificed 
  to Nesiri.* 
  Deafened: PC is deafened by the buzzing of 
  wasps. The condition cannot be healed by 
  magical or mundane means (other than remove 
  curse). 
  5 
  Builder: PC gains the 
  underground skills of a dwarf. 
  Dwarves gain the ability to speak 
  with insects.  
  Obsession: PC obsessed with the culture of 
  Nesiri. Must find a shrine to Nesiri and restore 
  it or build a new one at an appropriate site. For 
  each week that the quest is unfinished, the PC 
  suffers a cumulative -1d to all Action Dice.  
  6 
  Avatar: PC can transform into a 
  demon wasp by concentrating for 
  1 turn, 1/day. The effect lasts for 
  1d10 rounds, and the PC has 1 
  round notice before transforming 
  back. At the end of the 
  transformation, the PC must make 
  a Will save (DC 15) or suffer from 
  minor corruption.  
  Hunted: Each week, there's a 1 in 6 chance that 
  a demon wasp appears and attempts to 
  paralyze the PC and take him or her back to 
  the depths of hell to face judgment.  
  * Non-spellcasters cast this spell with a d10. Wizards cast this spell at a –2 to the spell check.  
  
  19 
   
  Demon wasps are giant versions of the insect – about the size of a pony. Those 
  that serve Nesiri are marked with a silver rune associated to the goddess. A sting 
  from a demon wasp paralyzes the victim, in addition to dealing fiery damage 
  (2d4 per round until death).  
  Demon Wasp: Init +1; Atk sting +6 melee (1d4 + special); AC: 14; HD: 5d8+3; 
  MV 20’, fly 40’; Act: 1d20+1d14; SP immune to fire-based attacks, burning 
  poison (DC 15 or paralyzed and 2d4 damage per round); SV Ref +8, Fort +5, 
  Will -1; AL C. 
  Wasp Swarm: Init +5; Atk swarming sting +1 melee (1 plus 1d4 poison vs. 
  DC 5); AC 11; HD 4d8; hp 32; MV fly 40’; Act: Special; SP bite all targets in 
  a 20’x30’ space, half damage from non-area effect attacks, double damage 
  from fire and cold; SV Ref +10, Fort +0, Will -2; AL N.  
  Wasp Familiar: AC 19, hp 1, Attack Sting -2 (1d2 poison ), Telepathic com-
  munication (Int 5).  
  
  20 
   
  Sub-Level 2 Key 
  29. Trap 
  A pressure plate trap sprays acid 20’ into the hallways to the east and south (2d4 
  damage; Reflex save DC 14 or suffer 1d4 damage per round until washed off; All 
  non-metal items must save or be destroyed). There is a cumulative 1 in 6 chance per 
  person of stepping on the pressure plate, which may find part of the party down 
  the southern hallway and part still in the eastern. The person that steps on the trap 
  is unaffected.  
  30. Lair 
  This room contains the statue of a human male figure in a robe. Where his arms 
  should be are two spider legs on each side.  
  Five grillans lurk on the ceiling and walls.   
  Grillans (5) hp: 5x2, 7, 6, 4 
  31. Lair 
  This chamber is crowded with large rusted metal devices left over from the 
  building of the pump system. Lurking amongst them are six glypterans. The 
  secret door to Area 33 is locked.  
  Glypterans (6) hp: 3, 7x2, 8x2, 4 
  32. Tombs 
  Four stone columns support the ceiling. Within each column is a spider ghoul 
  which disgorges when someone steps into the center of the room. Hidden within 
  each secret chamber is 75 pp.  
  Spider ghouls are undead constructs created by the sorceress, Ubela Lenore. The 
  creatures are humanoid from the waist up, with four black metal legs and two 
  black metal arms ending in vicious claws. Like ghouls, spider ghouls paralyze 
  victims struck by their claws or bite for 2d4 turns. Spider ghouls are turned as 4 
  HD creatures and can climb at their normal speed. The creatures are masters of 
  lurking in the shadows (+10).    
  33. Secret Room 
  A 10’ diameter, 8’ tall glass vat half-full of foul liquid sits in the center of this 
  room. A flame spider lurks on the ceiling (Hide +10).  
  Spider ghouls (4): Init: +8; Atk claws (4) +4 melee (1d4 each) and bite +4 
  melee (1d6); AC 14; HD 3d8; hp 18, 16, 13, 15; MV 30’; Act 4d16+1d14; SP 
  paralysis (Fort save DC 14), surprise; SV Ref +8, Fort +3, Will +3; AL C. 
  
  21 
   
  A flame spider is a magical construct about the size of a large dog made of black 
  iron. Within its maw glow the fires of hell. Its bite injects a flaming fluid into the 
  wound causing an additional 1d4 damage per round until extinguished. 
  Touching the flame spider with unprotected flesh deals 1d4 damage from the 
  intense heat. Flame spiders are immune to mind affecting spells, fire and magical 
  restraints (such as the spider web spell). Non-magical weapons deal half damage.  
  Hidden in a small chamber below the glass vat are three crates each containing 
  1,000 gp worth of silver bars stamped with a raven. Each crate weighs 50 lbs. The 
  vat weighs 600 pounds and must be moved before the concealed trap door can be 
  located.  
  34. Mustard Gas 
  NOTE: Anyone listening at either the northern or eastern door detects the odor 
  of garlic with a successful Luck check.  
  The floor of the room is littered with bones and remains of the slime’s victims. 
  Amidst the carnage is a plain golden rod (300 gp).  
  Anyone stepping into this room is immediately subjected to the mustard gas 
  from the slime on the ceiling (see below). It lingers there until its killing vapors 
  Flame spider: Init +4; Atk bite (1d3); AC 19; HD 1d8; hp 8; MV 30’; Act 
  1d20; SP unnatural heat, hide +10; SV Ref +1, Fort +1, Will -1; AL N. 
  
  22 
   
  overcome its prey. If one victim falls dead, the slime drops on the corpse, fighting 
  to protect its meal.  
   
  The mustard slime is a 25’ diameter primordial slime that exudes mustard gas 
  from its corrosive surface. The gas affects everyone in a 10’ sphere, expanding in 
  a 10’ radius each round. The gas deals an immediate 2d4 damage (Fortitude save 
  DC 20 for half) and all victims affected must make a second Fortitude save (DC 
  16) or die in 1d3 rounds as blisters form in the eyes, mouth and lungs. When 
  stationary against a stone or similar surface, the slime is nearly undetectable, and 
  it remains motionless until at least one victim succumbs to its vapors. Touching 
  the mustard slime with bare skin deals 1d4 damage to the victim per round that 
  contact is maintained.  
  35. Corpses 
  Twenty open stone coffins rest here containing the mummified remains of Lord 
  Etheril’s knights. Each is clad in rotted tabard, a rusted chain shirt with coif, and 
  a steel helmet. A rusted spear lies along the left side of each body, while a shield 
  partially covers the torso. Within the chest cavity of a number of corpses (number 
  of glypterans slain) are large white worm-like larva.  
  On the chest of each knight, under the chain shirt, is a saucer-sized golden coin 
  marked with the image of a raven (100 gp each). NOTE: These coins are cursed, 
  roll on the Tokens of the Damned curse table.  
  In addition, six huge flies with the rotting heads of horses guard the bodies of 
  Etheril’s fallen knights. These are the tabad, the cursed forms of the knights’ 
  horses.  
   
  Tabad can jump 30’ to attack. When killed, the tabad’s body melts away after 1d3 
  rounds, and the tortured spirit of the war horse that once inhabited the body 
  becomes a spirit, forever trapped in Cragbridge.  
  Mustard Slime: Init (always last); Atk 5 pseudopods +7 melee (1d6); AC 
  10; HD 5d8; hp 26; MV 5’, climb 5’; Act 5d20; SP half damage from slicing 
  and piercing weapons, mustard gas, corrosive surface, camouflage; SV Ref 
  -8, Fort +6, Will -6; AL N. 
  Tabad (6): Init +6; Atk bite +2 melee (1d8); AC 13; HD 2d8; hp: 9, 9, 15, 8, 3, 6; 
  MV 20, fly 50’; Act 1d20; SP jump (30’); SV Ref +4, Fort +2, Will -2; AL N. 
  
  23 
   
  If any glypteran larva are found in the bodies of the knights, they are easily slain. 
  After 1d3 rounds, the body of the larva melts away, possibly leaving a token (see 
  Tokens of the Damned). The spirit of the knight becomes a haunt that 
  immediately hunts down its killer (see Haunts and Spirits).  
  36. Empty 
  This room reeks of mold, though little is evident. A rusted, reinforced metal door 
  is set into the south wall. The door is locked, but still requires appropriate tools 
  (crowbars, sledgehammers, etc.) to bash open (Strength check DC 18).  
  37. Shattered Chamber 
  The walls of several rooms lie collapsed in this chamber. The eastern wall, once 
  composed of iron, has rusted and fallen in places. The floor and walls are covered 
  in a thick fur of greyish mold.  
  NOTE: Roll a 1d12. On a 1, the ooze worm (Area 38) is in this chamber. On a 2-8, 
  the worm is in Area 38. On a 9-11, the worm is in Area 39. On a 12, the worm is in 
  the deep caves (beyond Area 39).  
  The western wall, composed of stone, appears wet, though no source of water is 
  evident. This is due to the glisten ooze that occupies that wall. 
  The glisten ooze is the larval form of the ooze worm (see Area 38). It has no direct 
  attack, though if touched the digestive juices that coat the outside of its 
  transparent body cause immediate acid damage and paralysis (Fort save DC 15 
  or paralyzed for 1d6 rounds). Paralyzed victims are dealt automatic damage each 
  round until killed and absorbed into the ooze. The ooze is immune to direct 
  weapon attacks, though it takes double damage from cold-based attacks. It is 
  immune to both normal and magical fire.  
  38. The Worm 
  The room is crowded with rusted hulks of iron machinery covered in a thick grey 
  fur of mold. An 8’ wide walkway circumnavigates the room. The stone walls of 
  this chamber are lined with rusted iron plates also covered in mold. 
  A nest of bones, jagged iron, and other flotsam is piled in front of the entrance to 
  Area 39. The mold is harmless.  
  This is the lair of the ooze worm (see Area 37 to determine where the ooze worm 
  is at any given time).  
  Glisten Ooze: Init (always last); Atk None; AC 10; HD 4d8; hp 25; MV 0’; 
  Act N/A; SP acidic surface (2d4 damage), psycho-electric paralysis (Fort 
  save DC 15), immune to fire and direct attacks, double damage from cold; 
  SV Ref N/A, Fort +2, Will -4; AL N. 
  
  24 
   
  The ooze worm is a semi-amorphous creature with three insect-like feelers 
  emerging from a sensory organ at both ends. The worm can attack up to three 
  times from each end of its body, though it cannot contort itself to attack six times 
  in one direction. Those struck take the indicated damage and must make a 
  Fortitude save (DC 18) or be stunned for 1d6 rounds. Stunned victims may move 
  at ½ speed, but can take no other actions.  
  The creature then tries to engulf a stunned victim, dealing 2d4 damage per 
  round. The slimy acid that coats the ooze worm deals 2d4 damage to exposed 
  organic material, but does not stun victims. The ooze worm is immune to both 
  normal and magical fire and takes double damage from cold-based attacks.  
  In addition to the bones of many creatures, the beast’s nest contains 2,000 gp in 
  various coins (250 lbs), an opal (pale blue with green and gold flecks; 1,000 gp), 
  an uncut ruby (deep red; 1,000 gp), and a polished chalcedony gemstone (pale 
  blue; 150 gp).  
  Ooze Worm: Init +2; Atk feelers +8 melee (1d4 + stun); AC 13; HD 6d8; hp 
  32; MV 20’; Act 3d20 x2 (see below); SP psycho-electric stunning (Fort save 
  DC 15 or stunned for 1d6 rounds), engulf, acidic skin, immune to fire, 
  double damage from cold; SV Ref -2, Fort +7, Will -4; AL N. 
  
  25 
   
  39. Pump Shaft 
  This smooth stone shaft angles down at 60° toward what once was the Roaring 
  River. The floor of the shaft is littered with the rusted remains of a pipe that once 
  ran through it. The broken end of the shaft extends about 240’ through solid 
  stone before emerging in a natural cave system, which is left up to the Judge to 
  develop. NOTE: See Area 37 to determine the location of the ooze worm.  
  40. Antechamber 
  The secret door on the eastern wall is locked and trapped. The western side of the 
  door is carved with corrupted runes by the sorceress Ubela Lenore. Anyone 
  passing through the secret door must make a Will save (DC 20) or sink into an 
  obsessive insanity. This manifests as an overwhelming desire to guard this room 
  from all intruders. Thoughts of food, drink, sleep or other necessities are 
  forgotten, though the victim can make additional saves every 12 hours to break 
  the spell.  
  NOTE: Those affected fight all attempts to remove them from the room. Exiting 
  the secret door (west-to-east) does not change the obsessed victim and does not 
  necessitate a save for those that were not originally affected.  
  A stone door, carved with more blasphemous runes and the spider symbol of the 
  sorceress, blocks the exit to the west and is almost immovable (it weighs 3,000 
  lbs) and must be lifted. If the bones of Prince Edril (see Area 20) are carried into 
  this room, the door raises into the ceiling and the trap (see below) is disabled for 
  1 turn.  
  Touching the door transmits a nasty curse: On a failed Fortitude save (DC 20), 
  the victim is transformed into hideous humanoid spider over the next 3 hours. 
  Within the first hour, four spider legs painfully grow from the victim’s flesh, two 
  from the upper back and two from the lower back. Within the second hour, the 
  victim sprouts long black hairs, and six eyes burst open across his or her 
  forehead. By the last hour, the victim’s torso transforms into that of a huge spider 
  and humanoid limbs painfully mutate into spider legs. The victim must then 
  make a second save (Will DC 20) or lose his or her mind, becoming a slave to the 
  spider sorceress. This is considered a major curse for the purposes of a remove 
  curse spell. If a transformed character retains his or her mind, abilities are also 
  retained (class, spells, etc.), however, when in the presence of the spider sorceress 
  (see Area 46), the victim is affected as if by a charm person spell (Will save DC 20). 
  The secret trap door in the floor is unlocked, but cannot be detected until the 
  stone door is raised. 
  Spider Slave: Init +4; Atk jagged claws +5 melee (1d4) and bite +5 melee 
  (1d6+poison); AC 16; HD 5d8; hp 27; MV 50’, climb 50’; Act 2d20; SP 
  poison (Fort save DC 16), Cast spider web (+5 spell check); SV Ref +8, Fort 
  +4, Will +2; AL C. 
  
  26 
   
  The spider slave is usually a 
  mindless giant spider that attacks 
  to defend the spider sorceress’ 
  lair. It can project a web as the 
  spider web spell (cast at +5 to the 
  spell check). Its poisonous bite is 
  lethal in 1d6 rounds (Fortitude 
  save DC 16), manifesting as a 
  rotting, pus-filled wound that 
  expands until the victim is dead. 
  41. Secret Room 
  This room reeks of death. The 
  corpses of a young man and 
  woman in leather armor lie rotting 
  on the floor. Both have burns on 
  their arms and faces. The floor is 
  covered in dust, but has been 
  disturbed as recently as a month 
  ago. The outline of the trap door 
  in the floor, once hidden, is 
  evident. The stone walls retain faint carvings of a strange and alien script 
  surrounding a humanoid figure in bulky armor and a strange transparent globe 
  for a helmet. A comprehend languages spell cast at any result decodes the script, 
  but very little can be gleaned, other than these appear to be prayers describing 
  strange and ethereal worlds and dedicated to an entity called Mur.  
  The trap door is unlocked, however pulling the iron ring delivers a jolt of 
  electricity (2d8 damage; Reflex save DC 12 for half damage). Below the trap door 
  is a winding stairway down to the depths of the underworld.  
  The Tomb of the Lovers Key 
  No random encounters occur within the Tomb of the Lovers.  
  42. Hall of the Defiled Lovers 
  The north wall of this dusty stone hall is decorated with brightly painted frescoes 
  depicting the seduction and defilement of Sir Pedr, trusted captain of Lord 
  Etheril’s lieges by a hauntingly beautiful sorceress.  
  The south wall is similarly decorated, however, these paintings chronicle the 
  seduction and defilement of Lady Etheril by a willowy and handsome sorcerer. 
  Lord Etheril is seen in the background of these paintings wearing a set of horns 
  that grow with each iteration. The two seducers could be twins, but are in fact the 
  same person, the sorceress Ubela Lenore.  
  
  27 
   
  The two figures, Lady Etheril and Sir Pedr, are depicted as desiccated corpses 
  looming over the archway through the west wall. The keystone of the archway is 
  carved to depict a desiccated child’s corpse (the infant Edril) wearing the symbol 
  of Lord Etheril, the raven. 
  44. Tomb of Lady Etheril 
  Otherwise bare stone, this tomb is occupied by the figure of a shapely woman in 
  a fine dress hunched over something held tightly to her breast. The woman’s face 
  is pure void, and she holds nothing. If the woman is touched, attacked or the 
  target of a spell, she disgorges four Emaciated Servants that immediately attack 
  anyone not carrying the bones of Edril (see Area 20). If the casket is placed at the 
  feet of Lady Etheril, the creatures dissipate into smoke which is sucked into the 
  void of her face. She takes up the remains of her child and offers to bless each 
  party member. She remains for 1d4 rounds before the ghost, the casket and bones 
  of her child collapse into a pile dust, leaving only the lady’s skull. Those blessed 
  by Lady Etheril are marked with the sign of her house (a double-headed raven) 
  imparting a +1 to attack undead creatures. The sign of Lady Etheril is considered 
  anathema to Lawful gods for the murder of her child and betrayal of her family 
  (clerics of Lawful gods understand this implicitly). For the purposes of Lay on 
  Hands, anyone blessed by Lady Etheril are considered Opposed to both Lawful 
  and Neutral gods.  
  Amongst the detritus of her passing are two golden bracelets, two silver rings 
  with ruby settings, a golden necklace decorated with teardrop emeralds (total 
  value 5,000 gp), and a red stone tile carved with the symbol of a spider (see Area 
  43). Lady Etheril’s skull, when carried by someone blessed by her, imparts a +3 
  to AC. 
  Emaciated servants are skeletal humanoid 
  creatures with faces of pure void and dark blue 
  skin stretched over their bones. They attack with 
  their tearing claws. If two claws strike one 
  opponent in the same round, the victim receives 
  a bite attack. Those struck by the void of a 
  servant’s face lose 1d3 CON (Fortitude save DC 
  15). Creatures reduced to 0 CON become 
  emaciated servants. Emaciated servants are 
  undead and are only damaged from magical 
  sources (spells, magical weapons, etc.) 
  Emaciated Servants (4): Init +2; Atk claws +5 melee (1d6) or bite +3 
  (special); AC 16; HD 4d8; hp 16, 17, 14; MV 40’; Act 2d16+1d20 (see below); 
  SP draining bite; SV Ref +4, Fort +6, Will +5; AL N. 
  
  28 
   
  45. Tomb of Sir Pedr 
  This otherwise bare stone room holds a skeletal horse and rider. The rider is clad 
  in rusted chain mail with coif. A 10’ long spear (see Magic Items) lies on the 
  floor. When Sir Skavok entered this room, the spirit of Sir Pedr drew his body 
  into the same hellish purgatory where the doomed knight waits. The spirit of Sir 
  Skavok, bereft of a physical form, moved into Ubela’s tomb (Area 46) to protect 
  his new mistress. Taking the spear causes the horse and rider to collapse into 
  dust. 
  46. Tomb of the Spider Sorceress 
  An intricately woven throne of golden spider webs is attached to the western wall. 
  The spider sorceress, Ubela Lenore, crouches here, a desiccated humanoid mummy 
  with four large spider legs sprouting from her back. Appearing as a greyish 
  displacement of air, the haunt of Sir Dougal Skavok hovers before her.  
  NOTE: The secret door in the floor of this chamber leads down to Area 48. It is 
  locked (DC 18).  
  Ubela is a powerful undead creature limited by a number of charms, curses, and 
  wards, though she takes great pains to convince intruders of her power:  
  At the touch of Skavok’s spear, Ubela is disintegrated. Should the haunt of Skavok 
  successfully possess the spear bearer and subsume his or her mind, this threat is 
  neutralized (see Sir Dougal Skavok on the opposite page). She cannot exit the tomb 
  unless someone specifically invites her to leave. Once out of the tomb, she exits 
  Cragbridge at the Judge’s whim.  
  She cannot touch anyone marked with the symbol of Lady Etheril – in fact, she 
  cannot be within 10’ of those so marked. A dispel magic spell cast by Ubela 
  neutralizes this ward for 1d6 rounds (spell check result 20 or higher) – the target of 
  the spell receives a Will save (at dispel magic spell check result) to resist this attempt.  
  By the time the party enters, she has thrown up a control force (see New Magic; cast 
  at a 24 on the spell check). She entreats those under her charm (see Area 43) to 
  destroy those marked with the sign of Lady Etheril and directs Sir Dougal Skavok 
  toward the character holding his magical spear. Anyone killed is raised via an 
  animate dead spell. If Skavok, her charmed minions, and servants from the Staff of the 
  Spider are defeated, she promises untold power, riches and immortality to those 
  that free her, though she cannot directly ask to be freed from the tomb. It is up to 
  the Judge to determine if she is capable of such feats of largess or if she will even 
  make good on her promises.  
  Sir Dougal Skavok concentrates his attacks on the character that wields his spear. 
  As a haunt, Skavok cannot be struck by weapons or magic originating on the 
  material plane. He can be turned as a 5 HD creature. The haunt attempts to envelop 
  the spear bearer, who receives a Will save (DC 16). On a failed save, the spear 
  
  29 
   
  bearer is pulled into a pocket dimension where he or she must face Sir Dougal 
  Skavok one-on-one (see below). 
  The spider sorceress is an undead creature with powerful spellcasting and combat 
  abilities. Those not under the influence of the charm effect (see Area 43), must make 
  a Will save (DC 20) or flee in fear for 1d6 rounds. Those that cannot flee are 
  paralyzed with dread until attacked by her or one of her minions.  
  If in melee (which she avoids, if possible), she can attack up to four different 
  opponents with a combination of claws and bite. Her poisonous bite results in 
  death in 1d3 rounds (Fortitude save DC 20). Those struck by her claws must make a 
  Fortitude save (DC 20) or fall unconscious and contract a transformation disease. 
  Over the course of 1d3 weeks, the victim is magically transformed into an undead 
  spider humanoid that immediately seeks the service of the spider sorceress. During 
  this time, the victim remains unconscious and cannot receive magical healing (such 
  as lay on hands). The disease can only be cured with a remove curse (considered a 
  major curse) or similar powerful magic. 
  * The spell blink can be found in the New Spells section. Control force and confusion 
  are published as a web enhancement on the Mystic Bull Games website: http://
  www.mysticbull.com.  
  In the pocket dimension, Skavok appears as a 7’ tall humanoid figure clad in black 
  iron plate armor and helmet, and bearing an obsidian bladed two-handed sword 
  (+1). Both the armor, helmet and sword are marked with the red-on-black symbol 
  of Ubela Lenore (see Magic Items).  
  Skavok is a skilled warrior and uses his Mighty Deeds to slow down or immobilize 
  his opponent. Other than standard warrior abilities, Skavok is immune to all mind-
  influencing spells and effects. If he defeats the spear bearer, the pocket dimension 
  dissolves, and the erstwhile knight takes over the personality of the character 
  Ubela Lenore, Spider Sorceress: Init +4; Atk claws +12 (1d6+poison), bite +12 
  (1d4+poison), or Staff of the Spider +10 melee (see Magic Items); AC 19; HD 10d8; 
  hp 64; MV 40’, climb 40’; Act 4d20; SP poisons (see below), spells (see below), 
  charm, fear; SV Ref +12, Fort +12, Will +12; AL C. 
  Spells (Spell check +10): charm person, ray of enfeeblement, forget, ESP, dispel magic, 
  protection from good (-2 to cast), animate dead (-2 to cast), control force*, blink*, confu-
  sion*. 
  Sir Dougal Skavok (within pocket dimension): Init +5 (1d16 for two-handed 
  weapon); Atk two-handed sword +1d7+2 melee (1d10+deed die result+2); AC 17; 
  HD 5d12; hp 60; MV 20’; Act 1d20+1d14; SP Mighty Deed (trip or cripple), crit on 
  18-20 (1d24 on Crit Table V), immune to mind-influencing spells and effects; SV Ref 
  +2, Fort +4, Will +1; AL C. 
  
  30 
   
  bearing his spear, forever (and fights with the subsumed character’s abilities). If 
  Skavok is defeated, the dimension dissolves and the knight’s soul, purged of its evil 
  influences, inhabits the spear, becoming devoted to the bearer and his or her cause 
  (see Magic Items).  
  Ubela carries the Staff of the Spider (see Magic Items). The remainder of her treasure 
  is encased in a bundle of golden webs: 2,534 sp, 6,233 gp, spell books containing her 
  spells, a tower ring (see Magic Items), and a black iron war hammer. The hammer is 
  non-magical, but deals an additional 1d6 damage to fey creatures, such as elves, 
  fairies, and the like. The fine golden webs comprising the sorceress’ throne can be 
  retrieved as well, equaling 1,500 gp worth of gold.  
  If the spider sorceress is destroyed and Sir Dougal Skavok redeemed, those marked 
  with Lady Etheril’s blessing find that her mark fades after 1d3 weeks, though the 
  blessing remains. 
  47. Memorial 
  This bare, dusty hallway contains two broken plinths that once held the statues of 
  Lord and Lady Etheril (found in Areas 5 and 25, respectively).  
  48. Tomb of the Lovers 
  Two closed sarcophagi carved in the forms of Lord and Lady Etheril stand here. 
  Both are empty. If the skull and the dust of Lady Etheril’s passing are returned to 
  her sarcophagus, the ghostly form of the lady appears to hover over the 
  sarcophagus, crying. Casting speak with the dead (at any successful check result) 
  allows a spellcaster to converse with her spirit for 1d6+3 rounds before she 
  dissipates.  
  If the spider sorceress has not been destroyed, she tells of the ward created by those 
  that are marked with her symbol (see Area 46). She knows nothing of the powers of 
  the spear or the fate of Sir Dougal Skavok. If Ubela has been destroyed and Skavok 
  redeemed, she explains that she and the servants, warriors and knights of 
  Cragbridge will remain in a hellish purgatory until the bones of her husband are 
  returned to his sarcophagus.  
  Those that agree to return the lord’s bones receive a blessing from Lady Etheril, as 
  described in Area 44, and though the mark of Lady Etheril’s house fades after 1d3 
  weeks, the blessing remains.   
  
  31 
   
  
  32 
   
  Magic Items 
   
  Sir Skavok’s Spear 
  When found, Sir Skavok’s Spear is a simple wooden weapon with a broad steel 
  head. The spear imparts a +1 to attacks and damage, but does not register as 
  magical when subjected to detect magic or the like. When the spirit of Sir Skavok 
  is defeated (See Area 46) and thus redeemed, it inhabits the spear. The bearer of 
  Sir Skavok’s spear must be of lawful alignment and, if a chaotic act is ever 
  committed while holding the spear, the spirit of the knight retreats for a year and 
  a day (thus the weapon reverts to a non-magical +1 spear).  
  In addition to making the spear a magical weapon, the knight’s possession 
  imparts the following additional benefits:  
  Sage Advice – Once per day, the bearer may ask Sir Skavok a question of 
  individual combat tactics. This question is related to one opponent and must be 
  asked as the first “action” in combat (the bearer can move, but cannot attack the 
  first round of combat). On a successful Luck check, Sir Skavok imparts the ability 
  to perform a Mighty Deed (additional d3 deed die to attack) to the bearer. If the 
  bearer can already perform Mighty Deeds, he or she receives +1d to the deed die. 
  This effect lasts until the single opponent is dead, flees the battlefield, or 30 
  minutes has elapsed, whichever comes first.   
  Rallying Cry – Once per day, the bearer of Sir Skavok’s spear may give a mighty 
  war cry. This immediately strengthens the morale of NPCs fighting for the 
  bearer, removing the need to check for morale, and lasts for the entire combat. 
  PCs under mind-affecting magicks receive a second saving throw to break the 
  spell at +1d to the save.  
  Horse Lord – The bearer is proficient in mounted combat and receives +1d to 
  damage with the spear when fighting from the back of a mount.  
  Tower Ring 
  The tower ring is a tarnished pewter ring with the image of a falling tower 
  stamped upon a flat pewter setting.  
  This ring grants a +2 to Intelligence-related checks, including spell checks, 
  related thieves’ skills, and the like. Additionally, when the ring is worn, the 
  bearer receives 1d3 waking nightmares per day. When a waking nightmare 
  occurs, the bearer must make a Will save (DC 15) or suffer from a life-like illusion 
  of some horror that lasts for 1d3 turns. Other than situational effects, during this 
  time the bearer suffers a –1d to all action dice, initiative, Intelligence, and 
  Personality checks. Waking nightmares occur at the discretion of the Judge,  but 
  may be keyed to certain actions, events, or the like.  
  
  33 
   
  Staff of the Spider 
  The Staff of the Spider is a +2 staff constructed from the chitin leg of the demon 
  lord Agsoth, killed by Ubela Lenore during her many adventures.  
  NOTE: The spell check die is as the core rules – wizards, elves, and clerics use a 
  d20. All others use a d10.  
  Servants of Agsoth intensely hunt the bearer of the staff once it is recovered from 
  cursed Cragbridge.  
  Spray of Spiders (spell check 12 or higher) – The bearer sprays 2d5 large spiders 
  from the end of the staff. These creatures fight for the bearer until recalled to the 
  staff or killed. If all of the spiders are killed before returning to the staff, this 
  power is lost, otherwise it functions once per day with a successful spell check.  
  Eightfold Sight (spell check 14 or higher) – When the bearer invokes this power, 
  he or she can see into all spectrums of light (infrared and ultraviolet), can detect 
  invisible as per the spell at result 20-21, and can see into the ethereal plane. This 
  power functions once per day. 
  Venomous Bite (spell check 16 or higher) – The end of the staff transforms into 
  the head of a huge spider for 1d6+CL rounds. When wielded as a weapon, the 
  staff delivers its normal damage (1d6+2) and an additional bite (hits 
  automatically if the bearer hits with the staff) dealing 1d3 damage. The victim is 
  poisoned by the bite and succumbs to the wound in 1d6 hours (Fortitude DC 16). 
  The head of the staff has an AC 16 and 42 hit points. If the spider’s head is killed, 
  this power no longer functions. NOTE: There is no known way to heal the 
  spider’s head. 
   
   
   
  Large, stainless steel spiders summoned 
  from the staff of the spider are about the 
  size of a goat and possess a painfully 
  poisonous bite that lingers unless treated.  
  Large Spider: Init +2; Atk bite +2 melee (1d3+poison); AC 15; HD 
  2d8; MV 30’, climb 30’; Act 1d20; SP poison (Fortitude save DC 8—
  1d4 dmg/round); SV Ref +4, Fort +1, Will -1; AL N. 
  
  34 
   
  New Spell 
  Blink 
  The caster slips between cracks in the universe in order to gain advantage and confuse her enemies. 
  The caster slides into the ethereal plane during these brief jaunts and can be seen by those that 
  detect invisibility, either naturally or magically, and hit by weapons, spells or effects that extend 
  into the ethereal plane.  
  Level: 2 
  Range: Self 
  Duration: Varies 
  Casting Time: 1 action 
  Save: N/A 
  Manifestation: 1d4: 1) The caster’s form duplicates momentarily then disappears 2) A flash of bright 
  light obscures the caster, and he or she appears in a different place. 3) Enemies are forced to blink 
  rapidly, and the caster appears to move in shutter speed. 4) The caster disappears and reappears in a 
  puff of ozone smoke.  
  Corruption: 1d8: 1) The caster’s hair turns white. 2) The caster’s hands are phased out of existence 
  anytime an 18 is rolled on any die. For 1d4 rounds, the caster cannot manipulate any object or cast a 
  spell that requires hands. 3) The caster draws the attention of a stalking phase tiger. The creature 
  appears 100 miles from the caster’s positon and hunts the caster relentlessly until either it or the caster 
  is killed. 4) minor 5-7) major 8) greater.  
  Misfire: 1d4: 1) Every living thing within a 10’ radius of the caster is teleported 30’ to the west. Those 
  that intersect a solid object suffer no damage, but must make a Fortitude save (DC 13) or be knocked 
  unconscious, landing in the nearest open space. 2) The caster’s arms disappear for 1d3+CL rounds 3) 
  The caster swaps possessions with the nearest enemy. 4) The caster disappears for 1d3+CL rounds, 
  reappearing in the exact same spot with wounds (1 hp) and strange memories.  
  1 
  Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + 
  misfire; (1-3) corruption; (4) patron taint (or corruption if no patron); (5+) misfire.  
  2-11 
  Lost, failure.  
  12-13 
  Failure, but spell is not lost.  
  14-15 
  For 1d3+CL rounds, the caster randomly teleports 5’ from his or her current position each 
  round. This effectively adds +2 to the caster’s AC and Reflex saves, and reduces area effect 
  damage by half. Ranged weapons targeting the caster have a 50% miss chance.  
  16-19 
  As above, but the caster teleports for 1d6+CL rounds.  
  20-21 
  As above, but the caster can direct the teleportation.    
  22-25 
  As 14-15, but the caster randomly teleports 10’ away from his or her position each round, 
  granting a +4 to AC and Reflex saves.  Ranged weapons and targeted spells automatically 
  miss.  
  26-29 
  As above, but the caster can direct the teleportation for 1d6+CL rounds.  
  30-31 
  As 22-25, but the spell affects the caster and up to two living individuals touched.  
  32-33 
  As above, but the spell affects any living creature chosen by the caster in a 10’ radius.  
  34+ 
  The caster warps space and time, allowing him or her to step into and out of the ethereal 
  plane numerous times per round, traveling up to 100’ away each time. This effectively gives 
  the caster CL Action Dice each round, as he or she steps into and out of material existence.  
  
  35 
   
   
  
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  38 
   
  
  39 
   
  The Curse of Cragbridge is published under version 1.0 of the Open Gaming License, and the System Reference Document by permission from Wizards of the Coast, 
  Inc.  
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0: 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax 
  and Dave Arneson.  
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  The Curse of Cragbridge is copyright © 2015 Mystic Bull Games.  
   
  
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