TEXT: Frog God 
  Games
  A  new adventure brought to you by 
  Bill Webb of  Necromancer Games.
  A  new adventure brought to you by 
  A  new adventure brought to you by 
  A  new adventure brought to you by 
  FGG1
  Frog God 
  Games
  By William Loran Christensen
  
  2
  Author
  William Loran Christensen
  Developers
  Bill Webb and Greg A. Vaughan
  Producer
  Bill Webb
  Editor
  Bill Webb
  Layout and Production
  Charles A. Wright
  Front Cover Art
  Rick Sardinha
  Interior Art
  Rowena Aitken
  Cartography
  Rick Sardinha
  Playtesters
  Ted Albert, Jason Chance, Matt Culver, 
  Liz Ellison, Phil Ellison, Kevin Haley, 
  James Larrison, Ryan Lerch, Joe Lessert, 
  Lisa Lessert, “Tall James” Sinclair, Kyle 
  Vasquez, Brent Vaughan, and “New Kevin” 
  Wright.
  Special Thanks
  Thanks to my playtesters for putting up 
  with years of abuse, to Bill and Clark  
  for creating Necromancer Games and  
  preserving the First Edition feel, Bill for 
  creating Frog God Games as a vehicle for 
  this to make it into print, and most of all to 
  all the rabid, loyal fans out there who have 
  been clamoring for this adventure for six 
  years and without whom this wouldn’t have 
  been possible.
  Credits
  Frog  
  God 
  Games
  Where you 
  can be the 
  frog . . .  
  not the flies
  ©2010 Bill Webb and William Loran Christensen, Frog God Games. All rights reserved. 
  All rights reserved. Reproduction without the written permission of the publisher is 
  expressly forbidden. Frog God Games, Frog God Games. and the Frog God Games logo, 
  Fane of the Fallen is a trademark of Frog God Games. All rights reserved. All characters, 
  names, places, items, art and text herein are copyrighted by Frog God Games, Inc. The 
  mention of or reference to any company or product in these pages is not a challenge to the 
  trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying 
  Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more  
  information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not  
  guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder  
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are  
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more  
  information on the compatibility license.
  
  3
  Table of Contents
  Introduction ............................................................................. p. 4
  Chapter 1: Raid on Brookmere  ...................................................... p. 7
  Chapter 2: Blackstump Forest ........................................................ p. 17
  Chapter 3: The Road to Sylvanus ................................................... p. 29
  Chapter 4: Garden Statuary .......................................................... p. 30
  Chapter 5: Mount Bloodstone ....................................................... p. 35
  Chapter 6: Sylvanus .................................................................... p. 43
  Chapter 7: Entering Harwood Forest ............................................... p. 53
  Chapter 8: Dobrynya’s Tree ......................................................... p. 54
  Chapter 9: The Barrow of Virnak Dun ........................................... p. 63
  Chapter 10: Baba Yaga’s Cabin ..................................................... p. 67
  Chapter 11: Entering Annwn, The Realm of the Dead ......................... p. 71
  Chapter 12: Isle of the Phoenix ...................................................... p. 74
  Chapter 13: Phoenix Cave ............................................................. p. 78
  Chapter 14: Returning from the Realm of the Dead ........................... p. 81
  Chapter 15: Tunguska ................................................................. p. 82
  Chapter 16: Ritual Circle ............................................................. p. 88
  Chapter 17: Novgorod ................................................................. p. 91
  Chapter 18: Dungeons of Castle Novgorod ....................................... p. 96
  Chapter 19: Castle Novgorod, First Floor ......................................... p. 100
  Chapter 20: Castle Novgorod, Second Floor ..................................... p. 107
  Chapter 21: Castle Novgorod, Third Floor ....................................... p. 112
  Chapter 22: Castle Novgorod, Fourth Floor ...................................... p. 118
  Chapter 23: Castle Novgorod, Towers ............................................. p. 127
  Chapter 24: Concluding the Adventure ............................................ p. 137
  Appendix 1: Wandering Monster Tables .......................................... p. 138
  Appendix 2: New Items and Spells .................................................. p. 142
  Appendix 3: New Creatures and Templates ........................................ p. 145
  Appendix 4: Player Handouts ........................................................ p. 155
  Appendix 5: Legal ...................................................................... p. 168
  
  4
  introduction
  Read, O Scholar; for such things as are once forgotten may, 
  in the fullness of time, return. At one time in the history of 
  the demons of Chaos, which is not a history of time as we 
  know it, (for time is a meaningless thing in the churning chaos 
  of the dark hells), a race of demons were once the servitors 
  of the Demon Queen Lilith, inhabiting the high aeries of 
  her great Fortress Neëriel. The dark, twisting spire of great 
  Neëriel is a feared place even in the hells. It rises above the 
  deep, oceanic skies of the Demon Queen’s domain far within 
  the unspeakable and incomprehensible geographies of the 
  demonic netherworlds. The fortress is a towering accumulation 
  of cyclopean stone, littered with countless skulls, and crusted 
  with the black excrement of her vast ﬂ ocks of harpies and the 
  even more horrid things that darken the black skies of hell. It 
  is a tower built upon nothing, ever descending to the infi nite 
  depths, foundationless, a very testament to the madness woven 
  through the realms of deepest Chaos. There is no known or 
  discernable bottom of the tower; it is built upon the shifting 
  stuff of demonic willpower, rather than upon any material 
  substance.
  And as it is said, there was a race of demons, the Kashverai, 
  who served the Demon Queen within the fortress and upon the 
  depthless skies around it. In foolishness, the Kashverai were 
  tempted by the wiles and promises of some unknown cloaked 
  and hooded demon prince, and they betrayed their mistress, 
  the Demon Queen…
  Indeed, in some past time, the race of the Kashverai demons 
  were hurled from the pits of Chaos by the Demon Queen 
  Lilith, stripped of their demonic immortality, and condemned 
  to exist in the material planes. Their pride and powers were 
  torn away, each and every one of them doomed to die, in time, 
  of old age. And yet, as it happened, the Kashverai did not die 
  out as a race, for they had descendents; these children were 
  not so powerful as the parents, but they carried with them 
  the taint of demonic chaos in their blood for generation after 
  generation. The first leader of the Kashverai was a demon 
  powerful enough to merit a true name, and this Vargoth took 
  control of the weakened and broken demon horde by murder, 
  trickery, and secret massacre. He called himself a King, 
  and gave himself a second name, for names are matters of 
  great status in the realms of Chaos. And so, with his title of 
  King, and his names of Vargoth and Novgorod, he caused his 
  subjects to build a city in the depths of a verdant forest, where 
  they could hide from the Demon Queen’s further revenge. 
  Their presence poisoned the great woods, sinking into the 
  very ground and the very roots around their blasphemous 
  fortress. In time, Vargoth and his generation died, but his 
  offspring managed to keep hereditary lordship over the 
  children of that post-demonic generation, and the bloodline 
  of the Novgorod has maintained its unstable rulership ever 
  since that time. The Kashverai have taken for themselves the 
  name of demonkindred, for so they see themselves, and all 
  their passions are turned toward the memory of Hell.
   — Second Scroll of the Dreams of Lqui, the “Book of Orichalc”
  Fane of the Fallen is an adventure for use with the Swords & 
  Wizardry Complete Rules, that embroils the adventurers in the 
  events which take place when a demon princess makes unexpected 
  promises, in an isolated outpost of Chaos. The rippling effect of these 
  promises is a seismic undercurrent of hopes, deceit, and slaughter. 
  The characters will fi ght and trick their way toward the very heart 
  of these events, and confront the deadly perils involved when power 
  changes hands in the bastions of Chaos.
  This adventure includes some creatures from the Swords & 
  Wizardry Monster Book published by Mythmere Games as a 
  supplement to the Swords & Wizardry Core and Complete Rules, 
  and other monsters from the 3.5 edition of Tome of Horrors by 
  Necromancer Games, modifi ed for use here. However, all that 
  you need to run the adventure is the Swords & Wizardry Complete 
  Rulebook. All of these additional monsters are detailed in Appendix 
  3. With very minor adjustments, the adventure can also be run using 
  the Swords & Wizardry Core Rules.
  Fane of the Fallen is designed to be used with the area map 
  contained in this adventure, but the towns and other places 
  presented herein can easily be replaced by areas in your own 
  campaign. 
  Fane of the Fallen is designed for adventuring parties of 
  approximately 9th-12th level. Well-balanced parties are the likeliest 
  to succeed, as this adventure frequently calls for a variety of talents. 
  At many times the adventure calls for wandering monster checks. 
  Most areas have their own wandering monster table, each of which 
  is detailed in Appendix 1. In addition, player handouts are detailed 
  in Appendix 4.
  Adventure Background
  The underlying background of the adventure is as described above. 
  A race of demons were stripped of their powers and immortality, 
  and abandoned in the material planes of existence as retribution 
  for their betrayal of the Demon Queen Lilith. Their offspring are 
  less than demons, but are more powerful than most mortal races, 
  retaining hints of their demonic ancestry. They are not half-breeds, 
  but are pure demons in every way but one; they are creatures of 
  the material planes, mortal, composed of fl esh. These creatures are 
  the so-called “demonkindred,” isolated in their city of Novgorod 
  beneath the shadow of its brooding fortress, waiting for the day 
  in which they will one day have the opportunity to retake power. 
  Even more, they lust for the return of their demonic powers, the 
  birthright that they think has been denied to them. And now, in the 
  form of promises, that hope has been given to them. The hidden city 
  of Novgorod has begun to stir, a beast awakened by its long-denied 
  hopes. The lust to return to their ancient status has been awakened 
  by a demon princess who understands the deepest nature of lust, 
  and knows how to shape its form to her own desires, for she is a 
  succubus of ancient power. She is the demon-courtesan Medibha, 
  just spreading her wings as a lord of demonic power, playing the 
  fi rst moves in the game of demon politics. This is the fi rst shifting 
  of the pawns, and the characters unwittingly fi nd themselves upon 
  the chessboard.
  By William Loran Christensen
  
  5
  The driving forces which set the adventure in motion are three 
  demonesses, each of them playing the situation at different levels of 
  involvement (and skill). The first, and most powerful of the demonesses, 
  is Lilith. In truth, Lilith is a goddess of Chaos rather than a mere demoness, 
  and her only role in the background of the adventure is to have created the 
  original situation by exiling the Kashverai into the material planes. The 
  second demoness is Medhiba, a trusted agent of Lilith recently raised to 
  the status of an independent demoness-lord. Medhiba is the prime mover 
  of the adventure’s background, for she has promised the demonkindred 
  that she will be their patron and restore them to favor in exchange for 
  their loyalty, worship, and adoration, perhaps even restoring the demonic 
  nature of her most faithful followers, calling them into her retinue. The 
  effects of these promises are profound and wide-reaching both upon the 
  demonkindred and on the outside world. The third of the demonic trio 
  is Tsanai, a warrior-demoness who was once a follower of Lilith but 
  who was overcome and imprisoned centuries ago by the champions of 
  Law. Tsanai is the centerpiece of the adventure’s background, the main 
  playing-piece of Chaos (to continue the chess analogy) that is actually 
  upon the chessboard. In the course of the adventure, the characters may 
  actually come into contact with Tsanai, defeat her, and thereby frustrate 
  Medhiba’s plans.
  The Fallen, also called the “demonkindred,” have long dwelled in their 
  hidden city of Novgorod, which has now been thrown into disarray and 
  violent factionalism by Medhiba’s promise to raise them into her favor. 
  Details about the effect of these promises on the city of Novgorod are 
  described later. 
  What directly sets the events of the adventure in motion is a task laid by 
  Medhiba upon her new followers: to awaken a powerful servant, Tsanai, 
  to be the focus of Medhiba’s plots. Members of the Novgorod bloodline, 
  their preeminence in the city badly threatened by the promises of 
  Medhiba, are moving quickly to rescue the imprisoned demoness Tsanai 
  and demonstrate their continued right to leadership. The first move in 
  their game is to obtain a book, Il Oboroten, which contains the details 
  of how to free the demoness Tsanai from her imprisonment. The book 
  is located in the walled town of Brookmere, which has thus become the 
  target of a powerful force of Chaos that has lain dormant and unknown 
  for centuries, but is now poised to explode against civilization.
  Tsanai’s fate, and her location, are long forgotten. Even Medibha herself 
  knows little about the circumstances of Tsanai’s disappearance. However, 
  the demoness-lord does know that some of this history is recorded in an 
  ancient text called Il Oboroten, and that a copy of the forbidden tome 
  resides in the town of Brookmere, which has long possessed an academy 
  that houses mages and their apprentices. According to what Medhiba 
  knows, and has passed on to the ruling house of the demonkindred, it will 
  take the sacrifice of 700 innocent souls to free Tsanai from whatever prison 
  holds her. Together with the freedom of Tsanai, such a sacrifice would call 
  forth not just Tsanai, but a demonic legion as well, the regiments of Tsanai 
  that once served the warrior demoness.
  The current queen of the demonkindred is Morwenna Novgorod, 
  descendant of Vargoth. Morwenna has immediately set her plans into 
  motion. She ordered her sister Elyria, and her warmaster, Ivan, to prepare 
  an assault on Brookmere to steal the book, and also against a less-defended 
  village, Sylvanus, to obtain sacrifices for the ritual. For the assault on 
  the library, Elyria has hired a large clan of mercenary orcs known as 
  the Stonebones. During the confusion of the attack, Elyria is to lead the 
  introduction
  Law and Chaos
  There are two powerful themes driving this adventure. The 
  first is a glimpse into the heart of the Chaotic powers; how the 
  driving forces of the great demons are the source of change, 
  war, and deep shifts of strategy in the material planes. It is 
  a tapestry of lies and leverage, where not only those who 
  are weak in power fall into the tyranny of greater forces, but 
  where those who are made weak by their lust for strength will 
  find themselves twisted into the designs of demons. In this 
  adventure, one sees the more subtle forces of Chaos at work.
  The second theme is that of the chess game; not the 
  checkered pattern of the board itself, but the opposing minds 
  of subtle players. The gameboard here is the fabric and the 
  ineffable complexities of the cosmos itself – the opposing 
  chess-players are the disorganized and self-interested demon 
  lords and princes on the one side, and the remorseless 
  intellect of Law on the other side. The adventure has, as its 
  background, the clicking of pawns and castles as the first 
  stages of a long-prepared battle beginning to play out, set in 
  motion by the dark aspirations of a newly empowered demon 
  princess, the succubus Medhiba.
  The characters are not guided or forced in the adventure, but 
  they are asked to take on a certain role in the battle. Just as 
  many of the playing pieces of Law are seen to be forming into 
  defensive positions, the players will find themselves urged 
  deeper and deeper into the enemy formation. The characters 
  are the playing pieces at the forefront of the game, not relying 
  on the support of Law, but forced to use Chaos as a resource 
  against Chaos. They are sacrificial pieces in the game, but 
  they are positioned to strike deep into the heart of the enemy 
  game – perhaps, if they are bold and resourceful, to topple 
  the opposing queen. Any clerics of Law in the party might 
  even gain a sense of the vast powers that are coming to a head 
  in this adventure, and realize that they have been granted an 
  opportunity never dreamed of by most followers of Law – to 
  be one of the killing-pieces in the game, the one that delivers 
  a final “checkmate” in a significant battle of Law and Chaos.
  The Succubus Medibha
  The Courtesan is one of Lilith’s favored creatures, who 
  has served the Demon Queen’s goals beneath more than one 
  of the great demon princes of Chaos. Medibha’s intimate 
  knowledge of the various demon courts, and unswerving 
  loyalty to her mistress, has permitted Medibha to establish 
  her own base of power as a minor but independent factor in 
  the countless hells of Chaos. In search of followers to shower 
  her with adoration and worship, Medibha has made herself 
  known in lust-drenched visions to the descendents of the 
  Kashverai, the Fallen, promising them a reawakening of their 
  lost powers, their birthright, the deep skies of storm-drenched 
  Chaos. And the Fallen, forgotten by Lilith but remembered 
  by Medibha, have thus sworn allegiance to this new mistress 
  of Chaos.
  Tsanai the Axe
  Medhiba’s strategy of gathering up the scraps of Lilith’s 
  cast-off followers, and other remnants and scraps of power 
  abandoned by the Demon Queen, has proven successful 
  thus far. Moreover, this approach involves very little risk to 
  Medibha herself, a pleasant additional benefit. Medibha is 
  fully aware that although her magical powers are vast, and 
  her alliances reach into the courts of many powerful demons, 
  she herself is not a particularly strong warrior compared to the 
  other Demon Princes. Thus, her attention has turned to another 
  of Lilith’s “lost” followers, a demoness known as Tsanai the 
  Axe, renowned as a deadly warrior. Tsanai disappeared some 
  thousands of years ago, and her fate is unknown. Medibha 
  intends for her Fallen to discover what happened to Tsanai 
  the Axe, free her from whatever has imprisoned her immortal 
  demonic essence, and claim her as a slave and follower.
  
  6
  introduction
  Transformations
  Being a succubus, Medhiba delights in beauty, and her 
  followers tend to be vain creatures. As such, her devout often 
  attain an unearthly, radiant beauty. When Medhiba feels 
  that a follower has done something of particular note and 
  has proven herself worthy, she rewards the follower with 
  certain physical traits and powers akin to those of the 
  demoness-lord herself. These “Chosen” grow leathery, 
  bat-like wings, and are granted other powers that may 
  be unique to that particular individual (see Appendix 
  3). 
  Followers that displease the succubus goddess in 
  some way are transformed by Medhiba into hell-
  harpies (see Appendix 3), and become slaves of the 
  demonkindred elite, able to be commanded at the 
  slightest whim of the Chosen. Hell-harpies, unlike 
  the ugly and voracious harpy of the wilds, not only 
  retain their physical beauty, but become, perhaps, 
  even more beautiful. Their wings and bird-like lower 
  bodies are sleek with rich, lustrous feathers, and their 
  faces are radiant with elfin beauty.
  
  introduction
  7
  strongest of the mercenaries to Brookmere’s renowned library, where they 
  are to break in, raid the restricted area, and procure Il Oboroten. 
  Soon after Elyria’s attack on Brookmere, Ivan is to lead the remaining 
  members of the Stonebones clan and his own force of demonkindred in an 
  attack against the settlement of Sylvanus. There, the demonkindred are to 
  capture as many slaves as possible (preferably the entire town), and take 
  them back to Novgorod for sacrifice in Morwenna’s ritual. 
  Summary
  The adventure begins with the adventurers in Brookmere on the night 
  of Elyria’s staged orc attack. The characters are reasonably well placed 
  to notice the orcs’ headlong rush into the Brookmere library, and will 
  (presumably) follow. Despite any interference from the characters, 
  Elyria’s preparations are almost certainly foolproof enough to allow her to 
  escape with the copy of Il Oboroten, leaving the characters with whatever 
  information they can gain from the brief encounter.
  From this point onwards, the course of events lies in the hands of the 
  players: how they decide to battle the forces of Chaos, how well they put 
  together the various pieces of information, and whether their resolve holds 
  in the face of perilous adversity. One important non-player character in the 
  adventure, Baba Yaga, is a key source of information about the plots of 
  the demonkindred. If the players avoid dealings with the witch, their task 
  will be made much more difficult. Therefore, any divination or augury 
  spells cast by the characters from the beginning of the adventure onwards 
  will indicate strongly that Baba Yaga possesses information that will be 
  invaluable to the party. 
  The adventure is a scattering of locations in which information can 
  be gained, foes defeated, and treasure won. As a way of organizing the 
  material for the GM, the locations are arranged along the likeliest route the 
  characters will take, but it is very possible that the players will manage to 
  shortcut some of these locations or perhaps get bogged down or sidetracked 
  by one of them. If the players appear to be drawing a complete blank, 
  you might remind them that their high level characters should be using 
  auguries and divination as well as relying on the direct clues included 
  in the adventure. Although divination magic will not provide them with 
  many direct answers (divinations are notoriously cryptic), such magic is 
  likely to indicate a good “next step” for the adventurers – divination magic 
  is not just a status symbol, it is a tool that high-level characters should use 
  to increase their chances of survival.
  Scaling the Adventure
  Although this adventure is designed for characters beginning play 
  at 9th level, it will be more or less difficult depending upon how 
  many characters are in the party. Before running the adventure, you 
  should review the various encounters to estimate how well they 
  can be handled by the particular mix of levels and characters that 
  will actually be playing. Even a very large party of adventurers can 
  be wiped out in this adventure if they approach it as a pure hack-
  and-slash battle, but many of the encounters might offer too little 
  challenge if the players bring in an army of high-level characters. 
  Similarly, a very small party of characters might simply lack the 
  depth of spells and hit points required to survive.  
  
  8
  Raid on Brookmere
  During the dark of night, bells begin sounding in the distance, 
  heralding some unknown danger that lurks in the darkness. 
  Their tolling nudges you into consciousness even before you 
  hear the sounds of battle. Out the window you see that the sky 
  burns a dull orange, lit by a multitude of fi res on the horizon.
  The courtyard is pandemonium as orcs and other humanoids 
  rush forward, snarling and brandishing cruel weapons. You 
  worry that their vast numbers will overwhelm you, but luck 
  seems to be on your side. You are left to deal with only a few 
  enemies, as the majority of the horde moves past, paying you 
  no heed. A hooded fi gure in a dark cloak leads the orcish main 
  force in an unwavering line to Brookmere’s library, and before 
  them the doors are blasted open by some mystical force. You 
  have little time to watch, however, as your attackers move 
  forward, their wicked grins refl ected on the steel of their 
  blades.
  Brookmere Streets
  Before beginning the adventure, you may wish to establish that the 
  characters are staying at in Inn in the town of Brookmere, or whatever 
  starting point links up the party’s last adventures with the beginning 
  of this one. Read or paraphrase the text below to the players when 
  you are ready to begin the adventure:  
  Wait for the characters to meet up (in the case of separate rooms) 
  and organize themselves before reading the next bit of text. They 
  may devise another course of action that does not put them in the 
  immediate threat of battle. Should they exit directly to the streets 
  below, however, read the following:  
  As the main body of the humanoid force charges into the library, 
  the only foes staying behind to fi ght the characters are a group led by 
  a Goblin Sorceress-Shaman, consisting of her two thief-bodyguards, 
  3 bugbears, 20 orcs, and 10 goblins. This group is the rearguard of 
  the assault – the sorceress’s responsibility is to prevent anyone from 
  following Elyria into the library.
  The sorceress is virtually covered in bangles and trinkets made of 
  bone, and her matted hair is clotted with oils and fat. Her fi rst action 
  is to send the bugbears and orcs into battle with the adventurers, 
  while her “Shadows” try to move around the party and attack from 
  behind. The Shadows are the sorceress’s two trained killers, large 
  goblins with the abilities of thieves. Her spearmen and archers will 
  remain with her; the archers are instructed to target anyone wearing 
  robes, and the spearmen are to guard her in case anyone gets past the 
  orcs and bugbears.
  Goblin Sorceress-Shaman: HD 2; HP 8; AC 6[13]; Atk 1 staff 
  (1d6); Move 9; Save 16 (+2 against spells); CL/XP 3/60; Special: 
  -1 to hit in sunlight, spells. Spells: Magic missile, Charm Person, 
  Web.
  2 “Shadows” (goblin thieves): HD 4; HP 16, 15; AC 7[12]; Atk 1 
  short sword (1d6); Move 12; Save 14; CL/XP 4/120; Special: -1 
  to hit in sunlight, backstab +4 for double damage, thief abilities.  
  Thief Abilities: Climb 85; Delicate 15; Hear 3 in 6; Hide 10; 
  Silent 20; Locks 10.
  3 Bugbears: HD 3+1; HP 13, 12, 10; AC 5[14]; Atk 1 bite (2d4) 
  or weapon (1d8+1); Move 9; Save 14; CL/XP 3/120; Special: 
  Surprise opponents, 50% chance.
  5 Goblin Spearmen: HD 1d6hp; HP 6, 6, 6, 5, 5; AC 6[13]; Atk 1 
  spear (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in 
  sunlight.
  3 Goblin Archers: HD 1d6hp; HP 4, 4, 4; AC 6[13]; Atk 
  shortbow (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit 
  in sunlight.
  20 Orcs: HD 1; HP 7 each; AC 6[13]; Atk 1 scimitar (1d8); 
  Move 9; Save 17; CL/XP 1/15; Special: None.
  Characters that manage to capture any of the creatures will fi nd 
  them to be uncooperative. They do not tell who their master is, and 
  give little information without being coerced. Should the characters 
  charm the goblinoids they can learn that this particular group (the 
  group attacking the library) are mavericks, in that they have no clan 
  allegiances. These are the strongest humanoid mercenaries that 
  Elyria could fi nd, and thus they were used to escort her in the most 
  important part of her mission (stealing the forbidden tome from the 
  library). The rogue humanoids were rounded up in the hills along the 
  road from Sylvanus to Brookmere. One of the orcs may know that 
  most of the rest of the war band is actually of the Stonebones clan.    
  This battle should be relatively easy for the characters. They are 
  likely to follow the cloaked fi gure and her horde into the library, out 
  of curiosity if for no other reason. If, however, they move elsewhere 
  in the town, they will encounter small war-bands of humanoids 
  roving through the area. These smaller groups are only a diversion 
  from the main attack on the library, and will not stand and fi ght 
  against powerful opponents.
  Sample Diversionary Warband:
  1d2 Ogres: HD 4+1; AC 5[14]; Atk 1 weapon (1d10+1); Move 9; 
  Save 13; CL/XP 4/120; Special: None.
  1d10+5 Orcs: HD 1; AC 6[13]; Atk 1 by weapon, usually spear 
  (1d6) or scimitar (1d8); Move 9; Save 17; CL/XP 1/15; Special: 
  None.
  If the adventurers do not investigate the attack on the library, 
  Thorbold, the Lord of Brookmere, will later point out to them that the 
  library was almost certainly the focal point of the raid, and that the 
  other small bands of orcs in the town were no more than a diversion. 
  This should make the players ask an obvious question: “why would 
  orcs wish to raid a library?” 
  Exterior of the Library
  The library is built of stone, and appears to have been constructed 
  for secure privacy; there are no windows built into the walls. 
  However, there are two large skylight-windows in the sharply peaked 
  roof (the windows are visible from the street because of the slanting 
  sides of the roof).
  It is possible for the adventurers climb to the library roof and look 
  through the skylights. If there is a magic-user in the party, it is fair 
  to remind that player of the likelihood that a magical library would 
  probably have powerful wards placed on an obvious entry-point 
  such as a window. The skylight-windows are indeed guarded with 
  powerful defensive magics, and unlike the magical defenses within 
  the library, the orcs have not disabled or tripped these ones. Each 
  
  window has a symbol graven into the glass itself, which will affect 
  anyone trying to look through into the rooms below. These are glyphs 
  of slipperiness: anyone attempting to look through the window, or 
  even spending much time looking at it, must make a saving throw 
  at –4, or suddenly become completely frictionless for 3d6 turns. On 
  the peaked roof, this almost certainly means that the character will 
  slide off and fall 45 feet to the ground below (4d6 damage), then 
  begin skittering helplessly down the street, banging into buildings 
  (and possibly orcs) until the effect wears off. If the character is roped 
  to the building or other characters, there will still be problems with 
  standing and holding onto objects.
  The library is heavily protected against scrying magic: at this 
  close range, ESP, clairvoyance, clairaudience, and similar spells will 
  function – but still very poorly. Only bits and pieces of conversations 
  can be heard, vision is extremely blurry, and any detected thoughts 
  will be disjointed and fragmentary.
  The glass of the skylights is enchanted to be very durable. It takes 
  40hp of damage to create a hole large enough for a person to drop 
  through; if 50 or more hit points are inflicted, the entire skylight 
  will fall in, allowing more than one person to enter (or leave) at one 
  time. Anyone striking the skylight will suffer a jolt of 1d6 points 
  of electrical damage with each hit. The roof is shingled with slate 
  tiles that are effectively impervious to damage and to any form of 
  dimensional magic (such as passwall or dimension door). However, 
  a rock to mud spell can be used to melt the tiles away into slimy mud 
  – this possibility did not occur to the mages who created the library’s 
  defenses, and it is generally true throughout the library.
  The northern skylight looks down into Area 3-2, and the southern 
  skylight looks down into Area 3-3. The glass is yellowed and not 
  entirely transparent – the skylights are designed to allow light into 
  the rooms, not for looking in or out.
  Looking into Area 3-2: The room is empty and unlit, which will 
  make it difficult to see details, but the characters will be able to tell 
  that the room contains books, and get an idea of the room’s layout 
  (where the doors are, etc.).
  Looking into Area 3-3: The argument described in the text of Area 
  3-3 will not have started yet if the characters explore the roof before 
  venturing into the library. They might even see Elyria (in black robes) 
  when she first enters the library with the hill giant. If they continue 
  spying, they will see her disappear (invisibility), then reappear (the 
  illusion), and will see books being moved around by an invisible 
  force. It would be possible for the party to get through the skylight, 
  attack Elyria, and possibly even prevent the theft of the book, but 
  it is unlikely given the careful preparations Elyria has made, and 
  the difficulties involved in getting through the magically protected 
  skylight.
  If the party initiates some sort of attack against Elyria from the roof, 
  she will order one of the bugbears to fetch Martak, and then focus 
  her attention on finding the copy of Il Oboroten, which will only take 
  her four rounds (she will be more leisurely about the search if she 
  isn’t warned about the party’s presence, in which case matters will 
  eventually devolve into the situation described in the text of Area 
  3-3). Once she has the book, she will immediately make her escape, 
  leaving any surviving minions to fend for themselves. If Martak joins 
  the combat, the party might discover an unpleasant fact about the 
  library’s wards – although their spells cannot be cast inward through 
  the window, spells from the inside can be cast through it.
  If it is clear to Elyria that she is outmatched and will not have time 
  to find the book, she will attempt to escape by teleportation. This will 
  force her to make a second attempt at stealing the book later on – if 
  9
  raid on brookmere
  
  10
  raid on brookmere
  The Free City of Brookmere
  Brookmere is home to nearly 20,000 people. The city is 
  comprised primarily of humans and elves, although there is 
  a fair mix of some other races. The presence and toleration 
  of half-orcs is on the rise ever since the treaty with the 
  Irontooth clan, which was signed between Lord Thorbold 
  (the ruler of the city) and Gorgrim, the chieftain of the 
  Irontooths. Brookmere is a free city owing allegiance to 
  the surrounding kingdom but governed by its own people 
  outside of any feudal system. The guilds of Brookmere 
  elect a Town-Commander to administer the city and see 
  to its defenses. The current Town-Commander is one Lord 
  Thorbold, a warrior of great renown. 
  The city is renowned for its fine wizards’ college and 
  library, both of which were founded nearly 2,000 years 
  ago when the city was young, by the great archmage 
  Hariodolbus, one of the city’s founders. Students come 
  from throughout the kingdom in hopes of finding a sponsor 
  and entering the college as an apprentice to one of the 
  faculty.
  Over many years, the City of Brookmere has become 
  more and more isolated in a deepening wilderness, as the 
  wild forces of Chaos have slowly made more and more 
  permanent incursions into the area. Indeed, the characters 
  will discover that parts of the wilderness around Brookmere 
  are quite deadly. Rather than meeting this threat head on, 
  as many of his predecessors have done, winning battle after 
  battle in a war of attrition that would eventually bleed the 
  city to death, Lord Thorbold has taken steps that many 
  followers of Law might find questionable. His strategy is 
  to create a buffer zone around the city by playing one force 
  of Chaos against another. His most significant effort so far 
  has been to negotiate a peace treaty with the Irontooth Clan 
  of humanoids, hoping that the Irontooths will be caught 
  between the city’s defenses on the one hand, and further 
  goblinoid incursions on the other hand, being destroyed 
  without the city’s ever having to fight an expensive war. 
  The entire concept of negotiating with orcs has made the 
  Town-Commander unpopular with the city’s more zealous 
  champions of Law, even though many of them will admit 
  privately that there might be no other option unless the 
  city gains some powerful champions who might carry the 
  battle against Chaos into the enemy’s territory and force 
  the boundary-lines further from the city walls.
   
  Places of note in Brookmere
  >Castle Brookmere: Thorbold’s castle is found on the 
  western edge of Brookmere, and is the home of many 
  nobles, ambassadors, and most of the castle guard. The 
  castle has three floors and four towers, and an inner 
  courtyard surrounded by an outer wall. It is well defended 
  in case of attack. 
  The Brookmere Wizard’s College: The archmage, 
  Lady Aerlyn, is the head of the College faculty. The 
  college is run very much like a guild, in which various 
  mages are allowed to study here in exchange for taking 
  on apprentices (these are “Masters” of the College). From 
  time to time, one of the Masters is admitted to the actual 
  faculty of the College. Due to the presence of the College, 
  Brookmere has a higher than normal concentration of 
  magical practitioners, which has sustained the city for a 
  long time in the face of rising threats from the slowly-
  expanding wilderness. The college is not only the city’s 
  main defense; it is also the reason Brookmere has not 
  simply evaporated away as the surrounding lands have 
  become more and more perilous.
  Brookmere Library: The library is famous all throughout 
  nearby lands for its extensive collections and ancient texts. 
  Travelers from other kingdoms often make pilgrimages to 
  this site to research the lore contained within. The head of 
  the library is simply addressed as the Loremaster, for it is 
  the tradition of the library that the chief sage surrenders 
  his name and identity to the service of the library.
  The Silver Sage: This inn and tavern is next to the 
  wizard’s college and library, and as such, scholars and 
  those that are magically inclined often frequent this area. 
  More than a few wizards’ duels have been fought here, and 
  a large wooden board (kept current by Mathias Crowley, 
  the inn’s owner) displays the outcome of each. Mathias’s 
  wife, Marian, and daughter, Aurora, help run the tavern.
  The Wanderlust Inn: This inn is found on the western 
  road into town, and thus is the favored place of most 
  travelers to stay. Shady business deals are often conducted 
  in The Wanderlust’s back rooms, and a secret sub-
  basement of the inn is often used as the storage area and 
  meeting place of a burgeoning thieves guild, The Horned 
  Masks, led by Jonathon Althor, the inn’s owner. The guild 
  does not prey on victims while they stay at the inn, not 
  wanting to draw unwanted attention. Rather, they take 
  stock of wealthy merchants that stay at the inn, and rob 
  their caravans outside of Brookmere. 
  The Flirty Wench: This inn is Brookmere’s house of ill 
  repute. It is run by Madam Kira Marly and is frequented 
  by gamblers, travelers and many of the city guards, and 
  gets rowdy on a regular basis. Entertainment consists of 
  a staff bard (Sariah Moonblood, a beautiful elf from the 
  north), and a cadre of risqué dancers and prostitutes.
  Lake Brookmere: This Lake lies on the northern edge of 
  Brookmere, and its waters extend into Blackstump Forest. 
  Fishing boats work on the lake daily, and a fish market 
  thrives near the docks. 
  Goldar’s Armor and Weaponsmithing: There are other 
  smiths in town, but none of them hold a candle to Goldar’s 
  Armor and Weaponsmithing. Goldar Perrindor is a retired 
  adventurer who took up his late father’s profession, giving 
  up the sword for a more peaceful lifestyle. He is known 
  throughout the land for his work. Goldar can etch and 
  create beautiful designs for armor and weapons, and can 
  inlay precious metals and gemstones into such items. 
  Temples: The predominant temples in Brookmere are 
  those dedicated to Freya, Muir and Thyr, although there 
  are temples dedicated to many other gods of Law and 
  civilization. Also of note and renown in Brookmere is 
  Lady Evaine Atwell, a paladin dedicated to Muir. There are 
  rumors of underground cults and secret temples dedicated 
  to the goddesses Hel and Hecate hidden throughout the 
  city. It is unlikely that the worship of Medhiba will yet 
  have crept into Brookmere.
  
  11
  the characters accept the job of talking to the Irontooth clan about 
  this attack, they will return to fi nd that Il Oboroten has been stolen. 
  Library, First Floor
  1-1. Library Foyer
  Should the players follow the natural course of action and go to the 
  library, they fi nd the doors left open and the fi rst level in a state of 
  complete disarray (thanks to four ogres) Read the following as the 
  characters enter: 
  4 Ogres: HD 5+1; HP 39, 30, 23, 21; AC 2[17]; Atk 1 club 
  (1d10+1); Move 9; Save 13; CL/XP 5/240; Special: None.
  The ogres have been ordered to guard the entrance of the library. 
  The characters may be able to charm the ogres, or coerce information 
  out of them by other means, but they know little of value. All that 
  they can say for certain is that they are hired mercenaries (these two 
  have no particular clan allegiances) who make their dwellings in the 
  hills just to the south of Brookmere. They were hired by Elyria, an 
  “elven woman” (the demonkindred leading this particular attack). 
  Elyria did not inform the ogres – or any of her other mercenaries, for 
  that matter – of her motives. And she is paying the mercenaries well 
  enough that they do not care.
  After the fi rst round of combat, unless the party has managed to 
  enter with utter stealth under the aegis of a silence spell or other 
  stratagem, six orcs will dash out from Area 1-3. Two of them will 
  head for the stairs at Area 1-4 to warn the rest of the war band, and 
  the other four will move to engage the adventurers in combat.
  6 Orcs: HD 1; HP 8, 7, 6, 6, 5, 4;AC 6[13]; Atk 1 scimitar (1d8); 
  Move 9; Save 17; CL/XP 1/15; Special: None.
  Also after the fi rst round of combat, the orcs from Area 1-2 will 
  create a second problem. Four normal orcs will attempt to escape 
  from the library to fetch the Backup Trolls (see below). The half-orc 
  thief will not immediately come out from Area 1-2, but will wait for 
  an opportunity to backstab one of the party members, emerging when 
  it is prudent to do so.
  4 Orcs: HD 1; HP 8, 7, 6, 5;AC 6[13]; Atk 1 scimitar (1d8); 
  Move 9; Save 17; CL/XP 1/15; Special: None.
  Half-orc Thief (Th6): HD 6; HP 15; AC 7[12]; Atk 1 longsword 
  (1d8); Save 10; Move 12; CL/XP 6/400. Abilities: Climb 90; 
  Delicate 40; Hear 4 in 6; Hide 35; Silent 45; Locks 35. Backstab 
  +4 from behind for triple damage.
  The Backup Trolls: Two trolls are stationed roughly two or three 
  city blocks from the library, intended to reinforce the orcish warband 
  wherever necessary. If any orcs escape from the library, they will run 
  raid on brookmere
  Books lie strewn about the foyer of the library, thrown from 
  their shelves in nearby rooms to the fl oor here. The foul creatures 
  have left chaos in their wake, paying no heed to the delicate 
  tomes that have been collected here. Four massive, heavily 
  armored ogres enter the foyer from side rooms, each holding 
  a giant club in his hand. “Mwa, ha, ha! Methinks it’s time fer 
  us to be doin’ some bashin’!” One laughs. “Crack bones, break 
  heads, stomp foes, kill ‘em deads!” another chants.  
  
  12
  to summon the Backup Trolls. This is not automatically successful. 
  If they are summoned by a group of two or more orcs, the trolls will 
  come as planned. If a lone orc comes to their shadowy post, however, 
  the trolls will kill and eat him: trolls are not good team players, and 
  old habits die hard. Once the trolls are summoned, they will enter the 
  library and pursue the characters.
  2 Backup Trolls: HD 6+3; HP 39, 27;AC 4[15]; Atk 2 claws 
  (1d4), 1 bite (1d8); Move 12; Save 11; CL/XP 8/800; Special: 
  Regenerate 3hp/round.
  1-2. West Wing
  One of the ogres has been busy in this room, smashing the tables 
  and chairs. The west wing housed all of the tomes on local history 
  and geography; there is a great deal of information about Brookmere 
  and the surrounding area in here, but obviously nothing that the war 
  band found valuable. 
  If the party has managed to avoid creating any noise in Area 1-1 
  when they enter the library, there will be four orcs and a half-orc 
  thief in this room, preparing to pry up parts of the fl oor in a search 
  for loot. However, they are most likely to be encountered in Area 1-1 
  and are described there. 
  1-3. East Wing
  The ogres have busy amusing themselves by attacking the library 
  shelves. Most of the shelves are knocked over, their contents lying in 
  heaps on the fl oor. The tables and chairs are, surprisingly, still intact. 
  This section of the library houses texts on a variety of subjects, from 
  known fl ora and fauna to famous artwork throughout and beyond the 
  kingdoms.  If the adventurers managed to bypass the ogres in Area 
  1-1, or dispatched them in absolute silence, there will be six orcs in 
  this room (see Area 1-1 for their description).
  1-4. Switchback Stairs
  Library, Second Floor
  2-1. Stairwell
  The orcs do not pay much attention to the stairs, as they are too 
  busy tearing apart books, fi ghting one another, and causing general 
  mayhem. The characters may continue up the switchback staircase 
  (unnoticed on a roll of 1-5 on a d6), unless they make an unusually 
  loud sound. There are, of course, ramifi cations for moving onward 
  without clearing this level. Once fi ghting breaks out on the level 
  above, the orcs on this fl oor will hear the clamor and ascend the stairs 
  to attack the following round. 
  If charmed or captured, the orcs on the second level have the same 
  information as the fi rst group that the characters encountered (see 
  Brookmere Streets).
  2-2. West Wing
  The players can easily get the jump on this orc, as he is busy 
  puzzling out the book, but the three orcs behind the shelves might be 
  more diffi cult to dispatch quickly. If the orcs are not slain quickly, the 
  2 orcs and the wereboar in Area 2-3 will hear the din of battle, alert 
  Martak in Area 2-4, and join the fi ght in the next round.    
  1 Orc Guard: HD 1; HP 8; AC 6[13]; Atk 1 scimitar (1d8); 
  Move 9; Save 17; CL/XP 1/15; Special: None. 
  3 Orc Looters: HD 1; HP 8; AC 6[13]; Atk 1 scimitar (1d8); 
  Move 9; Save 17; CL/XP 1/15; Special: None.
  The book that the orc holds in his hand is of no real importance. It is 
  a popular fairy tale that the characters may remember from their own 
  childhoods, titled “Red Cap and the Slavering Wolf Beast.”
  This section of the library is dedicated to prose and poetry. The 
  shelves in this room are still mostly in tact, as are the tables and 
  chairs, although many books lie scattered about on the fl oor. 
  raid on brookmere
  This room looks as if it has been ransacked. Shelves are 
  knocked over and books lie in disarray on the marble fl oor. 
  A table lays in splinters, broken in half by some heavy object. 
  Nearby wooden chairs have shared a similar fate.   
  An orc, wearing a cruel, curved sword on his belt holds a 
  book upside down in his hands. His head tilts to one side as he 
  stares quizzically at the text. More orcs are behind the shelves; 
  from the sound of it, they are less immersed in culture than the 
  fi rst one. The orcs behind the shelves are not directly in view.
  An ornate marble staircase rises above you, ascending to 
  a mid-platform and then turning back toward the next level 
  of the library. The sounds of the ransacking war band can be 
  heard above. 
  The stairs continue winding up to the third fl oor. Before you 
  a short hall leads to the rest of the second fl oor. The sounds of 
  destruction and yelling in the orcish tongue can be heard around 
  the corner, but no one appears to be guarding the stairwell itself.
  The shelves of this room have been knocked over and many 
  appear to have been cut through with a large blade. 
  Protections on 
  Brookmere’s Library
  The library is protected from certain magical phenomena. 
  First, teleportation, dimensional, and planar magic cannot be 
  used from place to place within the library, or to gain access 
  into it, although it may be used to depart entirely. As a rule 
  of thumb, it is arrival in the precincts of the library that is 
  inhibited by the wards, not departure. Secondly, scrying 
  any part of the library is extremely diffi cult, due to these 
  protective spells. It is possible to cast scrying and dimensional 
  spells from the inside to the outside of the building. The only 
  defi nitive weakness in the structural defenses of the library 
  is that no protections have been cast upon the building 
  stones themselves (or the slate tiles of the roof), and these 
  are vulnerable to magic that affects stone directly with no 
  dimensional aspect to the spell, such as rock to mud.
  Library Features: The ceilings of the library are 15 ft. 
  high.
  
  13
  2-3. East Wing
  If these orcs have not already been alerted, read or paraphrase the 
  following: 
  The two armored orcs are fi ghting over who made the most kills 
  through the streets of Brookmere on the way to the library, as anyone 
  who speaks the Orcish language can immediately tell. The orcs do 
  not physically fi ght one another, and soon go back to ransacking 
  the library if they are not attacked. The third orc is a lycanthrope, a 
  wereboar.
  2 Orcs: HD 1; HP 8, 8;AC 6[13]; Atk 1 scimitar (1d8); Move 9; 
  Save 17; CL/XP 1/15; Special: None.
  Wereboar: HD 5+2; HP 25; AC 4[15]; Atk 1 bite (2d6); Move 
  12; Save 12; CL/XP 6/400; Special: Lycanthropy.
  As before, the wizard Martak, in the adjacent room (Area 2-4) may 
  hear and investigate any strange sounds from this room.
  This chamber of the library houses tomes written on the philosophy 
  and workings of magic. Just outside of the door to Area 2-4 lie two 
  charred orc bodies, victims of the glyph of warding that was cast 
  on this door. After the blast and a good laugh, the remaining orcs 
  commenced with breaking through the door. 
  2-4. Scroll and Magic Tomes Room
  Unless Martak has already been alerted, read or paraphrase the 
  following: 
  Martak is indeed a twisted thing, bred of magical horrors and weird, 
  forbidden alchemies. In most respects he resembles an orc, for 
  this was the basic element used in his creation, but human eyes 
  glitter madly from the deep sockets of his brutish head. His past 
  is unknown; when Elyria began recruiting orcish mercenaries, 
  Martak simply came in from the wilderness along with the orcs. 
  He definitely inspires an uncomfortable fear among Elyria’s 
  orcish followers. The orcs avoid him when possible, but obey 
  him quickly, perhaps sensing that a measure of demonic ichor 
  flows in his veins along with his human and orcish blood.
  Martak is protected by a mirror image spell, although this will 
  not be apparent until he makes any sudden movements, shaking 
  loose the illusionary images. Note, also, that he has 10% magic 
  resistance.
  Martak (MU8): HD 8; HP 25; AC 9[10]; Atk 1 staff (1d6); 
  Move 12; Save 8; CL/XP 10/1400; Special: 10% magic 
  resistance, immune to charm person, spells.
  Spells (4/3/3/2): Charm Person x1, Magic Missile x1, Read 
  Languages (cast), Darkness 15ft Radius, Invisibility, Mirror 
  Image (cast), Fireball, Slow, Polymorph Self, Dimension 
  Door, Transmute Rock to Mud. 
  If the characters catch Martak unawares, he will attempt to 
  negotiate his way out of the situation until he can escape using 
  dimension door or by turning himself into a bird with polymorph 
  self and flying away. This is simply a matter of survival, not 
  cowardice, and Martak is very good at surviving. However, if 
  he is alerted to danger ahead of time, he will represent a serious 
  danger to the party, for the demon blood in him hungers to kill – 
  and this is also something Martak is very good at.
  If Martak is captured or questioned, he is very calm at the 
  prospect of dying. He will not divulge any information unless he 
  is offered his freedom and can verify that the offer is genuine.
  Martak realizes that the people of Brookmere are likely to 
  blame the Irontooth clan for the attack, and thus claims to be a 
  mercenary hired by the Irontooths. When asked about the raid, 
  he claims that the Irontooths have been itching to break the 
  treaty and attack Brookmere for some time. The attack on the 
  library, he claims, was planned because it seems to be the pride 
  of Brookmere.
  There is just enough demon-ichor running in Martak’s veins 
  to make him immune to a charm person spell (although he can 
  be charmed with charm monster). If charm person is cast on 
  him, he will likely recognize the casting and will pretend to be 
  charmed until he can escape. Should the characters successfully 
  charm Martak with a charm monster spell, he tells the truth (that 
  he is a wanderer staying with the Stonebones clan, and that most 
  of the orcs involved in the raid are members of the Stonebones 
  clan). He tells the party that he and the others were paid well 
  by a strange sorceress, maybe elvish, who goes by the name of 
  Elyria. He truthfully tells the characters that he does not know 
  her motives, or where she is from. He knows only that she seeks 
  a tome that she believes is kept in this library. If he is asked 
  specifically enough about Elyria, he will mention that although 
  she looks elven, he is relatively sure that the similarity is only 
  on the surface, and that she is of some other race of beings 
  entirely.
  This room holds a great number of spell books and magical 
  scrolls (both magic-user and clerical). The formula for every 
  spell in the rules, up to fifth level, can be found here (with the 
  exception of those that can be considered of Chaotic nature, such 
  as Animate Dead. The spells that are considered “restricted” are 
  to be found on the above floor; the wizards of Brookmere feel 
  that all knowledge is valuable, and all sources have a multitude 
  of purposes. Nevertheless, the books are kept separately. 
  Besides the books and scrolls, the characters can find a Manual 
  of Beneficial Exercise stored on a back shelf. You may have to 
  remind greedy characters that the keepers of the library (wizards 
  from the nearby school and a variety of clerics from the city’s 
  temples) would not consider looting by the characters to be any 
  more acceptable than looting by the orcs.
  Library, Third Floor
  3-1. Stairwell
  A magic-user character might know that the third fl oor houses 
  the restricted lore of the library. The Brookmere Wizard’s 
  Academy only allows entry to those who have proven their worth 
  and morality. 
  The door was trapped with a symbol, which is responsible for 
  the death of the two orcs but is now spent of its power. 
  raid on brookmere
  Amid shelves of musty tomes and scrolls stands a twisted 
  orc-like thing in robes, holding a book in one hand and a staff 
  in the other. Its eyes are disconcertingly human, but they glitter 
  with madness and the taint of foul memories.
  The stairwell ends on the third fl oor in a nearly empty 20-foot 
  by 25-foot room. Two orcs, their fl esh charred, lie dead before 
  an open metal door. The door is engraved with a multitude of 
  runes. 
  Two orcs clad in black leather armor stand atop a mound 
  of books, yelling back and forth at one another. Their hands 
  both rest on the hilts of their short swords, as if they are ready 
  to cut one another down. A third orc, much larger and hairier 
  than these two, is sitting in one of the chairs, watching. This 
  orc wears no armor and has red piggy eyes; small yellow tusks 
  protrude upward from his lower jaw.
  
  14
  3-2. Restricted Magic
  As a protective measure, this room is permanently 
  protected with a spell of silence, to prevent anyone’s 
  inadvertently casting a spell from one of these books.
  This room houses the arcane and divine spells that 
  cannot be found on the fl oor below (the restricted spells). 
  The spells contained herein are forbidden, as the members 
  of Brookmere’s Wizard’s Academy feel that they are 
  harmful, or evil in some way. The content of this room is 
  at the GM’s discretion. Besides a great number of tomes 
  and scrolls in this room, the characters can fi nd a small 
  gray bag (hidden behind several books on a shelf in the 
  back of the room) fi lled with dust of sneezing and choking. 
  If the characters stop to read some of these unpleasant and 
  disturbing books, there will most likely be consequences. 
  It requires a full turn of reading to suffer the book’s effects 
  (if any), and not all characters will react in the same way 
  to a particular book; separate die roll would be made for 
  each reader on the table below (roll 1d6).
  1) A Lawfully-aligned character has a 10% chance to lose 
  a point of wisdom; a neutrally-aligned character has a 5% 
  chance to lose a point of wisdom; a Chaotically-aligned 
  character has a 5% chance to gain a point of wisdom. Clerics 
  and paladins have enough strength of will to allow a saving 
  throw; for other classes, no saving throw applies.
  2) A 5% chance that any character other than one 
  Chaotically aligned will suffer nightmares for 1d10 days, 
  and in consequence will not be able to regain lost hit points 
  from normal rest. No saving throw applies for Clerics and 
  Paladins; other classes are permitted a saving throw.
  3) A 10% chance that the character’s mind becomes 
  temporarily unhinged, and the character functions as if 
  affected by a confusion spell. A saving throw applies for 
  all classes.
  4) A 10% chance that the character is affected with visions 
  that effectively cause blindness for 3d6 turns; this is not true 
  blindness, but the horrid visions occlude normal sight. No 
  saving throw applies for any class or alignment.
  5) A 10% chance that a Cleric or Paladin will actually 
  gain further purpose as a reaction to the horrors disclosed in 
  the book, and will fi ght with a +1 to-hit bonus for the next 
  3d6 turns. Such a book has no effect on members of other 
  character classes.
  6) A 10% chance that the pure knowledge within the 
  book grants a bonus of 1000xp to the reader, of any class 
  or alignment. The book will not necessarily have the same 
  ffect on other readers – if a second character reads the 
  book, the result on that character would still be randomly 
  determined.
  The dead bugbear on the fl oor obviously read something 
  it shouldn’t have (or, more likely, saw an arcane picture or 
  diagram, since reading is not generally acknowledged as a 
  strong point of the goblinoid races). Its demise has allowed 
  a Second-category demon, a Hezrou, to take possession of 
  the body. In 1d4 rounds, the body will begin to bloat up, 
  forming into the demon’s true shape in 1 more round.
  Second-Category Demon: HD 9; AC 0[19]; Atk 2 
  claws (1d3), 1 bite (2d8); Move 9 (Fly 14); Save 6; CL/
  raid on brookmere
  A sense of heaviness permeates this room, as if the 
  dark subject matter contained herein had infused the 
  air with its essence. A multitude of strange books 
  and scrolls occupy this room. A dead bugbear lies 
  on the fl oor, an open book clutched in one hand, 
  and a look of horror on its face. The room is deathly 
  quiet.
  
  15
  XP 11/1700; Special: Magic resistance 50%, cause fear at will 
  (per the spell), detect invisibility at will (per the spell), cause 
  darkness 15ft radius at will, immune to fi re.
  3-3. Restricted Lore
  There are 2 bugbears and a hill giant in this room, acting as the 
  personal guard of Elyria. When the characters enter this room, read 
  the following: 
  Before Combat Despite her words of bravado, Elyria wishes to 
  take no chances. In fact, the woman that PCs see before them is only 
  an illusion created by Elyria’s phantasmal force spell: Elyria has cast a 
  string of spells on herself in an attempt to make certain that her plans are 
  not foiled. She has the following spells cast when PCs enter this area: 
  invisibility, shield, protection from normal missiles, and phantasmal 
  force. Elyria herself hides behind the easternmost bookshelf, safely 
  hidden and peering at the PCs through the books. As soon as she has the 
  opportunity, she will cast teleport and return to Castle Novgorod.
  Elyria (MU10): HD 9+1; HP 30; AC 7[12]; Atk +1 staff (1d6+1); 
  Move 12; Save 6; AL C; CL/XP 12/2000; Special: Spells 
  4/4/3/2/2
  Spells: Detect Magic, Read Languages, Read Magic, Shield, 
  Invisibility x2, Locate Object, Phantasmal Force, Protection 
  From Normal Missiles, Dispel Magic, Suggestion, Ice Storm, 
  Confusion, Teleport, Cloudkill.
  Magic Items: wand of lightning bolt (25 charges), +1 staff, ring 
  of protection +2, ring of feather falling.
  Hill Giant: HD 8+2; HP 42; AC 4[15]; Atk 1 club (2d8); Move 
  12; Save 8; AL C; CL/XP 9/1100; Special: Throw boulders.
  2 Bugbears: HD 3+1; HP 16, 15; AC 5[14]; Atk 1 longsword 
  (1d8+1); Move 9; Save 14; CL/XP 3/120; Special: Surprise 
  opponents, 50% chance.
  Elyria will do whatever is necessary to survive this encounter and 
  escape with the book. If she is somehow forced into combat (i.e., 
  prevented from teleporting), she will most likely use an ice storm
  or cloudkill spell in an attempt to wipe out her attackers, depending 
  on the circumstances. Note that a cloudkill spell will not easily be 
  distinguishable from the normal smoke in the room.
  A fi re has broken out in this room, and spreads rapidly each round. 
  After 1d4 rounds of combat all creatures must make a saving throw or 
  begin taking damage from smoke inhalation (unless the fi re has been 
  doused by Elyria’s ice storm or some other circumstance). Smoke 
  inhalation infl icts 1d6 points of fi re damage per round. 
  Experience: Add 20% to the normal experience for this encounter 
  due to the fi re. The characters are also likely to expend a fair amount of 
  their resources searching for an enemy who is no longer there. Award 
  the party an additional 10% if they think of a way to put out the fl ames 
  and save the library on their own. 
  After the Battle
  After the battle, assuming that players do not get the fi re out on 
  their own, citizens and wizards from the academy take notice and 
  quickly rush to put out the fl ames. Citizens form a line of buckets 
  from the well to the library, passing water to be thrown on the fi re. 
  Meanwhile, wizards cast water and ice spells from scrolls taken from 
  the academy. Between the groups the citizens can quench the fl ames 
  (although the library does sustain considerable damage). 
  Area 3-3 houses all of the lore that the Brookmere Wizards 
  Academy believes should be restricted. Topics found in this room 
  include demonology, vile “ethnography” style memoirs of those that 
  have experienced fi rsthand the rituals and ways of evil societies, and 
  other such works of evil.  
  Il Oboroten is a rare and valuable text written in an ancient dialect 
  of elvish. The word “Oboroten” is used in ancient elvish to describe 
  those that have been condemned to inhabit another form (in this 
  case the axe). The book details the ancient artifact the Axe of Tsanai, 
  and the rite that is said will release the demoness entrapped within 
  from her imprisonment. It also details the history of the axe, and its 
  apparent ties to Lilith. Note that there is no mention of Medhiba, 
  for the events of Tsanai’s imprisonment took place while Medhiba 
  was still merely a demon in Lilith’s service. For more details on Il 
  Oboroten, see Appendix 2.
  Given the state of the library, it is nigh impossible for the party to 
  determine what has been taken, without the aid of divination magic. 
  Characters who speak Elvish have a 25% chance to know the ancient 
  word if they hear it (the ancient language is roughly one-fourth 
  similar to the current dialect). 
  If the players succeed in killing Elyria or preventing her from escaping 
  with the book, the enemies will make a second, stealthier attempt after 
  the characters have (presumably) departed for the realm of the Irontooth 
  clan. Martak (if he survived) will steal Elyria’s body to be raised from 
  the dead while others make away with the copy of Il Oboroten. If 
  the characters succeeded in killing both Elyria and Martak, they will 
  essentially have put an end to the risks – for the time being. It is possible 
  – even likely – that a successor to Elyria’s plan will step into place fairly 
  quickly, taking advantage of her preparations and knowledge, but this is 
  up to the GM’s decisions about the nature of the enemy. If Elyria’s plan 
  is stolen and adopted by another villain, there would be some degree of 
  delay involved, possibly lulling the characters and town into a sense of 
  false security, or possibly allowing them to gain more information about 
  the nature and plans of the enemies facing them.
  Raid Aftermath
  The horde of orcs was never truly large enough to defeat the town, 
  and is driven off after a great battle. Many are slain, but much of 
  Brookmere lies in a state of partial ruin. Citizens begin an attempt 
  to put their lives back together. A general animosity rises amongst 
  the citizens for Lord Thorbold. They see the attack as being his fault, 
  as he was the one that drafted a treaty with the Irontooth Orc clan 
  (who most believe are the attackers). It is possible that the actions 
  of the characters will suggest to observers that they might have been 
  part of the raid; this might require some diplomacy on their part, but 
  eventually the townsfolk will realize that this interpretation simply 
  doesn’t fi t the facts very well. Soon after the battle, Lord Thorbold 
  hears of the party’s deeds and sends a messenger to summon them to 
  his keep. Should the characters accept his summons and follow the 
  messenger to the keep, read or paraphrase the following:
  raid on brookmere
  “Fools! I told you not to light anything on fi re!” A woman’s 
  voice echoes in the chamber, apparently emanating from a 
  slight, black-robed fi gure that is hurriedly placing a number 
  of books into a satchel. A fl ame spreads on the third fl oor of 
  the library, and a thick black smoke fi lls the air. The robed 
  woman turns toward the door and halts upon seeing you. In a 
  strangely echoing voice she shouts, “Insolent whelps! I spared 
  you in the streets, but you lay your lives back down at my feet! 
  Kill them!” She gestures to her guards and they rush forward 
  to attack.  
  Lord Thorbold’s messenger leads you up a long staircase 
  to the third fl oor of the keep and continues ahead to a set of 
  ornately carved wooden double doors. Two guards clad in 
  full-plate armor and bearing halberds usher you forth. The 
  messenger pushes the large doors open and beckons you to 
  follow into the chamber beyond. Lord Thorbold sits at the 
  head of an oak table, and stands as you enter. “Greetings! I 
  have heard of your exploits, and ask that you might dine with 
  me!” He gestures to the table, displaying an array of foods. 
  “Please, make yourselves comfortable!” 
  
  16
  raid on brookmere
  This is a chance for the characters to discuss the recent events, 
  make plans, and possibly gain some useful information. Thorbold 
  asks the party about their encounter in the library, and what they 
  make of the attack. He is especially interested in the sorceress that 
  led the attack. After allowing the characters a chance to tell their part 
  of the story, and/or at the point where Thorbold becomes convinced 
  that they would be good agents for his plan to send envoys to the 
  Irontooth clan, read or paraphrase the following:
  Thorbold answers any questions the PCs ask concerning the raid. 
  If the PCs ask whether Gorgrim was seen during the raid, Thorbold 
  states that there are no reliable accounts of the chief’s presence. 
  Should the PCs ask about the orcs that retreated, Thorbold states that 
  Rangers tracked the orcs to the Blackstump Woods, but from there 
  the tracks dispersed in all directions. If the PCs ask about other orc 
  clans, Thorbold says that he knows of no other large clans in the area, 
  although there are many small factions of orcs and goblinoids nearby 
  that pay no clan allegiance. 
  After the characters have asked their questions, Thorbold asks them 
  for their help. He fears that even if the Irontooths are not to blame, 
  the attack may incite bloodlust in the Irontooths, and bring a second 
  attack on the city. He asks the party to act as ambassadors, bearing 
  a white treaty fl ag, and go to the Irontooth territory to parlay with 
  Gorgrim. Thorbold wishes the party to question Gorgrim about the 
  attack, and learn if the Irontooths were involved, or whether they 
  know which clan was involved. He wishes to know which clan is 
  responsible before deciding upon war.  
  Thorbold realizes that going deep into hostile orc territory is 
  dangerous, and offers 1,000 gp to each party member willing to act 
  as an ambassador, should the party ask for payment. Brookmere is 
  not a rich city, but Thorbold will pay up to 500 gp more per person 
  should players haggle.
  If the players accept these terms, Thorbold draws them a map of 
  the Blackstump forest, and the way to the Irontooth caverns. Give 
  players Handout 1.  
  Thorbold sits back in his chair after listening to your 
  account. “That is strange indeed.” He says. “What would the 
  orcs want with our library?” He lights a pipe and takes a long 
  puff, blowing a thick ring of smoke. “You know of the treaty 
  with the Irontooths, no doubt? Well, many years ago they were 
  a constant burden to Brookmere, until we drafted the treaty, 
  that is. Gorgrim is reasonable enough for an orc chieftain, and 
  has seemed satisfi ed with the treaty for the past several years. 
  It was only recently that he expressed new hostilities toward 
  our city.” Thorbold takes another long drag of his pipe before 
  continuing.
  “It seems that a company of lumberjacks encroached on 
  Gorgrim’s side of the Blackstump Woods. The orcs resorted 
  to violent measures, and threatened to break the treaty. Well, it 
  seems that they’ve grown in numbers over the years, and a war 
  with the Irontooths is the last thing I want. But with this attack 
  it seems inevitable. Still, I’m not so certain that Gorgrim is to 
  blame.” 
  
  This chapter details a number of wilderness encounters and lairs of 
  the many inhabitants of Blackstump Forest. In addition, the characters 
  have a 10% chance each day and night spent in the woods of running 
  into a wandering monster. The Wandering Monster Table 1, found in 
  the adventure Appendix 1, details possible encounters.
  The Blackstump Forest lies just a few miles north of Brookmere, 
  as does Blackstump Lake, which extends several miles into the 
  woods. Under the treaty with the Irontooths, Blackstump Lake lies 
  completely in Brookmere’s territory, and a cart road leads along 
  the lake out into the woods. The road stretches nearly the entire 
  way to the Irontooth lair, although there is a visible decline in the 
  road’s quality as one enters Irontooth territory. The road has become 
  overgrown and washed out, as the orcs pay no heed to its upkeep. It is 
  a single day’s ride to the Irontooth orc caves. Read or paraphrase the 
  following as the characters enter the Blackstump Forest: 
  If the party is looking for tracks, each character has a 1 in 6 chance 
  of noticing a trail in this area left by the orc raiders. Shortly after 
  entering the forest, the tracks disperse in all directions. Each set leads 
  deep into the forest in erratic patterns. If the characters persist in 
  following the tracks to the eastern side of the road, they continue to the 
  hills just north of Sylvanus, a small town several days ride northeast 
  of here. These are the tracks of the Stonebones clan members. 
  1. Lumberjack Camp 
  After a short distance into the woods the characters come upon 
  a smaller road leading off to the east. Should they choose to 
  follow it, they soon come upon a small encampment of twelve 
  lumberjacks. Should the characters approach the camp openly, read 
  the following: 
  The man hailing the party is the boss of the operation, Terrence 
  Boggis. He welcomes the adventurers to his camp and bids them to 
  stay and talk over a meal.
  Terrence Boggis (FT2): HD 2, HP 15, AC 9[10], Atk longsword 
  (1d8), Save 13; Move 6 (bad leg); CL/XP 2/30.
  Unless it is nearing nightfall, Terrence is the only one at the camp. 
  Otherwise, the other eleven lumberjacks are here as well. Terrence 
  says that recently a small tree fell on his leg while working, and he 
  waits at the camp for it to heal. 
  The 11 lumberjacks do not yet know of the raid on Brookmere, 
  but if the characters inform them they become a bit closed-mouthed. 
  This is because they heard the war band traveling through the forest 
  the night of the raid, forming in the east, and none of the men are 
  eager to be seen as cowards. The lumberjacks had heard of other 
  lumberjacks killed by Gorgrim and the Irontooth clan, and hoped to 
  keep in hiding from the orcs (despite the fact that they are working in 
  Brookmere’s territory). Should the adventurers mention the raid on 
  Brookmere it still takes some coercing to drag this information from 
  the lumberjacks.
  11 lumberjacks: normal humans, HP 6 each.
  Besides knowing the above information, Terrence and the others 
  can point the party in the direction of the Irontooth caves. They 
  caution the characters to stay away from Gorgrim’s territory, telling 
  them horror stories and the grisly fates of other trespassers. 
  Finally, Terrence knows one last bit of information. He tells the party 
  that he has seen a strange woman beckon to him from Blackstump 
  Lake (see Area 2). Correctly believing her to be a water spirit, he 
  kept his distance, having heard a fair number of tales detailing their 
  mischief. He advises the characters to keep their distance should they 
  see her. 
  2. Serena of Blackstump Lake
  Shortly after the road leading to the lumberjack encampment 
  the adventurers encounter Serena, a nereid whose shawl has been 
  stolen by Gorgrim. She beckons to the characters, hoping to fi nd a 
  champion to help her. Read the following as the party travels along 
  the road. 
  17
  Blackstump Forest
  A road with deep cart ruts leads out of Brookmere along 
  Blackstump Lake. Boats sail on the lake, propelled by a cool 
  breeze blowing from the east. The road follows the lake and 
  winds through farmland and abandoned dwellings. Finally, 
  after several miles, you see the Blackstump Woods looming 
  ahead. Tall pines fl ank the road and continue east for as far as 
  the eye can see. To the west the lake stretches deeper into the 
  woods, but no boats ride these waters.   
  The road comes to an end in a large clearing. Tents are set 
  around several central fi re pits, and a number of carts circle the 
  outer ring of the encampment. Most of the carts are fi lled with 
  logs. Hobbled horses graze nearby. A man ambles toward you 
  from one of the carts, badly limping on his right leg. “Hail!” 
  He calls out to you.   
  
  18
  Wait for the players to decide whether they wish to stay to greet her 
  or continue on their journey before continuing. Should they stay to 
  greet her, read the following:
  Serena tells the adventurers right away that she is a fey 
  creature of the water. She explains to them that Gorgrim and his 
  clan attacked her at the small lake just below their caves, and 
  stole her shawl. Gorgrim has threatened to destroy the shawl if 
  she does not cooperate with his clan, and thus she follows his 
  orders for fear of death. Gorgrim has ordered Serena to kill any 
  that approach the lake below the Irontooths’ caverns. He has not 
  expressly forbidden her from traveling the river to Blackstump 
  Lake, and thus Serena travels here in search of a champion 
  whenever she believes Gorgrim will not notice.   
  Serena desperately pleads with the party to help her, offering 
  a valuable treasure as a reward should they return her shawl. 
  Should the characters agree to help, Serena grows elated and 
  very cooperative. She answers any questions the party may have 
  about the Irontooths’ recent activity. Serena can tell inquiring 
  characters that only small bands of the Irontooths have left the 
  immediate area recently. Gorgrim has not traveled anywhere 
  farther than to her lake for nearly a month. 
  When it comes time for the party to move on, and if they 
  agreed to help her, Serena tells them that she must guard the lake 
  below the Irontooth caves. She urges the characters to avoid the 
  lake, telling them that she is commanded by Gorgrim to defend 
  it. She fears that Gorgrim will destroy her shawl if he sees her 
  allow the party safe passage. Thus, she informs the characters 
  of a trail that veers around the lake and leads directly to the 
  Irontooth caves. 
  Should the party choose to attack Serena (for whatever reason), 
  she reacts by fighting in the same manner as detailed in Area 4. 
  Serena owns a figurine of wondrous power that is carved in the 
  shape of an octopus (a new item, detailed in Appendix 2 of this 
  adventure). It calls forth a giant octopus named Squiggles if 
  thrown in the water. 
  Nereid: HD 4; HP 20; AC 9[11]; Atk Spit poison 20ft; 
  Move 12 (Swim 14); Save 13; AL N; CL/XP 6/400; Special: 
  transparency, water form, magic resistance, kiss, shape 
  water, water mastery, spit poison
  Giant Octopus: HD 7; HP 35; AC 7[12]; Atk 8 tentacles 
  (1d3); Move 2 (Swim 10); Save 9; AL N; CL/XP 10/1400; 
  Special: constriction and pinioning.
  If the characters get Serena’s shawl from Gorgrim, and return 
  it without damage, she gives them a nereid cloak (detailed in 
  Appendix 2 of this adventure). It is a beautiful ivory colored 
  cloak made from the shawls of departed nereids. When worn it 
  grants the wearer +2 bonuses to both Dexterity and Charisma.  
  Unscrupulous characters might choose not to return Serena’s 
  shawl, but use it against her much as Gorgrim has. In such a case 
  Serena grows embittered toward the entire party, and waits for 
  the perfect time when she might take back her shawl and wreak 
  vengeance upon her captors.
  If there is a druid in the party, he or she will know the basic 
  dangers of a Nereid: the poison spittle and the dangers of the 
  nereid’s kiss. Rangers and magic-users have a 50% chance 
  of having picked up this knowledge from studies and/or past 
  training.
  3. Irontooth Territory Border
  The Irontooth territory border is about a half days ride north of 
  Blackstump Lake by way of the main road. From here the road north 
  becomes overgrown and in a state of ill repair. Read the following 
  when the party nears the Irontooth territory:  
  These standards were actually made from the lumberjacks that 
  strayed onto the Irontooth side of the forest. Casting speak with 
  dead does work on the skulls. The skulls can tell the characters only 
  that they were attacked by a band of orcs led by a terrible warchief 
  decorated in red war paint and brandishing a two-handed sword. They 
  can also tell the party that they were lumberjacks from Brookmere 
  who strayed too deep into the forest, accidentally crossing the border 
  into Irontooth territory. 
  Any search of the surrounding woods will immediately yield the 
  lumberjacks’ bodies. The bodies have already been stripped of all 
  valuables by the orcs. The remains lay rotting in the bushes, having 
  already been picked at by scavengers. 
  Experience: Award Lawful characters an extra 200 xp each if they 
  bury the remains of the lumberjacks.  
  4. Irontooth Lake
   
  The trail leads straight to a mountainous and densely forested 
  valley. A lake lies at the bottom of the valley, and the trail continues 
  past it, winding back into the mountains. The characters can also 
  fi nd another trail leading off around the lake, and if they negotiated 
  with Serena, they know to follow this second trail. The second trail 
  ends up in the same spot as the fi rst, on the mountain above the lake 
  at Area 5. 
  There are two options for the following encounter, depending on 
  whether or not the characters have already confronted Serena. Be 
  sure to read or paraphrase the appropriate excerpt.
  If the characters take the main trail, read the following as they near 
  the lake’s shores: 
  Each party member has a 10% chance to notice the sparkling of 
  fi ve red gems in the waters. Gorgrim placed these here in an attempt 
  to lure intruders nearer to Serena. The gems are Bloodstones worth 
  50 gp each. The nereid hides behind the nearby bushes in the water, 
  waiting to call Squiggles and attack. Under optimal circumstances, 
  Serena will wait until a character reaches for the gems before making 
  herself known. 
  Read the following to a party that Serena warned, but who were 
  foolish enough to ignore it:
  blackstump Forest
  Gentle waves roll in to the lake’s shore, rustling aquatic 
  bushes and plants on the water’s edge. A thrush fl ies from the 
  bushes as you near. 
  Pikes are stuck in the ground on and around the road, 
  displaying human skulls. Buzzing hordes of fl ies circle the 
  skulls, which are still fl ecked with the rotting remnants of 
  human fl esh. These gruesome standards are no doubt meant to 
  mark the point where Brookmere territory ends, and Irontooth 
  territory begins.  
  A short distance across the waters of Blackstump Lake is a 
  fi gure, treading in the water. She seems to see you passing and 
  swims closer to shore. She calls out to you although from this 
  distance you cannot make out her words.  
  The woman approaches the shore but still stays a short 
  distance out in the water. Her features appear elven, and it 
  looks as if she is swimming nude. Her fl owing dark hair fl oats 
  atop the water, hiding her body’s features. “Hail! My name is 
  Serena! Won’t you help me?”  
  
  19
  Nereid: HD 4; HP 20; AC 9[11]; Atk Spit poison 20ft; Move 12 
  (Swim 14); Save 13; AL N; CL/XP 6/400; Special: transparency, 
  water form, magic resistance, kiss, shape water, water mastery, 
  spit poison
  Giant Octopus: HD 7; HP 35; AC 7[12]; Atk 8 tentacles (1d3); 
  Move 2 (Swim 10); Save 9; AL N; CL/XP 10/1400; Special: 
  constriction and pinioning.
  If the characters defeat Serena, she dissolves into formless water. 
  The party will fi nd her treasures in the nearby waters if they search 
  for them. 
  5. Irontooth Cavern Guards
  The path leads to the entrance of the Irontooth caverns. The cave 
  entrances are well hidden in a large outcropping of stone, behind 
  bushes and trees. Guards (2 ogres) step forth from the stones to greet 
  the party. Read the following when the characters approach this area: 
  In addition to the ogres, this area is guarded by fi ve bugbears who 
  lie in concealment in some brush underneath the other outcropping. 
  The party as a whole has only a 1 in 6 chance to spot the bugbears, 
  although if they deliberately look under the other outcropping for 
  a potential ambush, the chance of observing the bugbears rises to 
  2 in 6.
  The bugbears are not the only hidden defense. Atop the rocks 
  are ten orc archers with shortbows, ready to reveal themselves and 
  attack if there is any sound of hostility below. Two of them are also 
  equipped with a large, weighted net which they will throw over the 
  trail if this appears to be a good tactic. The net covers the entire trail 
  area between the overhangs; if the orcs throw the net, any character 
  in that area will be covered by the net unless the character makes 
  a saving throw to leap out of the way backwards or under one of 
  the rock outcroppings. The net covers an area of about twenty by 
  twenty feet. Any party member who is caught in the net cannot attack 
  or move to another place without slashing through the net, which 
  takes two melee rounds. Such characters are not really entangled, just 
  draped with heavy ropes; spellcasting and other small-scope actions 
  are possible. 
  The orcs are not visible from the trail, but if the party has been 
  scouting by air, this part of the ambush will be completely obvious to 
  an aerial observer (including notice of the net, which is kept partially 
  spread out for faster use). Good scouting or a well-designed marching 
  order might alter the nature of the battle, but the plan is for the ogres 
  to draw the attention of any attackers, the bugbears to enter the battle 
  from behind after the orcs throw their net, and the archers to take 
  out any rear-guard spell casters with a +1 bonus to hit (because the 
  orcs hold the higher ground). If the bugbears have not been detected 
  before they attack, they have a 50% chance to gain a free charge-and-
  attack before normal combat resumes. 
  Access to the archers’ post is gained from another trail – getting 
  there from this part of the trail would require climbing a twenty-
  foot sheer rock face. It is possible to shelter from arrows under the 
  rock overhanging the bugbears’ overhang, but the area beneath 
  the ogres’ overhang can be targeted by the archers.
  With the bugbears and orcs remaining hidden, the two ogre 
  guards listen to what the characters have to say, as long as the 
  party is not overtly hostile. Any mention of Thorbold, Gorgrim, 
  the treaty, or that they were sent as ambassador’s gets the guards’ 
  attention (especially if the party presents the white treaty fl ag 
  given to them by Lord Thorbold). Should the characters mention 
  that they were sent to speak to Gorgrim by Thorbold, one of the 
  ogres goes into the caverns to alert the orc chieftain.
  Should the characters decide to attack and kill the guards, they 
  have a more diffi cult time ahead of them speaking to Gorgrim. 
  They might fi nd the cavern entrance nearby, but the caverns are a 
  mess of tunnels infested with orcs and goblinoids. These tunnels 
  are beyond the scope of this adventure, and would be more suited 
  for a lower level party; as such they are not detailed here.
  Even if the party kills the guards, Gorgrim will eventually meet 
  them at the top of the mountain at Area 6. They will have some 
  explaining to do about the battle, but fortunately orcs understand 
  the occasional need to kill things, and Gorgrim will take it in 
  stride if the characters have a good explanation (such as, “They 
  irritated us”).
  5 Bugbears: HD 3+1; HP 25, 23, 21, 14, 13; AC 5[14]; Atk 
  scimitar (1d8+1); Move 9; Save 14; CL/XP 3/120; Special: 
  Surprise opponents, 50% chance.
  2 Ogres: HD 4+1; HP 33, 20; AC 5[14]; Atk 1 club (1d10+1); 
  Move 9; Save 13; CL/XP 4/120; Special: None.
  10 Orcs: HD 1; HP 8, 8, 7, 7, 6, 6, 6, 5; AC 6[13]; Atk Shortbow 
  (1d6) or scimitar (1d8); Move 9; Save 17; CL/XP 1/15; Special: 
  None.
  If the characters cooperate with the guards, and one of the ogres 
  goes to get instructions for dealing with them, the others are 
  willing to answer questions. Unfortunately ogres are not much of 
  conversationalists. One talks mostly of “bashin’ goblins who ain’t 
  followin’ orders.” If asked about the recent raid on Brookmere, he 
  merely scratches his head and says he knows “nothin’ ‘bout no raid.” 
  When the messenger-ogre fi nally returns from the caverns several 
  minutes later, read the following: 
  blackstump Forest
  A pained voice cries out from the lakes rippling waters. 
  “Fools! I warned you not to pass by the lake! I’m sorry, but 
  I have no choice!” Serena swims toward you, and suddenly 
  a giant, rubbery, tentacled beast bursts from the lake. Its 
  tentacles writhe as it moves closer to the shore.  
  The trail seems to come to a halt here, where large, stone 
  outcroppings.  Overhang the trail on both sides. Near the stone 
  something stirs, and two large ogres move forward from one 
  side. One ogre beats his club in the palm of his hand, and 
  neither seems pleased to see you. “’ntruders!” The fi rst ogre 
  says in his guttural attempt at the common tongue. “Wha chu 
  be want’n’ ‘ere? Mayhaps you be want’n’ some bashin’?”
  The ogre returns from behind the stone outcropping and 
  approaches. “The boss says he’ll see you,” he says in a much 
  better attempt at the common tongue than any have made up 
  until this point. “You’re to meet at the seated stone ring. Morg’s 
  supposed to take you there.” (Morg is one of the ogres).
  Morg sighs. “All da way up dere?” He asks, whining. 
  “C’mon then,” he says, and gestures to you to follow as he 
  begins walking up the mountain. 
  
  20
  6. Ancient Amphitheater
  Morg leads the party to the top of the mountain, where a crumbling 
  amphitheater lies in ruins, built long ago by an ancient culture. The 
  Irontooths use this place whenever Gorgrim wishes to address his 
  entire clan at once. He awaits the characters at the amphitheatre, 
  with his advisor Wormtooth, and 30 guards. Read or paraphrase the 
  following as the characters approach: 
  Wait for the characters to react before continuing. Gorgrim refuses 
  to talk to the party unless they follow ceremony and walk forth 
  through the line of guards to stand before him. The great canopy 
  of hides that shades the platform allows the orcs to act without any 
  penalty for being in sunlight, but any orcs that are forced to fi ght 
  outside the canopy’s shade will do so at –1 unless this meeting takes 
  place after sunset.
  Gorgrim listens to the party carefully until they are fi nished. He 
  denies having had any involvement with the raid, and (no matter 
  how diplomatic the characters are) grows defensive. He feels that 
  the adventurers are accusing him of betraying the treaty, and his 
  reaction is not necessarily rational. Allow the characters to interact 
  with Gorgrim for however long is necessary before reading the 
  following: 
  The platform in front of Gorgrim splits in the middle, dropping the 
  characters into the pit below unless they have some quick way to 
  react. Those on the outer fi ve feet of the mechanism are allowed a 
  saving throw at -2. Those on the inner spaces of the trap are allowed a 
  saving throw at -4. One of the orc guards falls into the chamber with 
  any falling characters as well, much to the delight of the Irontooth 
  onlookers.  
  blackstump Forest
  “Morg, what are you doing here? I told Grushrim to escort 
  the intruders. But no bother.” The orc chieftain looks down 
  upon you as you approach. “I am Gorgrim, bearer of Lamorak 
  the Black, slayer of the Green Wyrm Doomwing, and Chieftain 
  of the Irontooth clan. Who are you and why do you call an 
  audience with me?” 
  An orc leaning upon a skull-topped staff hobbles up to the 
  throne and stands beside Gorgrim. He whispers in the orc 
  chieftain’s ear and crooked smiles creep on both of their faces. 
  “Yes, Wormtooth, perhaps a test is in order.” A clanking sound 
  rumbles from somewhere beneath the platform and the fl oor 
  beneath your feet gives way! 
  Morg leads you to the top of the mountain where an ancient, 
  crumbling amphitheater is built into the earth. Rows of 
  declining stone benches encircle a central platform in oval 
  formations. The benches are empty, but the central platform is 
  occupied by some thirty guards who stand in line, fl anking the 
  east and west sides. The entire central platform is shaded with 
  a canopy made of stitched-together skins and hides, mostly of 
  animals, but some of which might be human and orc. Sitting 
  at the head of the platform in an ancient stone throne is what 
  appears to be an ogre, his face painted with red shapes and 
  runes, wicked tusks jutting from his mouth. A black two-
  handed sword lies across his knees. Morg leads you down to 
  the platform, and ushers you forth through the line of guards.
  
  21
  Characters that succeed at their saving throws must deal with 
  the orc guards, who attempt to push or throw them into the pit. 
  You can run both battles (those above and those below in the pit) 
  simultaneously.  Above the pit, the orcs will grapple characters in 
  order to throw them down, and their numbers will make this very 
  likely. Unless you decide to use different grappling rules, the rules 
  for handling this battle are simple. Up to 8 orcs can surround and 
  attempt to grapple someone (if characters are standing back to back, 
  they can, for example, reduce this number to 4, since the orcs can’t 
  surround). Those attempting to grapple must each roll to hit, and 
  each one that is successful gets to roll 1d6 per hit die in the grappling 
  check to follow. The defender also rolls 1d6 per hit die. The totals 
  are compared, and if the defender’s roll is higher than the attackers, 
  the attackers are thrown off. If the attackers roll equal to or greater 
  than the defender’s roll, the defender is pinned (and will be tossed 
  into the pit on the next round). Obviously, the defenders will also be 
  slaughtering orcs at the same time all this is happening.
  30 Orc Guards: HD 1; AC 6[13]; Atk 1 scimitar (1d8); Move 9; 
  Save 17; CL/XP 1/15; Special: None.
  2 Subchiefs: HD 4; AC 1[18]; Atk +3 sword Lamorak the Black 
  (1d10+3); Move 9; Save 13; CL/XP 4/120; Special: None.
  Gorgrim: Ogre Mage: HD 5+4; AC 1[18]; Atk +3 two-handed 
  sword (1d12+3); Move 12 (Fly 18); Save 12; CL/XP 7/600; 
  Special: ﬂ y, turn invisible, create darkness 10ft radius, change 
  into human form, cast sleep and charm person (1/day), cone of 
  frost (1/day) with a range of 60ft to a base of 30ft, causing 8d6 
  damage to any caught within (saving throw applies).
  Lamorak the Black +3, +4 vs. Law, +1 plate mail
  Wormtooth the Shaman (CL7): HD 3; AC 6[13]; Atk 1 weapon 
  (1d8); Move 9; Save 14; CL/XP 3/120; Special: Spells
  First Level: Cure Light Wounds x2; Second Level: Hold Person 
  x2; Third Level: Continual Light, Prayer; Fourth Level: Sticks 
  to Snakes; Fifth Level: Finger of Death
  2 scrolls of lightning bolt, 1 potion of healing.
  During Combat Wormtooth may close the trapdoors again (the 
  switch is operated near the throne) if he feels that the characters 
  below could escape. Wormtooth then uses his spells, beginning with 
  fi nger of death, then moving to cast prayer in an attempt to bolster 
  the orcish guards. 
  Characters who manage to stay up top and fi ght Gorgrim and 
  Wormtooth choose a diffi cult path. They are likely separated from at 
  least part of their party (who have a diffi cult fi ght alone in the pit). 
  Should they actually kill Gorgrim and Wormtooth, the rest of the orc 
  guards fl ee, entering hidden tunnel entrances dispersed throughout 
  the forest and mountain, and taking refuge in the mass complex of 
  tunnels below. A new orc chieftain arises to claim Gorgrim’s title 
  (possibly Guzruk, an Irontooth cleric of Orcus who hopes to turn the 
  orc clan from worshipping their patron orc deity to outright worship 
  of the demon lord Orcus). From here the orcs consider the treaty 
  void, and work to bolster the defenses of their home, while planning 
  a large scale raid on Brookmere. 
  7. Trap Chamber
  As soon as any of the characters fall, Gorgrim enters the secret 
  entrance behind his throne. He does not personally deal with 
  characters that escaped the trap unless forced to, having faith that 
  his guards will throw them in as well. The entrance leads to the orc 
  caverns, and a metal grate immediately above the fi ghting pit from 
  where Gorgrim enjoys watching battles. Read or paraphrase the 
  following if any characters fall into the pit chamber: 
  Doomwing, Zombie Dragon: HD 8 HP 56; AC 2[17]; Atk 
  2 claws (1d4), 1 bite (3d6); Move 9; Save 8; CL/XP 10/1400; 
  Special: Vomits cone of acidic liquid for 8d6 damage (save for 
  half damage), surrounded by stench (save or be paralyzed 2d6 
  rounds)
  TACTICS
  During combat Doomwing retains a spark of his former intelligence 
  after zombifi cation. He opens combat with melee attacks focusing on 
  armored foes fi rst, but if he is injured he will resort to his breath 
  weapon, aiming it predominantly at the character who wounded 
  him.
  Doomwing, the late mate of Deathmaw (see Area 10), is the 
  reanimated green dragon slain by Gorgrim. The clan has a priest of 
  blackstump Forest
  You fall into a large earthen fl oor chamber. Metal gratings 
  surround the room, and orc and goblinoid faces leer at you 
  from all angles, pointing and cheering at your predicament. It 
  seems that one of the orc guards wandered too close to you, 
  and fell into the trap himself. The orc runs back and forth 
  through the chamber, frantically searching for an exit. He runs 
  to one of two enormous gates in the chamber, where hordes 
  of orcs and goblinoids are gathered to watch. The orc reaches 
  through the bars, pleading for freedom, but is pushed to the 
  fl oor. The pitiful creature stands again and runs toward the 
  other gate, stopping just short of the gate at the wall. There 
  he seems to be searching for some secret panel, some way to 
  escape the prison. Suddenly, the other gate lurches and with 
  the clanging of turning gears, begins to rise. The orc continues 
  to search for a moment, and then jumps to his feet and runs 
  toward you, his arms outstretched. An ear-shattering roar 
  causes your heart to lurch, and a giant, rotting beast chases the 
  wretch. With alarming speed the dragon-like zombie catches 
  the orc in its enormous maw. Blood pours onto the cavern 
  fl oor and the orc’s bones crunch as the beast rends him limb 
  from limb. The audience cheers and Gorgrim yells down to 
  you, “If you survive Doomwing, we’ll talk.” Shrill laughter 
  echoes throughout the chamber. Doomwing bites off the orc’s 
  head and part of his midsection, and then fi xes his gaze upon 
  you. He bellows a terrible scream and rushes forward.
  
  22
  Orcus named Guzruk among its ranks who has worked his magic on 
  the slain beast.  
  There is a secret passage on the eastern wall of the lair that leads 
  into a crawlspace. The crawlspace splits into several different tunnels, 
  each leading to a different spot at the surface. Orc guards from the 
  amphitheater (if still alive) wait at each spot for characters to exit, 
  and from there insist on escorting the players back to speak again 
  with Gorgrim.  
  Should characters defeat Doomwing, the cavern falls silent. 
  Gorgrim orders the other gate raised, and the onlookers part for the 
  characters to pass. There is nothing that the Irontooths admire more 
  than strength and power. The orcs point the adventurers to a staircase 
  that leads back up to the surface, from a hidden door on the steps of 
  the Amphitheater. 
  Gorgrim honors his bargain, and talks more with the party, showing 
  them a newfound respect. He promises to honor the treaty, and 
  swears that his clan had nothing to do with the attack. He also offers 
  to inquire with other orc clans from out of the area, in an attempt to 
  discover who is responsible for the attack.
  Gorgrim is willing to barter for Serena’s shawl, should the 
  characters ask; but, of course, he asks for a favor in return. He 
  tells the party about a group of trolls that has recently defected 
  from the Irontooth clan. Gorgrim does not tolerate such affronts 
  to his authority, and asks the characters to hunt down and 
  destroy the trolls (bringing their cauterized heads as proof and 
  burning the remainder of their bodies). Gorgrim believes that 
  the trolls are hiding out somewhere near the dolmens on the next 
  mountain to the west of here (see Area 8). He honors his word 
  and gives the party Serena’s shawl should they return with the 
  troll heads.  
  Should the party escape Doomwing’s lair through the secret 
  cavern or by magical means, and speak to Gorgrim, insisting that 
  they technically “survived Doomwing,” Gorgrim laughs and talks 
  with them. Although he does not respect them for their battle 
  prowess in this case, he does allow the characters to leave, after 
  reiterating that the Irontooths had nothing to do with the raid 
  on Brookmere. He may also barter for Serena’s shawl if asked 
  (unless he was completely unimpressed by the party’s response 
  to Doomwing). 
  8. The Dolmens 
  The Dolmens are just to the west of the Irontooth caverns, at the 
  top of the next mountain. They once served as burial chambers for 
  the same ancient civilization that built the amphitheater (a clan of 
  humans known as the Magnus), but now stand empty and unearthed 
  after centuries of weathering and looters. Read the following as the 
  party approaches the area:  
  Spiral patterns, runes and the names of each king and queen whose 
  bodies once lay here are carved into the dolmen walls (in the ancient 
  language of the Magnus, of course). 
  Searching the Ground: This area has been well looted in the past, 
  but if the characters investigate the area and are very lucky (1 in 20 
  chance) they will fi nd a golden torc, almost completely buried in the 
  earth, near the center dolmen. The torc is an exquisitely crafted item, 
  and is worth 5,000 gp. 
  Searching the Stones: If the characters search the actual stones, 
  they will make an odd discovery. Four of the dolmens have a long toe 
  squashed in between the cap and the side stone. The toes are fresh, 
  have green skin, and each has at least one wart. 
  Every morning the 4 trolls each cut off one of their toes and hide it 
  in the dolmen area. They know that Gorgrim is out to kill them, and 
  take no chances. Should the rest of their bodies be completely burned 
  blackstump Forest
  The Irontooth Clan
  The Irontooth clan is a large group of allied humanoids, 
  currently led by Gorgrim the orc chieftain, mainly due to 
  the strength of his two spellcasters. Following is a detailed 
  account of the estimated numbers of the Irontooth Clan: 
  300 orcs
  5 orc sub-chiefs (4HD)
  400 goblins
  20 bugbears 
   
   
   
   
  10-20 ogres (varies with rutting season)
  100 worgs
  Gorgrim, Ogre Mage
  Guzruk, Cleric of Orcus (Clr 6)
  Wormtooth, Orc Shaman (Clr7)
  Snotfrir, Goblin Warlord (2HD)
  Ubgrag, Bugbear Warlord (5HD)
  Doomwing, zombie dragon
  Serena, captive nereid
  In addition Gorgrim and the Irontooths have an alliance 
  with a nearby clan of gnolls. Should Gorgrim call his hordes 
  to war, the gnolls are more than willing to assist. Following 
  are estimated numbers of the allied gnoll clan: 
  100 gnolls 
  Xeenog, Gnoll Cleric of the demon-gnoll god, (Clr5)
  Gnasher, Gnoll Chieftain (5HD)
  Before you stand fi fteen dolmens, stone capped burial 
  chambers arranged in a circular pattern on the hilltop. You 
  wonder how humans could have moved such enormous 
  stones. Perhaps magic or giants played some part in their 
  construction.
  
  23
  the trolls regenerate from their toes at this area. 
  A ranger character can fi nd troll tracks here, leading to Area 9, the 
  Troll Cave. Should the characters stop here early in the morning, or 
  camp at this area for the night, they will encounter the pack of trolls 
  (who are ready to attend the morning ritual of cutting off their toes). 
  The trolls attempt to ambush the party if possible, taking whatever 
  advantage they can get. Characters who linger in this area may 
  become hunted themselves, as the trolls would love a good meal of 
  adventurers (especially if the party includes any elves).  
  9. Troll Cave
  The troll tracks from Area 8 lead here to a copse of trees in which is 
  hidden a cave, just a short distance south of the dolmens. There is a 
  20% chance during the day that 1d4 of the trolls are wandering near 
  the entrance of the cave. If any of the trolls meet the characters when 
  the rest of the pack is not present, they attempt to call for help, or fl ee 
  to the cave. There is a 2 in 6 chance that the other trolls will hear any 
  such cries for assistance.
  If the party does not encounter any trolls, but does not take care to 
  mask their scent before entering the cave, read or paraphrase the text 
  below. Otherwise, paraphrase any text appropriate to the situation: 
  Grumsky (Female Troll) Troll: HD 6+3; HP 51; AC 4[15]; Atk 
  2 claws (1d4), 1 bite (1d8); Move 12; Save 11; AL C; CL/XP 
  8/800; Special: Regenerate 3hp/round.
  Male Trolls: HD 6+3; HP 30, 27, 25; AC 4[15]; Atk 2 claws 
  (1d4), 1 bite (1d8); Move 12; Save 11; AL C; CL/XP 8/800; 
  Special: Regenerate 3hp/round.
  Grumsky is a massive female troll (maximum hit points); the three 
  smaller males are her mates and hunting pack.
  The cave is about 50 feet by 70 feet, and consists of one large 
  room. The bones that lie strewn about are mostly of orcs and goblins, 
  interspersed with those of various wild animals. The wooden barrels 
  are full of salted meat (mostly orc meat), and the pile of excrement 
  is of course, just a pile of excrement. Any character that roots around 
  in the fi lth has a chance of catching a disease. A failed saving throw 
  means the character catches the disease, which has a 25% chance 
  of being fatal in 2d4 days if no cure disease spell is administered. If 
  the disease is not fatal, the character will recover rather than dying. 
  While sick, the character will attack at a penalty of –1, and will have 
  a –1 penalty to all saving throws.
  A small tunnel leads off into the back of the cavern into another 
  chamber of about the same size as the last. Read the following as the 
  characters enter:
  Treasure: The chests are both locked. The fi rst chest contains 
  6,000gp, a 1,000gp sapphire, a 50gp jasper, and a 50gp peridot. The 
  second chest contains a potion of giant strength, a wand of detection 
  (metal), and a luckstone. 
  10. Deathmaw’s Lair, 
  Upper Chamber
  At some point the characters might have encountered, or heard 
  rumors about, Deathmaw, a mature adult green dragon. Wandering 
  Monster Table 1 (see Appendix 1) details an encounter where the 
  green dragon fl ies overhead. You may also allow the party to hear 
  tales of the dragon in Brookmere, or even from Gorgrim (since the 
  orc Chieftain is responsible for the death of Doomwing, Deathmaw’s 
  previous mate). This may give the characters the proper incentive to 
  hunt down the dragon’s lair and loot her hoard. 
  blackstump Forest
  Dolmens and the Magnus Clan
  The dolmens are constructed of two large, fl anking stone 
  slabs about six feet long and four feet tall and capped by 
  another appropriately sized slab. Long ago each dolmen 
  housed the body of a royal person, and was buried under a 
  mound of earth. Now the earth is gone, leaving the stones 
  exposed to the elements. A clan of humans named the Magnus 
  ruled this land long ago, and built the many structures that still 
  litter the landscape today. Theirs was a culture that revered 
  druids and bards above all others, and many of their traditions 
  and gods still persist in the nearby lands.
  It is said that the dead once buried here still return to their 
  tombs, on the nights of the summer and winter solstice. On 
  those nights Diana, the Goddess of the Hunt, blows her horn, 
  calling the dead kings and queens forth to the material plane 
  to hunt whatever great beasts roam nearby. Many a traveler 
  has heard Diana’s call to the dead on the solstice nights, and 
  few of these ever forget her haunting tune. Some even claimed 
  to have been the prey of the hunters, having spent the entire 
  night fl eeing from the spectral beings and their goddess. 
  This cave is defi nitely dwelled in by trolls, or some equally 
  foul creature, for the smell is rotten enough to curdle your 
  blood. Bones lie strewn about the entrance hall of the cavern, 
  most of them humanoid. Wooden barrels are stacked against 
  the chamber walls, and an enormous pile of excrement 
  towers in the corner.  “Sniff, Sniff! Grumsky, get out ‘ere! 
  I smell somethin’ good!” A giant, wart-covered troll bearing 
  an enormous greatsword steps out from the shadows of the 
  cavern. “Grumsky! Meat ‘as wandered right into our cave!”  
  The smell of this room is fouler than the last, and fi lthy beds 
  of matted straw lying about on the chamber fl oor tell you 
  that this is where the trolls rest. Two large chests sit in the far 
  corner of the room.
  
  24
  Deathmaw’s lair is two mountains to the north of the Irontooth 
  caverns. Her cave is easily seen, a forty-foot wide crevice in a sheer 
  cliff of stone, sixty feet above the mountain’s base. The total height 
  of the cliff face is 100 feet. 
  The upper portion of the cave extends nearly 1,000 feet before it 
  veers to the east, extending another 500 feet, and then yet another 
  500 feet to the south. At the end of the southern wall is a circular pit, 
  about 40 feet wide. The cavern drops down 100 feet into Deathmaw’s 
  lower chamber.
  There is a 50% chance that Deathmaw is sleeping when the 
  characters enter her cavern. Deathmaw is however, a light sleeper, 
  and may wake (1 in 6 chance) whenever the characters make 
  noises louder than quiet conversation (dropping an item, yelling, 
  etc). 
  11. Deathmaw’s Lair, 
  Lower Chamber
  Deathmaw’s lower lair is a cavern of a near oval shape extending 
  500 feet by 200 feet with a 60 foot ceiling. Read or paraphrase the 
  following when the characters descend into the chamber, assuming 
  that they have an appropriate light source, or other manner of 
  seeing: 
  If Deathmaw has already been alerted to the party’s presence, she 
  hides invisibly in waiting, ready to pounce from the dark corners of 
  the chamber. Before she attacks, however, she watches the characters 
  carefully, hoping to learn more of their abilities, and the best way 
  for her to strike. When satisfi ed, she talks to them from the shadows, 
  taunting them and attempting to learn whatever information she can 
  about them and their people. If she is suffi ciently intrigued by them, 
  Deathmaw attempts to use her suggestion ability, hoping to gain 
  an interesting minion to entertain her for a short while … before 
  growing bored with her new companion and devouring him (or 
  her).  
  Deathmaw, Adult Green Dragon (9HD): HD 9; HP 36; AC 
  2[17]; Atk 2 claws (1d6), 1 bite (2d10); Move 9 (Fly 24); Save 6; 
  AL C; CL/XP 12/2000; Special: Suggestion, Invisibility, Breathes 
  poison gas cloud for 36hp damage, 50ft in diameter, with dragon 
  at one edge.  
  Deathmaw cannot cast spells, but her speech is honeyed and 
  persuasive. Anyone hearing her speak will react as if affected by a 
  Suggestion spell (saving throw applies). She can become invisible 
  twice per day, using the ring of invisibility she wears as an amulet.
  Treasure: Deathmaw’s treasure hoard lies in the eastern corner of 
  the chamber. It is a huge pile that includes: a 1,000 gp emerald, a 
  1,000 gp star ruby, 500 gp alexandrites (x2), a 500 gp black pearl, 
  a 500 gp golden yellow topaz, 100 gp silver pearls (x2), 50 gp 
  moonstones (x2), a 50 gp rose quartz, a 50 gp zircon, 10 gp blue 
  quartz pieces (x2), a 1,750 gp sapphire pendant, a 1,000 gp gemmed 
  dagger, a 700 gp golden dragon idol, a 350 gp tapestry depicting 
  a wizard’s duel, a 100 gp black mask with lapis lazuli inlay, a 100 
  gp bolt of silk, a 100 gp gemmed chalice, and the following coins: 
  5,000gp, 14,000sp, and 125,000cp.
  blackstump Forest
  Before you is another massive cavern. Large stalactites hang 
  from the ceiling and huge, purple, tree-like mushrooms grow 
  from the earthen fl oor. A sharp, stinging odor hangs in the air 
  like a noxious fog. 
  
  25
  Blackstump Forest 
  Aftermath:
  Thorbold is grateful for the characters’ efforts in the Blackstump 
  Forest (assuming that their efforts didn’t result in dragon raids and an 
  all-out assault by the Irontooth Clan), and he pays them their reward 
  as promised. Ramifications abound depending on the characters’ 
  actions in the forest. They may have made several powerful enemies, 
  from Gorgrim to Deathmaw, or they may have left with some new 
  friends (such as Serena) or strengthened relations between the 
  Irontooths and Brookmere. You should see to it that their actions will 
  have ramifications – positive or negative, depending on what they 
  did. For example, if the party killed Gorgrim, a new, more chaotic 
  orc leader rises to take his place. Under his leadership, the Irontooths 
  seek to enact vengeance upon Brookmere, planning a massive attack.  
  If Martak survived the attack on Brookmere, he too might become a 
  factor in the humanoid politics of the area. 
  blackstump Forest
  
  26
  Soon after the return of the party from the Blackstump Forest, 
  Thorbold receives an urgent message from the nearby town of 
  Sylvanus. Unless the party has botched everything so far, he 
  immediately sends for them, hoping that they will again offer their 
  services. If the party’s assistance has caused nothing but ruin and 
  disaster at this point, they will hear (through the grapevine) that 
  Thorbold is asking around for reliable help. A less powerful party of 
  adventurers will be sent out from Brookmere, and will be slaughtered. 
  At that point, largely out of desperation, Thorbold might agree to let 
  the party act on Brookmere’s behalf again. If you need a “competing 
  party,” just roll up some second level characters with delusions of 
  adequacy. For some real fun, have the second-level characters try 
  to give some friendly “adventuring tips” to the disgraced player 
  characters in a tavern.
  Thorbold reads the letter to the party (give the players Handout 
  2), and states that he believes there is a connection between the two 
  raids. After the last attack Brookmere’s guards are in short supply, 
  and Thorbold fears sending out his guard in case of another orc raid 
  on Brookmere (if this is because the party fouled up their diplomatic 
  mission to the Blackstump forest, he will say it pointedly). Thorbold 
  gives the characters the letter and asks them to go to Sylvanus. He 
  offers another reward of 1,000 gold pieces each for their services. 
  It is three-day ride to Sylvanus and the way is fraught with peril. On 
  the trip there is a 10% chance day and night of wandering monster 
  encounters. See Wandering Monster Table 2 in Appendix 1 of this 
  adventure for appropriate encounters. 
  The Road to Sylvanus
  Brighteyes Centaur Clan
  A clan of 40 centaurs known as the Brighteyes make their 
  territory in the hills just a short distance from Brookmere. 
  They are friendly to travelers and are on good terms with 
  Lord Thorbold. Characters asking the centaur clan can learn 
  that an army of orcs (possibly the Stonebones clan, they 
  say) recently traveled on the road from the east, and into 
  the Blackstump forest. The centaurs believed that they were 
  starting a war with the Irontooth orcs. 
  Centaur: HD 4; AC 5[14] or 4[15] with shield; Atk 2 
  kicks (1d6) and weapon; Move 18; Save 13; CL/XP 
  5/240; Special: None.
  
  27
  1. Garden Statuary
  This area is situated nearly a full day’s ride away from Brookmere, 
  making it a common resting spot for travelers. Unfortunately, a 
  medusa named Calista has recently made her lair in an old abandoned 
  house not far from the clearing, and preys on those who stay at the 
  oft-used campsite.
  Calista takes pains to keep the area clear of evidence of her 
  presence, and moves any remains of those she turns to stone to her 
  lair. There is, however, one exception to her careful methods. Nearly 
  a month ago, a female elf came through this area from Sylvanus on 
  her way to Brookmere. As she sat by the fi re that night, she heard 
  Calista’s movement in the back brush, and cautiously moved to 
  investigate. Upon hearing the noise again, the elf crouched in the 
  cleft of a disfi gured tree, and readied her bow. Calista jumped out and 
  surprised the elf, turning her to stone. The result was the beautiful 
  elf’s being trapped in a curious and elegant pose, her bow drawn and 
  ready to fi re. Calista, a lover of art, found the setup to be so beautiful 
  that she could not bear to move the statue to her lair, despite the 
  potential dangers. She has driven a small spike into the back of the 
  statue’s head, hoping to deter those that might seek to turn the elf 
  back to fl esh. 
  Calista has taken pains to keep the statue from view of the 
  clearing, actually having uprooted several small trees and bushes, 
  and replanting them in aesthetic patterns between the statue and the 
  clearing. Calista has not only planted the trees to hide the statue, but 
  in an attempt to beautify the area, having decided that it should be her 
  garden. She has planted fl owers and other such plants here as well, 
  in artistic arrangements. 
  Calista actually hopes to incorporate other statues into the garden, 
  and looks forward to luring travelers to interesting places around the 
  area before petrifying them. The garden and its future victims have 
  become her artistic vision. 
  Should the characters not fi nd the statue or any other unusual 
  signs of Calista, and make camp at the clearing, the medusa comes 
  forth from her lair that night to attack. Should she be noticed by the 
  characters before getting a chance to act, Calista retreats to her lair, 
  all the while attempting to throw them off her immediate trail, but 
  ultimately drawing them in after her, to the best of her ability.
  Ideally, Calista waits until the majority of the party members are 
  asleep or off guard. She will begin by casting mirror image upon 
  herself, then will emerge from the darkness to cast charm person … 
  and of course, this will draw the gaze of anyone who is awake.
  Medusa Sorceress Calista: HD 6; AC 5[14]; Atk 1 weapon (1d4); 
  Move 9; Save 11; AL C; CL/XP 9/1100; Special: Gaze turns to 
  stone, poison, stone illusions, spells.
  Spells: charm person x4, mirror image, web, lightning bolt.
  Garden Statuary
  The bushes, trees, fl owers and other plants seem to be 
  arranged in a beautiful but unlikely manner. Younger trees 
  and bushes seem to form a rough circle around this area, and 
  within fl owers and plants grow in beautiful spiraling patterns. 
  One large tree seems central to the layout, and stepping closer 
  you can see why. Within the cleft of the tree is a stone statue 
  of a beautiful elven woman. She comfortably sits between the 
  diverging trunks, holding a bow and drawn arrow, her taut 
  muscles prepared to let fi re. The complete visual effect of the 
  landscape and statue is breathtaking. 
  
  In addition to her spell-casting powers, Calista has a certain degree 
  of command over the element of stone. She can create illusions of 
  such things as stone walls, statues, pillars, boulders, or gravel. Her 
  illusions cannot generally be detected unless touched or subjected 
  to a very minute inspection at close range. They have no physical 
  substance, and cannot cause physical damage in the same way as a 
  phantasmal force spell might.
  2. Abandoned House, Exterior
  Built over thirty years ago and abandoned ten years ago, this house 
  makes a fi ne lair for Calista. Read the following as the characters 
  approach the house: 
  There are no windows visible in the house. They exist, but they 
  are concealed by the medusa’s ability to create illusions of stone. 
  Once the characters are inside and discover the existence of windows 
  (not all the windows are concealed inside) they might conclude 
  that illusions are being used – but they will probably have already 
  encountered the one in the entryway.
  3. Entryway
  There are actually two doors into the house, but the one leading to 
  this room is the most obvious, as it faces the road. Calista uses neither 
  of the doors to enter the house, as she has set traps on each. Instead, 
  she climbs through a small basement window, leading to Area 7. 
  The door to this room is magically trapped with a lightning bolt. If 
  the door is opened or tampered with, the trap is sprung for 6d6 hit 
  points of damage (saving throw for half damage).  
  Read the following when the characters enter this room: 
  The entire fl oor of the entryway is an illusion created by Calista’s 
  magic; the entryway is actually a deep pit (50ft) with spikes at the 
  bottom. Damage from falling into the pit is 5d6, and the character 
  will also be impaled on 1d3 spikes (1d6hp each). The illusion has no 
  substance – any probing of the fl oor will immediately reveal that it 
  simply isn’t there.
  28
  Garden Statuary
  Standing before you is an old farmhouse surrounded by a 
  quaint, wood fence. The house looks as if it has not been kept 
  or occupied for years.
  This is a small ten-foot by ten-foot entryway into the rest 
  of the farmhouse. This entryway looks as if it has been 
  cleaned recently, as it shows no sign of dust or other materials 
  commonly associated with abandoned structures. The fl oor, as 
  well, is far from typical. In place of wooden planks or packed 
  earth are tiny, stone tiles. They are painstakingly arranged to 
  form a three-armed spiraling motif.
  
  4. Kitchen
  Unsurprisingly, the table is made from an actual victim that Calista 
  turned to stone. 
  Each statue in the house has a small spike nailed into its head. In most 
  cases the spike cannot be seen unless the head is carefully examined.
  5. Sitting Room
  Calista enjoys opening the shutters, sitting on the bench, and staring 
  outside at the picturesque view of trees and a stream.
  There is a door in this room that leads outside. It is trapped with another 
  lightning bolt trap. If the door is opened or tampered with, the trap is 
  sprung for 6d6 hit points of damage (saving throw for half damage).  
  A thick wall divides the kitchen and the sitting room. The wall 
  is hollow, and actually contains the stairs that lead down into the 
  basement. Calista has created an illusionary wall here, having cast it 
  over the entrance to the stairs. Should Calista have lured the party to 
  her lair, she either leaves a small stick poking half out of the “wall,” 
  hoping that characters will see it and go deeper into her lair, or she 
  makes a bit of noise at the base of the stairs. 
  6. Empty Rooms
  There are two rooms marked 1E. Both are empty and identical. 
  Calista doesn’t use these two rooms, preferring to keep her primary 
  lair in the basement. 
  7. Basement Lair
  The third stair down on the staircase leading into the lair is trapped. The 
  fi rst character who steps on that stair sets off the trap, releasing poison gas 
  into the upper staircase. Anyone on the upper part of the staircase must 
  make a saving throw or be affected as if under the infl uence of a confusion 
  spell.
  Also, at the bottom of the stairs, two mirrors (these are large mirrors set 
  onto wheeled stands) are arranged at an angle to refl ect the side walls of 
  the stairway. They make it appear like the stairs go down for an infi nite 
  distance. Fireball spells cast down into the basement will encounter these 
  mirrors and explode before entering the cellar (causing a backblast into 
  the stairway), and lightning bolts will rebound from them back into the 
  stairs. Because of the angles of the mirrors, the lightning bolts will not 
  make several rebounds, although they will reach the top of the staircase 
  and beyond.
  The lair has been carefully set up by Calista, as this is where she prefers 
  to meet any opposition. There are many mirrors placed on the walls, for 
  Calista is a vain creature, and loves to look at herself and her art in many 
  different facets. In addition, she has found that the mirrors prove especially 
  useful when foes invade her lair. Although it is safe to look at a Medusa’s 
  mirror image, attackers have a more diffi cult time averting their gaze (as 
  they may not know where to avert their eyes). Anyone trying to fi ght the 
  medusa without looking directly at her will suffer a –5 in combat (rather 
  than a –4), and has a 25% chance each round to meet the real medusa’s 
  gaze even if trying to avoid it. As soon as a player decides to try and avoid 
  the medusa’s gaze, it is a very good idea for you as the referee to outline the 
  basics of how the attempt will be less effective than normal. 
  The stone statues in this room are all victims that have been turned to 
  stone by Calista. 
  There are two small windows in this room (both barely large enough for 
  Calista and other human sized creatures to squeeze through), covered by 
  small, wooden shutters. They are both hidden by Calista’s illusory walls 
  (as are the shutters on the outside of the house), although she of course 
  knows exactly where they are. She uses these windows as entrances to the 
  house in an attempt to avoid the many traps she has set up. When Calista 
  wishes to go to the above fl oor, she does not use the stairs, but goes out the 
  basement window, and then through the shutters in Area 6. 
  Read or Paraphrase the following when the characters descend into 
  the basement (if the characters have already been in combat with the 
  medusa, there is no need to describe her, of course):  
  Garden Statuary
  29
  A large, black stove sits in one corner of this room, and 
  stacked beside it is a pile of wood. Pots and pans hang neatly 
  above the iron stove. A single chair and a small, round table 
  made of stone stand nearby. The table itself is an oddity; the 
  stand is carved in the likeness of a kneeling man holding the 
  tabletop above him. 
  This large room is nearly empty, having only a single stone 
  bench sitting against the wall across from the window. The 
  shutters are closed and latched.  A closed, latched door leads 
  to the outside.
  This room looks as if it was once used as a bedroom, but 
  now it sits completely empty. There are closed shutters over a 
  window on the south wall. 
  Stepping into the basement of the house is like stepping 
  into a different dimension. It looks as if the basement goes 
  on forever in every direction, and hundreds of statues litter 
  the area. After a moment however your eyes adjust, revealing 
  the trick of this place. Each wall is covered with numerous 
  large mirrors, making it appear that there is more area, and 
  more statues than there really are. Many of the statues seem 
  to move, and you realize that they are instead shapely women 
  with the cowls of their cloaks raised over their heads. They 
  move in unison, and lower their cowls. Atop their head’s 
  snakes slither and writhe.
  
  30
  30
  The GM may choose to award an additional 10-25% experience 
  point bonus to characters that defeat Calista in her lair, refl ecting the 
  preparations in the room.
  8. Calista’s Bedroom
  Read or paraphrase appropriate text of the following description to 
  players as they enter this chamber: 
  The door to this room is hidden in the south wall by one of Calista’s 
  illusory walls (appearing as part of the mirror). Calista uses this room 
  as her bedroom. The two statues in this room are both handsome men 
  that Calista found attractive. On the south wall of the room, directly 
  above the chest, is a small window just large enough for Calista to fi t 
  through. Like the others, it is covered with a small shutter. 
  The chest is locked, although the key to the lock is hidden in a small 
  crack in the east wall behind a small illusion of stone used to “join” 
  the stone over the crack. Characters must actually be running their 
  fi ngers over this part of the wall to detect its presence. Such careful 
  checking will also reveal several other small holes in the wall (exit 
  points for the poison dart trap). The chest itself is trapped, and any 
  tampering with it before disabling the trap will cause poisoned darts 
  to fi re into several random locations in the room. Anyone in the room 
  has a 75% chance to be “attacked” as if by a 8HD monster, and a 
  successful hit by a dart requires a saving throw or the character will 
  die of the poison in 1d6 hours. The small trap tumbler in the lock is 
  not turned if the key is used to open the chest, and it can safely be 
  disabled by a thief.
  Treasure: The chest contains a cursed scroll that appears to be 
  a stone to fl esh spell, but turns the reader to stone (saving throw 
  applies) if an attempt is made to cast the spell, a scroll of raise dead
  (clerical), 3 potions of healing, a +1 shield, a 5,000 gp blue diamond, 
  a 100 gp amber, a 100 gp deep green spinel, a 100 gp freshwater pearl 
  (irregular), 50 gp onyx (x2), a 1,000 gp gold and amber bottle stopper 
  cork, a 700 gp harp with lapis lazuli and ivory inlay, a 50 gp small 
  gold bracelet, and 9000 gp in coins. 
  Garden Statuary 
  Aftermath
  Should Calista escape the characters, she does not return to her 
  lair for some time. Instead she waits in the woods nearby the house, 
  watching the characters, and possibly dogging their trail. She does 
  not, however, attack the party until her wounds are healed, and she is 
  in an area where she can take the greatest advantage of the situation. 
  Calista is both patient and unrelenting, and tracks the characters as far 
  as she must to kill her prey. Even if the characters bypass her house, 
  she will follow them for a short distance, but will lose interest and 
  return after a day or so, if no good opportunity presents itself for an 
  attack (such as a fi ght between the party and a wandering monster).
  30
  Garden Statuary
  The size and features of this chamber are multiplied by 
  mirrored walls, and the overall aesthetic affect is much like 
  that of the last room. A divan of brightly colored pillows and 
  blankets lies in the corner, and a large chest sits nearby. Two 
  statues of muscular men fl ank the divan. 
  
  31
  31
  1. Moraine’s Farm
  When the party is still a day’s travel before reaching Sylvanus, 
  the characters come across a cozy farm nestled in a copse of trees 
  between the mountains and the road. As they pass, a woman rushes 
  out to meet them, hysterical and begging for help. Her name is 
  Moraine Thistledown and she maintains the farmland with her eight 
  year old daughter Trista; her husband, Anton, died three years past. 
  The only joys in Moraine’s life are brought by her daughter and by 
  tending to the land. But Moraine explains that just a few hours prior 
  to the characters’ arrival an enormous red bird swooped down from 
  the sky and snatched Trista right from the ground, carrying the child 
  in its great talons to the towering Mount Bloodstone (aptly named for 
  its dark red, jagged peaks). Moraine frantically explains her dilemma 
  in hopes of help. Read the following to the players as they pass the 
  farm: 
  Moraine Thistledown: Normal Human, HP 3
  Moraine is extremely grateful to any that agree to help her, and 
  offers them any aid that she can. 
  2. Mount Bloodstone
  Mount Bloodstone is only a short distance north of Moraine’s 
  farm. Many dangerous creatures lurk in the area, and thus a separate 
  wandering monster table is provided (see Wandering Monster Table 3 
  in Appendix 1). There is a 12% chance day and night that characters 
  encounter a wandering monster. Read the following as the party 
  approaches the mountain: 
  It is a full day’s hike to the top of Mount Bloodstone. The mountain 
  rises a vertical 10,000 feet (to an elevation of 15,000 feet), and is the 
  largest in a long range of mountains. At the top half of the mountain, 
  the terrain becomes so steep and rocky that horses cannot traverse it. 
  Tethering the horses halfway up the mountain is dangerous as well, 
  for many monsters make their home in Bloodstone. Roll a wandering 
  monster check for the horses at the same time you do for the players. 
  If they are tethered when a dangerous creature arrives, they are as 
  good as dead. Stone giants encountering the horses may leave them 
  be. The yetis are likely to take the horses back to their caverns, saving 
  them for a meal. The party might track the horses and barter with the 
  yetis to get their steeds back. Should the roc spot the horses she is 
  likely to snatch them for a quick meal, possibly shredding them into 
  bits for her chicks. 
  A large, jagged cliff face marks the halfway point of Mount 
  Bloodstone (where the terrain becomes too rocky for the horses to 
  continue). The cliff extends nearly all the way around the mountain. 
  By walking to the north side of the mountain one can forego this fi rst 
  cliff face, as on the north side the terrain is steep and rocky, but not 
  vertical. The cliff face raises a sheer 200 feet before continuing to 
  more stable terrain. The party can hike another 500 ft before reaching 
  the second cliff face, this one 100 feet high. The second face rises all 
  around the mountain, and the characters must either climb it or fl y to 
  bypass it. A normal, non-thief character has only a 25% chance per 
  round (if unarmored) to move upward 10ft without rope. Thieves 
  have a normal chance to climb, +5% if taking the time to drive pitons 
  into the rock.
  Characters may suffer from altitude fatigue once they reach 
  the halfway point of Mount Bloodstone (the fi rst cliff). Each 
  character must make a saving throw or become fatigued. 
  Fatigued adventurers effectively suffer a –2 to strength and 
  dexterity until they get a complete 8 hours of rest, a condition 
  that is not likely to cause any signifi cant effects, but might take 
  the “edge” off characters with high attribute scores, by reducing 
  or eliminating some combat bonuses. Once acclimated to the 
  elevation, characters are no longer affected.
  3. Yeti Den
  A group of yetis make their den at the base of the fi rst cliff on the 
  western side of Mount Bloodstone. They are aggressive and territorial 
  beings that view the entire mountain as their own. They make an 
  exception for the stone giants that live nearby, as the yetis often enjoy 
  Mount Bloodstone
  Finally you come across farmland along the wooded road, 
  and think that you must be nearing the town of Sylvanus. A 
  single, small farm lies to the north, nestled in a copse of trees. 
  As you pass a woman runs from the house, calling out to you. 
  “Please! I need your help! Please help me!”
  The ominous Mount Bloodstone rises high above you. Its 
  jagged, red peak looks as if it burns above. The wind grows 
  chill as you near the mountain base, and a high pitched screech 
  echoes throughout the land. It is as if the Roc sees your 
  approach from above, and calls out its challenge to you.
  
  32
  32
  Mount Bloodstone
  watching the giants play rock-throwing games. At times the yetis 
  and giants even gather together to trade goods and play music. The 
  yetis use bone fl utes and percussion instruments, while the giants 
  play stone fl utes and drums. Together they have wild parties, but in 
  general the neighbors are too intimidated to complain. At present, the 
  yetis’ lead drummer is sick, and the tribe is desperately in need of a 
  good drummer for a ceremony (see below). Keep in mind that yetis 
  are every bit as intelligent as humans, and are beings of bloodthirsty, 
  Chaotic alignment. This encounter can be handled by the party in a 
  way that avoids combat (with considerable reward), but the peace 
  will always remain balanced on a knife’s edge and can degenerate 
  easily into a savage battle.
  Should the characters come across the yeti den, a large cave in the 
  base of the western cliff, a band of 4 yetis moves forth to meet them. 
  Read the following as the characters approach the den: 
  6 Yeti: HD 5; HP 25, 20, 20, 20, 15; AC 6[13]; Atk 2 fi sts (1d6); Move 
  14; Save 12; CL/XP 7/600; Special: Immune to cold, hug, fear.
  Characters that understand the yetis’ speech (any giantish language 
  will allow a general understanding) know that the howling and 
  grunting is an attempt to hail them, not a battle cry. Should the 
  characters attack the yetis outright, 1d6 others rush out from the cave 
  to join the fray in 3 rounds, and then in 2 more rounds, 1d4 more yeti 
  rush forth to attack. The rest of the yetis stay in the cave, ready to 
  protect their home. Should the characters be victorious in slaying the 
  yetis and not assault the cave, other yetis form a party to hunt down 
  and slay them, while another party moves to warn the nearby stone 
  giants. From there the stone giants form a search party as well, and 
  henceforth when the characters meet with any of the nearby stone 
  giants, the giants’ reaction is always hostile. 
  The yeti with the drum will select one of the characters and hand 
  over the drum, expecting to see an exhibition of the character’s 
  drumming skill. If someone who speaks giantish but not yeti is 
  interpreting, all that really translates is “drum.” The yeti is using it 
  as a command, not a description of the item, but that isn’t clear one 
  way of the other.
  Each character who uses the drum should roll 1d6 to determine 
  his or her sense of rhythm. The yetis want a drummer with a “6,” 
  because their regular drummer is ill. In terms of describing the die 
  roll, the following is a rough description: 1 = “you couldn’t keep time 
  even if you had the best hourglass in the world.” 2 = “your drumming 
  has all the rhythm of someone falling down the stairs in the dark” 3 
  = “your drumming is about the same as anyone else’s” 4 = “Your 
  drumming is a little better than average, but you aren’t going to make 
  any money playing in local taverns,” 5 = “You can keep a good beat, 
  and people can dance to it,” 6 = “You are a wizard at this, and the 
  yetis go wild.”
  The yetis don’t attack if the characters talk to them, but still deal 
  with them with suspicion (although if the party has a “5” or a “6” 
  drummer, their suspicion is considerably lessened). They wish to 
  know what it is the characters are doing on Mount Bloodstone, and 
  how long they will be staying. Should the party explain to the yetis 
  that a young girl was snatched by a roc and ask for help, the yetis 
  bring them into their den to talk to the yeti chieftain, Mogarog.
  Ahead in the base of the cliff you see a large cave entrance. 
  Inside is a fl eeting stir of movement. It looks as if you have 
  been spotted by something. Suddenly from behind nearby 
  boulders several large, furry, humanoid creatures jump out, all 
  but one bearing a giant club, and that one carries a drum. The 
  creatures howl and grunt as they run toward you.
  
  33
  33
  Mount Bloodstone
  The yeti den is comprised of nine cave chambers where yeti 
  families live (each marked as Area 3A), a large chamber where the 
  yeti congregate (Area 3B), Mogarog’s throne room (Area 3C), and 
  the tunnels that lead throughout Mount Bloodstone (Area 3D). Nearly 
  60 yetis live in the den. About 30 of the yeti are adults in their prime, 
  suitable for fi ghting. Ten are venerably old, and 20 are children. 
        
  3A. Yeti Family Dens
  Characters who are led to speak with Mogarog encounter a fair 
  number of these dens along the way. There are nine total throughout 
  the lair. Read the following when the characters pass through:
  Should the characters have attacked or killed the yeti scouts 
  encountered in Area 3 and seek to infi ltrate the lair, the residents of 
  these dens fi ght intelligently to defend their homes. Occupying each 
  den are 1d4 adults, 1d2 elderly, and 1d3 children. Treat the elderly 
  and child yetis as 3HD yetis. Roll for each den until the total numbers 
  listed above (in Area 3) are accounted for (the guards encountered 
  outside of the lair should be incorporated in the yeti numbers). In 
  the event of an assault on the lair, the venerable yetis round up 
  the children and take them to escape through the back tunnels. In 
  addition, a band of the yetis attempts to escape (either through the 
  back tunnels or through the front cavern) to alert the stone giants and 
  ask for help. If alerted the stone giants quickly form several large 
  parties and go to the yeti lair to help. 
  Treasure: The average yeti family has little “treasure.” Should the 
  players sift through a family’s possessions, they fi nd little more than 
  some stone knives and arrowheads, bone and tooth necklaces, poorly 
  made pottery items, and clubs.
  3B. Yeti Meeting Hall
  This giant chamber is where the yetis meet to discuss tribal policy. 
  Mogarog often addresses the yetis as a whole in this area. The yetis 
  meet here often to play music and dance around a giant fi re, and 
  worship Mogarandu, the great yeti god. Read the following as the 
  characters enter this area:
  From here the central passage leads directly to Mogarog’s Throne 
  Room. 
  3C. Mogarog’s Throne Room
  Mogarog, the yeti chieftain lives in this chamber, and sits upon his 
  great throne constructed of bones when addressing visitors. Read or 
  paraphrase the following as the characters approach Mogarog:  
  Mogarog listens with interest to whatever the characters have to 
  say. His reaction, however, depends greatly on whether the characters 
  have a “5” or a “6” drummer. Even if all the characters turned out 
  to have a lousy sense of rhythm, Mogarog will still be polite as long 
  as he is treated respectfully. If the party threatens him or the tribe, 
  they will start to see the glint of Chaos in his eyes, and if they don’t 
  take very great care from that point on, they risk having the yeti tribe 
  jump to attack them.
  Should the characters make their case to Mogarog, telling him of 
  Trista and the kidnapping roc, he sympathizes with the situation, as 
  he himself has lost a child recently (not to the roc, but to a band 
  of trolls from near the base of the mountain). He grows emotional 
  as he tells the tale. If he does not invite a character to drum at the 
  resurrection ceremony (see below), Mogarog allows the characters to 
  pass through the yeti tunnels, which lead all of the way to the western 
  peak of Mount Bloodstone. He asks the yetis that originally escorted 
  the characters into the yeti den to take them further on, through the 
  The scouts lead you into the yeti lair, following a long, 
  central passage. The passage splits off to many side chambers, 
  each of which seems to be occupied by a family of yetis. Large 
  adults and smaller, awkward looking children gather around 
  fi res, making goods and sharpening stone tools. They look up 
  inquisitively as you pass.  
  The central passage comes to an enormous chamber with 
  a ten foot wide fi re pit at the center. The central passage 
  continues on the other side of the chamber. “This is where we 
  worship Mogarandu, the Great Yeti.” Your escort explains as 
  you pass.
  The yeti fi nally veers from the central passage into a large 
  cavern to the right. Two yetis bearing crude metal axes fl ank 
  the entrance to the chamber. Before you is a large throne 
  crafted entirely of bone, the back of which is topped by a 
  dragon-like creature’s skull. On the throne sits a particularly 
  large yeti. His fur is gray like the other yetis, but a large 
  tuft of red hair across his chest is unusual; it seems to have 
  grown over a long stripe of scar tissue. A large sword, the 
  handle made of bone and the blade carved of black obsidian 
  lies across his lap. “Visitors?” He asks in a booming voice 
  as you enter the chamber. “I am Mogarog, chieftain of the 
  Bloodstone Yeti! Who might you be?”  
  
  34
  34
  Mount Bloodstone
  tunnels to the top of the mountain. 
  As long as they are friendly, Mogarog enjoys talking with the 
  characters, and seeks to learn more of their people and ways. He 
  enjoys showing off his Obsidian Sword of the Yeti (a +1 vorpal two-
  handed sword which is passed down from chieftain to chieftain), and 
  tells many tales of smiting foes on Mount Bloodstone (including the 
  wyvern whose skull sits atop his throne). 
  Should the characters ask Mogarog about nearby orc clans, 
  Mogarog tells them that he knows of one that makes their territory in 
  the mountains just east of Mount Bloodstone. They call themselves 
  the Stonebones clan. Some of Mogarog’s scouts recently saw the 
  Stonebones traveling east to west through the forest at the base of 
  the mountains, and then saw about one-quarter of that clan returning 
  about a week later. The fi rst sighting was of course when the 
  Stonebones marched to attack Brookmere, and the second was the 
  Stonebones’ return. 
  If one of the party members was a “5” or “6” drummer, Mogarog 
  will still convey all the information mentioned above, but he will 
  also enthusiastically welcome the drummer and invite him (or her) to 
  perform at a big ceremony. Turning down the offer will create a tense 
  situation; if the character persists in refusing to play, Mogarog and 
  the yeti tribe will become impatient and high-strung. If the characters 
  persist, Mogarog will suddenly shift to a honeyed persuasive tone, 
  and offer the characters a payment of 1,000gp if their drummer will 
  perform. The drummer for the ceremony (see below) must participate 
  willingly, so if the party continues to refuse, Mogarog will allow 
  them to leave on their way through the tunnels.
  30 Regular Yeti: HD 5; AC 6[13]; Atk 2 fi sts (1d6); Move 14; 
  Save 12; CL/XP 7/600; Special: Immune to cold, hug, fear.
  30 Old and Young Yeti: HD 3; AC 6[13]; Atk 2 fi sts (1d6); Move 
  14; Save 12; CL/XP 4/120; Special: Immune to cold, hug, fear.
  Shamaness Olmagda (spellcaster): HD 5; AC 6[13]; Atk 2 fi sts 
  (1d6); Move 14; Save 12; CL/XP 7/600; Special: Immune to 
  cold, hug, fear. Spells: Cure Light Wounds x2, Hold Person x2.
  Mogarog the Yeti Chieftain: HD 7; AC 6[13]; Atk +1 vorpal 
  two-handed sword (1d12+1) or 2 fi sts (1d6); Move 14; Save 12; 
  CL/XP 7/600; Special: Immune to cold, hug, fear.
  Obsidian Sword of the Yeti: +1 vorpal two-handed sword 
  (1d10 damage in human hands, 1d12+1 damage in the hands of 
  Mogarog, due to strength).
  3D. Yeti Tunnels
  The central passage continues past Mogarog’s throne room for many 
  miles. It branches off in several places, but for the most part remains 
  continuous. The tunnel ascends all of the way to the western peak of 
  Mount Bloodstone (Area 6), where two yetis guard the opening.
  The other passageways that lead off from the central passage all 
  lead to other points on Mount Bloodstone. One leads to an area 
  near the stone giant’s lair (Area 4), another to the base of Mount 
  Bloodstone, and yet another to the area above the fi rst cliff-face (see 
  Area 3). Guarding each of these cave entrances are 2 yetis. The yeti 
  guards react similarly to those in Area 3.
  A WILD PARTY
  If the characters agree to remain with the yeti until nightfall and 
  drum at the ceremony, they will soon discover that the invitation 
  is not quite as simple as it sounded originally.
   This creature is Tor-Climber, a titan of the cold mountains, who has 
  been summoned by the yeti shamaness Olmagda, to bring Mogarog’s 
  daughter back from the dead. It is a creature from beyond the worlds, 
  living in the uncharted snows of the spirit realms, piping songs that 
  call storms and beings of the darkest cold. It is not a thing of Chaos, 
  but it inhabits realms that are indifferent to humankind and all things 
  having to do with civilization. Olmadga summoned this being forth 
  without really understanding all the ramifi cations of the summoning 
  or the ceremony.
  The ceremony to bring Mogarog’s daughter back from the dead 
  requires a drummer as well as Tor-Climber’s pipes. 
  When the drumming begins, the titan starts piping. The music is the 
  very essence of the cold wilderness, and it will almost immediately 
  cause eddies of snow to rise, the wind’s temperature dropping 
  perceptibly. If the party does not interrupt the ceremony, and the 
  character continues to drum, the supernatural event will evolve for 
  ten minutes as follows:
  Minute 1: 
  Events: Temperature drops far below freezing. 
  Effect on the Onlookers: Anyone not wearing winter clothing takes 
  1hp of damage. 
  Effect on the Drummer: The drummer must make a saving throw 
  or lose 1d4 hit points of damage from the more intense cold being 
  summoned by the two musicians.
  Minute 2: 
  Events: 1d6 winter wolves surround the area. These wolves are not 
  hostile – they are simply interested in the music and have drifted 
  in from the same planes of existence where Tor-Climber makes his 
  home. They have a somewhat unearthly appearance, and their eyes 
  glow blue, but they are normal winter wolves. 
  Effect on the Onlookers: All others in the area must make a saving 
  throw or lose 1d2 hit points of damage (1d3 if not wearing winter 
  clothes).
  Effect on the Drummer: The drummer must make a saving throw or 
  lose 1d4 hit points of damage from the cold. 
  Minute 3: 
  Events: The temperature no longer drops, but it remains cold beyond 
  imagining. 1d2 more winter wolves join the pack watching the 
  ceremony. The snowy winds almost seem to be circling the drummer, 
  attracted by the sound of the music.
  Effect on the Onlookers: All others in the area must make a saving 
  throw or take 1d2 hit points of damage from the cold (1d3 if not 
  wearing winter clothes).
  Effect on the Drummer: The drummer must now make a saving throw 
  The yetis indicate a tall rock upon which the drummer will 
  sit, and the titanic bagpiper leans against another outcropping. 
  After a few minutes, the giant nods, and motions to the 
  drummer.
  At dusk, the yetis troop out to a snow-dusted rock formation 
  near their lair, and wait. Eventually, out of the white gloom 
  there emerges a huge fi gure, a giant that stands almost twenty 
  feet tall. It wears a long kilt and sash, with a white-on-grey 
  checkered pattern; its long white hair and long beard would 
  both brush the ground if they weren’t blowing in a strong wind 
  that seems to rise just as the massive being emerges from the 
  darkness. The giant is covered in fi ne white hair, almost as 
  thick as fur. It carries a set of bagpipes as large as a man, 
  seemingly made of white bear’s fur and with the drones and 
  chanter carved of some kind of yellowing bone.
  
  35
  Mount Bloodstone
  35
  or lose (temporarily) 1d6 points of an ability score as the character’s 
  strength and life force are drained into the magical winds of the 
  ceremony. Roll 1d6 to determine which ability score is drained. In 
  addition to the loss of ability score points, if the character failed the 
  saving throw all subsequent saving throws are made at –1 (this penalty 
  is cumulative with other penalties as the ceremony progresses).
  Minutes 4-9:
  Events: The snowy winds continue to circle the drummer.
  Effect on the Onlookers: Make a saving throw or take 1d2 hit points 
  of damage from cold (1d3 if not wearing winter clothes).
  Effect on the Drummer: Saving throw or lose (temporarily) 1d6 points of 
  an ability score as the character’s strength and life force are drained into the 
  magical winds of the ceremony. Roll 1d6 to determine which ability score 
  is drained. In addition to the loss of ability score points, if the character 
  failed the saving throw all subsequent saving throws are made at –1 (this 
  penalty is cumulative with other penalties as the ceremony progresses).
  Minute 10:
  Events: The swirling shape of the snow resolves itself into the figure of 
  a young female yeti, lying on the ground in front of the titanic piper.
  Effect on the Onlookers: Make a saving throw or take 1d2 hit points 
  of damage from cold (1d3 if not wearing winter clothes).
  Effect on the Drummer: Make a saving throw or lose (temporarily) 
  1d6 points of an ability score as the character’s strength and life 
  force are drained into the magical winds of the ceremony. Roll 1d6 
  to determine which ability score is drained. In addition to the loss 
  of ability score points, if the character failed the saving throw all 
  subsequent saving throws are made at –1 (this penalty is cumulative 
  with other penalties as the ceremony progresses).
  If any of the drummer’s ability scores reach 0, the character collapses, 
  and permanently loses one point of whichever ability score fell to 0. 
  Tor-Climber will shake his head in amused regret, and slowly dissolve 
  into snow and mist, as will the winter wolves. The yeti tribe will be 
  enraged at the failure of the ceremony and will attack the party. 
  The Conclusion of the Ceremony
  If the ceremony reaches an end before the drummer collapses, 
  Mogarog’s daughter will rise from the ground, raised from the 
  dead. The yeti will explode with joy. Tor-Climber will approach the 
  drummer and put a hand to the character’s forehead. “That was good 
  drumming,” he says in a rolling voice like snow-muffled thunder. 
  “What, then, is it that you wish?” He will grant the character’s wish 
  (if the request is roughly within the power of a wish spell), and then, 
  chuckling, disappear into the winds.
  Titan (17HD) HD 17; AC 2[17]; Atk 1 weapon (2d8); Move 21; 
  Save 3; CL/XP 19/4100; Special: Spells.
  Spells (numbers in parentheses indicate spell level): Magic 
  User: Charm Person (1), Sleep (1), Invisibility (1), Mirror Image 
  (1), Fireball (3), Fly (3), Polymorph Other (4), Confusion (4), 
  Conjure Elemental (5), Feeblemind (5), Anti-magic Shell (6), Stone 
  to Flesh (6), Limited Wish (7), Power Word Stun (7). Clerical: 
  Light (1), Protection From Evil (1), Hold Person (2), Speak with 
  Animals (2), Cure Disease (3), Dispel Magic (3), Cure Serious 
  Wounds (4), Neutralize Poison (4), Finger of Death (5), Quest 
  (5), Blade Barrier (6), Word of Recall (6), Earthquake x2  (7), 
  Resurrection (Raise Dead Fully)
  4. Stone Giant Caverns
  At the eastern base of the first cliff-face of Mount Bloodstone lie 
  several large caverns belonging to stone giants. There are nine total 
  caverns in the cliff-face, each of which is inhabited by a stone giant 
  family. A total of about 30 stone giants inhabit the many caverns. 
  
  36
  36
  Mount Bloodstone
  Of these only 20 are combatants. The rest are children and venerably 
  aged giants. Some of the families have cave bear pets. There are a 
  total of 5 cave bears throughout the caverns.
    Just inside the central cavern are 2 stone giant guards. They patrol 
  the immediate area from time to time, looking for possible threats. 
  The guards often play stone-throwing games to pass the time while 
  on duty. Should the party come near the caverns, the guards move out 
  to confront them. Read the following: 
  The giants are rather shy and suspicious by nature, and don’t 
  enjoy the company of outsiders. They allow the party to pass if the 
  characters convince them that they mean the giants no harm. Unlike 
  the yetis, the giants don’t invite the characters into the caverns unless 
  the party insists on speaking with the giant leader. Even then, it takes 
  the characters much haggling to gain an audience with the elder 
  stone giant.  If the party succeeds in convincing the guards of their 
  sincerity, one of the guards will escort them into the central cavern 
  (see Area 4A).
   Should the characters attack the guards, or offer reason for them 
  to believe that the party is a threat, the giants attack. Should fi ghting 
  break out, there is a 60% chance that 1d4 rounds later 1d4 more 
  stone giants come from the caverns to join the fray.  
  2 Stone Giants: HD 9+3; HP 46, 45; AC 0[19]; Atk 1 club (3d6); 
  Move 12; Save 6; CL/XP 10/1400; Special: Throw boulders (3d6 
  damage).
  4A. Suearok, Stone Giant Elder’s Lair
   
  If the characters talk swiftly and demand to see the stone giant 
  elder, they may gain access to this area. The leader of the stone giants 
  is named Suearok (pronounced swa-rock). Read the following as the 
  party enters this area: 
   
  Suearok listens to anything the characters have to say, but does not 
  offer his help, and attempts to be rid of them as soon as possible. 
  Should the characters tell him of how Moraine’s daughter was taken 
  by the roc, he shrugs and says that there is nothing he can do to 
  help. There is only one subject that can incite a fi re in this otherwise 
  uninterested giant: the Stonebones orc clan.
  Should the characters mention the Stonebones or ask about orc 
  clans in the area, Suearok grows quite talkative. He tells the party 
  that the Stonebones clan lives in the mountains east of here. The 
  stone giants have never had any confrontations with the orcs; it is the 
  clan’s name that annoys Suearok. The elder explains that the name of 
  the Orc clan is a mockery of that of the stone giant god. It enrages the 
  elder that the orcs would be so brash as to assume the same name as 
  the great stone giant god. Once on the subject, Suerok rants on and 
  on for as long as the characters let him.
  If the characters come into this cavern uninvited (either by sneaking 
  past or by killing the guards), they incur the wrath of Suearok and his 
  guard. The stone giants attack relentlessly, until they or the characters 
  fall, or until the party fl ees. 
  If the stone giants seem to be fi ghting a losing battle, one of the 
  guards attempts to fl ee to bring others to join the fi ght. It takes 1d4 
  rounds for the giant to fi nd more recruits and another 1d4 rounds to 
  return. 
  2 Stone Giants: HD 9+3; HP 70, 60; AC 0[19]; Atk 1 club (3d6); 
  Move 12; Save 6; CL/XP 10/1400; Special: Throw boulders (3d6 
  damage).
  Suearok the Giant Chieftain: HD 11; HP 75; AC 0[19]; Atk 1 club 
  (3d6); Move 12; Save 6; CL/XP 11/1700; Special: Throw boulders 
  (3d6 damage).
  4B. Stone Giant Dens
  Under no circumstances do the stone giants allow any of the 
  characters into their dens. The party generally would have to sneak 
  into these dens or plan an assault to be in these areas. Read the 
  following should the characters enter: 
   The owner of each den confronts the characters upon seeing them, 
  usually thinking that they have invaded their home by accident. They 
  sternly tell the party to leave their home, and not enter any of the 
  other nearby caverns, as they belong to other stone giant families. 
  The stone giants may actually escort the party out of their den, and 
  then alert the guards and the elder to the presence of the intruders.
  Each den houses 1d2 adult stone giants and 1d2 elderly or young 
  stone giants. In addition, fi ve of the dens have a single cave bear pet. 
  Treat the venerable and child stone giants as standard stone giants. 
  Roll for each den as they are encountered until the total numbers 
  listed above (see Area 4) are accounted for. The guards encountered 
  outside of the lair should be included in the total.
  Adult Stone Giant: HD 9+3; AC 0[19]; Atk 1 club (3d6); Move 
  12; Save 6; CL/XP 10/1400; Special: Throw boulders (3d6 
  damage).
  Elderly/Young Stone Giant: HD 6+3; AC 0[19]; Atk 1 club 
  (3d6); Move 12; Save 6; CL/XP 8/800; Special: Throw boulders 
  (3d6 damage).
  Cave Bear: HD 7; AC 6[13]; Atk 2 claws (1d6+1), 1 bite 
  (1d10+1); Move 12; Save 9; CL/XP 7/600; Special: Hug.
  Should the party somehow begin to overwhelm the giants, one or 
  two of the giants will try to escape and alert the yetis, asking for 
  help. The yetis will not interfere if the party has helped them to raise 
  Mogarog’s daughter, but if this is not the case, all of the available yetis 
  will form into parties to aid the giants, and hunt down the characters 
  if need be. Meanwhile, one or two other stone giants round up the 
  children and elderly giants, escorting them away from the battle. 
  Treasure: The stone giants of Mount Bloodstone are not marauders; 
  “Hold! Who goes there?” A gray skinned giant garbed in 
  gray leather calls out to you. He carries a large boulder in one 
  arm and a greatclub in the other. He beckons his friend forth, 
  another giant similar in appearance.  
  A long tunnel leads past many stone giant guards into a large 
  central chamber. Upon a huge stone throne, fl anked by two 
  guards, there sits a tired-looking stone giant. He stares at you 
  for some time before saying anything. Finally, when you feel 
  as if you can bear the silence no longer, he speaks. “Who are 
  these that disturb me? I specifi cally said that I did not wish to 
  be disturbed.” 
  “They insisted upon seeing you, elder,” your escort says, 
  fumbling over his words. 
  The elder sighs and slouches in his throne. “I am Suearok, 
  the elder of this clan. What is your business here?” He asks, 
  sounding annoyed. 
  This large cavern seems to be the home of a family of stone 
  giants. Large furniture made of stone makes up the bulk of the 
  den, including tables and chairs and fl at stone beds. Each den 
  is sculpted into various chambers, allowing a small amount of 
  privacy for the giants.  
  
  37
  37
  Mount Bloodstone
  most of their treasure consists of simple jewelry and stone sculptures 
  and beads. The total value of items that can be collected from the 
  stone giants is 5,000 gp.
  5. Avalanche
  The area above the two cliff faces is an avalanche zone. As the 
  party moves up the mountain (assuming that they are moving on foot 
  rather than fl ying), there is a 50% chance for their progress to cause 
  an avalanche before they reach the eastern or western peak. If there 
  is a ranger in the party, this chance is reduced to 40%. If an avalanche 
  takes place, there is no risk of a second one until a full week has 
  passed.
  Read the following if an avalanche occurs: 
  There are various ways to escape the avalanche or to reduce the 
  damage it causes. Spells such as levitation, fl y, and teleport are all 
  ways to get out of the way. 
  Characters can also sprint for a sheltering outcropping of rock, 
  if the players ask about fi nding natural shelter. A character with a 
  movement rate of 12 or higher has a base 90% chance to be able 
  to reach shelter; characters with a movement rate from 9-11 have a 
  base 75% chance to reach shelter; and characters with a movement 
  rate of 6-8 have a base 60% chance to be able to reach such shelter. 
  For each character, roll 1d10 and add this to the base percentage 
  chance. When the players ask about natural shelter, you should 
  describe each character’s percentage chance as the “estimate” 
  of whether that character can reach an outcropping before the 
  avalanche hits.
  Characters that reach shelter under an outcropping (roll the 
  percentage chance to see if the character makes it) take only 1d4 
  points of damage from the few rocks that rebound or splinter into 
  chips around the shelter.
  Characters that do not reach shelter are caught in the slide, and 
  incur 6d6 hit points of damage (saving throw for half damage). 
  Characters who fail this fi rst saving throw must also make a second 
  saving throw to see if they are buried beneath the rocks and snow.
  Buried characters must be fi rst found, and then dug out. Roll 
  1d6 for each buried character to determine how many total turns 
  of searching will be required to fi nd the character if there is only 
  one searcher. Having a second searcher will cut the time in half, 
  and so on. Roll another 1d6 to determine how many total turns 
  will be required to dig the character from under the stones (as with 
  searching, this time is reduced by having more than one character 
  working at the task).
  Until they are located and rescued, buried characters are pinned 
  underneath the rocks and snow. Spell-casters can manage to cast 
  spells, but it is not possible for a person to physically dig out from 
  underneath the slide.
  Buried characters take 1d6 points of “nonlethal” damage per turn. 
  Keep track of how many real hit points the character has remaining, 
  but subtract the nonlethal damage until the character is unconscious 
  (real hit points that remained after the landslide, minus the nonlethal 
  damage, equals 0 or less). Once the character is unconscious, the 
  character begins taking 1d6 hit points of real damage per turn, and 
  may die.
  6. Western Peak, 
  Mount Bloodstone
  The party can reach the top of this peak either by climbing the 
  mountain, or by taking the yeti tunnels. If the charactrers did not 
  take the yeti tunnels, each party member has a 1 in 10 chance to spot 
  either the tunnel entrance itself (see Area 3D) or the 2 yetis. The 
  yeti guards act much as those in Area 3 if the characters have not 
  previously met any of the yetis who live in the mountain. 
  2 Yeti: HD 5; HP 20 each; AC 6[13]; Atk 2 fi sts (1d6); Move 14; 
  Save 12; CL/XP 7/600; Special: Immune to cold, hug, fear.
  From this point the party can see the roc’s nest. It sits down in an 
  enclosed canyon between the eastern and western peaks. Read the 
  following when the adventurers reach the peak: 
  The party will be able to see if the roc is in the nest (see Area 8, 
  below). There is only a 10% chance that Trista will be visible at any 
  given time if the characters do not have enhanced vision of some 
  kind, a spyglass, or a magic spell such as clairvoyance. Characters 
  with a spyglass or some other way of enhancing sight can make out 
  all of the details that are described in Area 8. Should the adventurers 
  look out over the valleys, they can actually see both Brookmere and 
  Sylvanus on a clear day (although it is impossible to see details).
  7. Eastern Peak, 
  Mount Bloodstone
  The view from this peak is much the same as from the western 
  peak, although the characters can see considerably higher than that 
  on the western peak, although unfortunately, the roc can see and hear 
  characters better when they are on this peak as well. 
  8. Roc’s Nest
  The roc’s nest is a large dwelling made of trees, boulders, wagons, 
  building parts, and other such things. The nest is very deep (gradually 
  descending nearly 100 feet); the bird huddles deeper in the nest to 
  avoid the winter winds. There is a 50% chance during the day that the 
  roc is off hunting rather than in the nest. While in the nest, there is a 
  30% chance that she is sleeping during the day, and an 80% chance 
  that she is sleeping at night. The roc is always at the nest at night. 
  Read the following as the characters approach the nest:
  Long ago the mother roc made her nest here, ravaging the nearby 
  town of Sylvanus and many passing wagons. It has been quite a long 
  A low rumbling and then the sound of falling stone shatter 
  the silence of the mountain. A mass of stones, snow, and ice 
  rushes toward you from above, rapidly gathering speed from 
  its descent. You are right in the path of the slide, and it seems 
  that if you don’t act quickly you will be buried. 
  You can see for miles from here in all directions. That which 
  catches your eye, however, is nestled just below you between 
  the two peaks of Mount Bloodstone. There you see a gigantic 
  nest the size of a small town, occupying the entire space 
  between the peaks.
  The roc’s nest is a massive construction that must have 
  taken nearly an entire forest to build. As you near the nest you 
  realize that it is not only made up of trees, but also of man-
  made items. As you look around you see wagons, rooftops, 
  and a small hut in the nest among other things.
  
  38
  38
  Mount Bloodstone
  time since the roc has caused much trouble for those below, but those 
  who have lived in the area for a considerable amount of time may 
  remember. 
  Sneaking up on the roc is possible if she is asleep. 
  The roc has 6 chicks in her nest (most of which will not survive 
  during the colder months). She also keeps Trista in her nest “thinking 
  her one of her chicks” as Trista explains. Trista has indeed been 
  treated like one of the chicks, kept warm by huddling with the small 
  birds and by the warmth of the mother roc’s feathers. She has also 
  been fed like a chick, and has not eaten a thing since arriving on the 
  mountain (unless it takes the characters a considerable amount of 
  time before they rescue her, in which case she subsists on the raw 
  meat the mother brings). She is ravenously hungry when the party 
  rescues her, although other than that she seems in fair health. 
  Trista is happy to see people, and goes willingly with the characters. 
  She misses her mother, and wants to return home as much as she loves 
  the roc mother and the chicks (this love grew upon realizing that the 
  rocs didn’t mean to eat her of course). Trista has even named all 
  of the rocs (Dongal, Dembyl, Drago, Darina, Darius, and Donovon 
  respectively). The mother roc she has aptly named Momma Bird. 
  Roc: HD 12; HP 60; AC 4[15]; Atk 1 bite (3d12), 2 claws (3d6); 
  Move 3 (Fly 30); Save 3; CL/XP 12/2000; Special: None.
  6 Roc Chicks: HD 5; HP 20 each; AC 4[15]; Atk 1 bite (2d6), 
  2 claws (1d6); Move 3 (Fly 30); Save 3; CL/XP 5/240; Special: 
  None.
  Treasure: Should the characters search the wagons in the nest, they 
  can find a large chest containing 3,000 gp. The chest is locked but is 
  not trapped. 
  Mount Bloodstone 
  Aftermath
  If the characters return Trista home safely, Moraine is ecstatic 
  and extremely grateful. She makes them a feast and gives them a 
  gift: one of her late husband’s possessions, a pair of gauntlets. Her 
  husband found the gauntlets on Mount Bloodstone in a troll’s lair. 
  They radiate magic, and if identified, prove to be gauntlets of ogre 
  power. Trista gives the characters a token as well, although it is not 
  monetarily valuable. It is a necklace she made out of a shell, given to 
  the party in hopes that they will remember her.
  
  39
  39
  The characters arrive in Sylvanus to fi nd it completely bereft of 
  citizens. It appears that the small town has seen many battles, for 
  most of the buildings have been ransacked and burned. Read the 
  following as the party approaches the town: 
  The same orcs that attacked Brookmere have also sacked 
  Sylvanus. The members of the Stonebones clan remaining after 
  the pillaging of Brookmere regrouped to make an assault upon 
  Sylvanus immediately afterwards, encouraged by the promise 
  of outrageous sums of gold by the demonkindred Elyria (see 
  the Brookmere Library, Third Floor, Area 3-3). The first raid 
  was repelled, although Sylvanus suffered many losses, at which 
  time the mayor of Sylvanus sent a desperate letter to Brookmere, 
  calling for help should the orcs return. Ivan, the demonkindred 
  warmaster (see Castle Novgorod, First Floor, Area 1-6) and the 
  demonkindred slavers arrived soon after; between the remaining 
  orcs and the elves, Sylvanus was easily taken. In the second 
  battle, the slavers captured rather than killing, and the rest of 
  the citizens have been chained and marched eastward into the 
  ghostly Harwood Forest.
  There are few buildings in Sylvanus, and most of these are 
  simple residences. The only buildings of any importance 
  include the Falling Star Inn, the temple of Thyr, a blacksmithy, 
  and a general store. The smithy and the general store are both 
  completely empty, but still stand. There are no clues to be found 
  within. The Falling Star Inn is in fair shape, and is detailed in 
  Area 1 of this chapter. The temple of Thyr was burnt in an attempt 
  to raze it entirely to the ground, but the stone walls prevented 
  destruction by fire. It is in a complete state of disarray, but still 
  stands. The temple is detailed in Area 2 of this chapter. Unless 
  otherwise noted, all of the buildings are abandoned and there are 
  no items of value to be found.
  While in Sylvanus there is a 15% chance during the day and a 
  25% chance at night that the party will encounter a wandering 
  monster. See Wandering Monster Table 4 in Appendix 1 for a 
  list of encounters. 
  1. Falling Star Inn
  The Falling Star Inn is the first building on the road, entering 
  Sylvanus from the west, beyond the farmhouses on the outskirts 
  of town. Shutters have been broken off of many of the windows, 
  and it has taken minor damage from the battle, but overall it is in 
  good shape. A sign hangs over the door, which reads “The Falling 
  Star Inn.” Read the following if the party enters the Inn. 
  The upstairs of the inn comprises fifteen rooms, all of which 
  have been completely ransacked. The mattresses have all been 
  torn apart, and in many cases the doors have been broken in. 
  The cellar of the basement is empty as well, having once housed 
  the inn’s stores of food and ale. The orcs have looted everything 
  from this place and taken it to the hills. 
  Should the characters stay the night at the inn and take no 
  precautions to hide their presence (lighting a fire, excessive 
  merriment, etc.), the chance of encountering wandering monsters 
  increases to 50%. Note that the layout of the inn provides several 
  interesting tactical possibilities for both the party and for any 
  attacking monsters, if the monsters are intelligent.
  Treasure: There is only one area that has not been found and 
  looted by the orcs, a false panel in the floor behind the bar. 
  Behind the panel is a small locked box containing 15 gold pieces 
  and a beautiful platinum-and-ruby necklace (worth 2,000 gp). 
  The necklace belongs to Mary Blackbyrd, one of the survivors 
  hiding out in Area 3.
  Sylvanus
  After a long and tiring journey you stand on the outskirts of 
  Sylvanus, or what was once the town of Sylvanus, for a great 
  doom seems to have come upon the place before your arrival 
  here. The place is nestled between fair woods and rolling hills, 
  and there is much farmland on the outskirts of town, but most 
  of the crops are burned away, and the nearby farmhouses are 
  destroyed shells of charred wood. As you move deeper into 
  Sylvanus, you see that the entire town is in a similar state. 
  Once a beautiful, prosperous place, Sylvanus has been reduced 
  to a ruined husk. The streets are empty, and it seems that not a 
  soul still calls Sylvanus home. The only sound is the rustling 
  of leaves in the wind, and the bleak sound of carrion crows in 
  the distance.
  The inside of the Falling Star is in a state of disarray, but 
  not utterly destroyed like many of the farmhouses on the 
  town’s outskirts. Tables and chairs have been broken and 
  overturned, and it looks as if anything of value, including the 
  inn’s food and drink, has been taken. Some of the shutters 
  from the windows of the common room are broken in, but 
  other than that the inn is not in such bad shape. A staircase 
  leads upstairs, and behind the bar a second set of stairs leads 
  down to a cellar. 
  Demonkindred
  <n> Other than a very brief clash with Elyria Novgorod, 
  the ruins of Sylvanus are likely to be the fi rst place where the 
  characters encounter some of the demonkindred. The initial 
  resemblance to elves is very strong, and in poor light the 
  demonkindred could easily be mistaken for tall elves (except 
  by an elf, who would see the difference immediately). 
  However, in addition to being at least six feet in height, the 
  demonkindred bear other signs and stigmata of their demonic 
  heritage. Most have small horns, or at least knobs of bone, at 
  the sides of their foreheads. Their canine teeth are large – not 
  fangs, but a bit disturbing nonetheless. Finally, although this 
  might never be noticed by the characters, their tongues have 
  a very slight bifurcation at the end – they literally have forked 
  tongues.
  The average demonkindred is stronger than a human or 
  elf, but not by very much. However, the demonkindred race 
  spawns a far greater number of unusually powerful individuals 
  than humankind does. These “nobles” of the demonkindred 
  rule the city of Novgorod with an iron fi st. However, the 
  loyalty of the demonkindred nobles to the bloodline of the 
  Novgorods has fractured badly since the advent of Medhiba, 
  and the demonkindred are now dividing into various factions, 
  some of which are even now at the brink of warfare with 
  each other. More details are given about the demonkindred 
  factions in the description of the city of Novgorod.
  
  40
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  Sylvanus
  
  41
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  Sylvanus
  2. Temple of Thyr
  Read the following if the party enters the temple of Thyr: 
  The runic markings are actually curses written in elven, and 
  a moment’s contemplation of them by any elvish speaker will 
  make this apparent – the markings only seem odd at fi rst glance, 
  as the fallen demonkindred use a slightly different dialect and 
  alphabetic characters from normal elvish. The runes are a curse 
  upon Thyr and his followers, written by Vesilisa during the sack 
  of the town. 
  Should the characters ring the bell they can attract the attention of 
  the survivors. Jonas surreptitiously moves to the church in 1d6 rounds. 
  Unfortunately, ringing the bell also attracts unwanted attention. Roll a 
  wandering monster check (additional to the daily and nightly check) 
  with an 80% chance of a resulting encounter during the day, and a 
  90% chance at night. Note that neither the vampires nor their spawn 
  can enter the church. 
  A ranger can automatically fi nd Jonas’s tracks in and near the church 
  (any non-ranger character looking for tracks has a 10% chance), 
  and follow these out to the farmhouse (see Area 3), for Jonas visits 
  the church every morning. Jonas has cleaned the church a little bit, 
  although he has been afraid to linger there for very long on his own.  
  Treasure: In the back room of the small temple is a cache of holy 
  items, hidden in a secret compartment in the fl oor. The compartment 
  contains a wand of cure serious wounds (25 charges), 2 potions of 
  protection from evil, 4 potions of cure serious wounds, and 3 potions 
  of cure light wounds. Jonas takes items back to the villager’s hiding 
  place as he needs them, but does not take the entire store back as 
  he fears that the villagers might mistakenly use them for sustenance 
  rather than healing purposes. 
  3. Survivors of Sylvanus
  A few of Sylvanus’s citizens did manage to escape capture, and 
  have been hiding out in a farmhouse cellar just to the south of 
  town. The survivors wait for help from Brookmere, hiding day 
  and night in the cellar, too afraid to surface for more than a few 
  minutes every morning. They have good reason to be afraid, as 
  many dangers still lurk in Sylvanus. See the sections below for 
  more details.
  Jonas Firestorm, a cleric of Thyr, leads the survivors. Every 
  morning he walks to the temple of Thyr and climbs the bell tower, 
  hoping to see signs of reinforcements from Brookmere. Characters 
  coming from the temple (see Area 2) may be able to fi nd and follow 
  his tracks to the farmhouse.
  Should the party investigate the farmhouse, they can fi nd many 
  more tracks, and if they search, they can locate a secret door in the 
  fl oor of the main room. The survivors wait below, and Jonas steps 
  forward to meet the party. Read the following:  
  In the center of Sylvanus stands a once-beautiful temple 
  dedicated to the god Thyr, a deity of Law. It has apparently 
  been set afl ame by marauding orcs, although it seems not to 
  have burned. The stone is beginning to crack, and the inside 
  has been looted. Moreover, strange runic markings have 
  been painted on the walls, apparently some sort of attempt to 
  desecrate the place. A bell tower still stands in the temple, the 
  scorched rope still attached to the bell above. 
  “Who goes there?” A man wearing the garb of a cleric of 
  Thyr asks. Others, women and children mostly, sit along the 
  walls of the dank chamber, and look upon you with fear in 
  their eyes.
  
  42
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  Sylvanus
  Jonas Firestorm (Clr5): HD 5; HP 22; AC 2[17] (plate & 
  shield); Atk 1 mace (1d6); Save 12; Move 6; AL L; CL/XP 
  7/600; Spells: First Level: Cure Light Wounds x2; Second 
  Level: Hold Person, Silence (15ft radius); Third Level: Prayer.
    
  Inside the cellar are 21 survivors. Humans account for 15 survivors, 
  elves for 5, and 1 is a halfl ing. There is a store of salvaged food 
  below, and the cellar is terribly cramped. It is about 20 feet by 20 feet. 
  The survivors were waiting for help from Brookmere to arrive, and 
  hoped to take back the town when the time was right. They are sorely 
  disappointed when the characters arrive without reinforcements, but 
  still talk and share their food with them.
  Jonas befriends the characters and gives them any information he 
  can, including the location of the Stonebones Clan’s territory, and 
  where they have been staying of late (in the hills and nearby forests). 
  Jonas also informs the party of the battle with the orcs and the slavers 
  that came in afterward. Read or paraphrase the following description 
  of the slavers when appropriate:
  Jonas also explains to the party that the survivors once numbered 
  ten more, but people have been disappearing in the night. Jonas 
  believes that those who disappeared grew restless in the night, or 
  left the safety of the cellar to relieve themselves outside, only to 
  be found by straying orcs. He is correct in the former half of his 
  statement, but he has no way of knowing that a vampire named 
  Myrrdivar lurks in Sylvanus. Myrrdivar knows where the survivors 
  are hiding, but enjoys playing with his prey. He takes only two a 
  night, enough to feed him and his new companion, Vesilisa. After 
  the fi rst disappearances the survivors quit going above at night. 
  Myrrdivar, however, was not deterred. Instead he turns to mist, and 
  moves among the ranks of the survivors, coaxing out the ones he 
  wants using his vampiric powers. He works very quietly, and turns to 
  mist when he fears being seen. Should the survivors happen to catch 
  him in the act, he is confi dent that he can easily slaughter them all. 
  He plans on moving on to Brookmere once the survivors are all dead. 
  See Area 4 for more information on Myrrdivar and Vesilisa.   
  4. Mausoleum
  Sylvanus’s graveyard lies just north of town on a small hilltop. The 
  town has a single mausoleum that was built for the prominent Finneus 
  family long ago. The mausoleum is about 20 foot by 20 foot, and 
  contains fi ve coffi ns, all formerly containing members of the Finneus 
  family. There is no door to the mausoleum, which was sealed long 
  ago with a stone slab. There is however, a small crack in the slab that 
  the 2 vampires, Myrrdivar and Vesilisa use to pass through while in 
  mist form. If the party members check the slab, the crack is detected 
  as a secret door, but dwarves will notice it automatically when they 
  search. Read or paraphrase the following as appropriate:
  Characters that investigate outside of the mausoleum fi nd no trace 
  of tracks or the like. Myrrdivar is insistent that he and Vesilisa be 
  extremely cautious, and they only travel this area in mist or bat form. 
  Myrrdivar has been hunted before in other places, and does not wish 
  to endure such diffi culties here. 
  The party can either break down the slab or use some sort of 
  magic such as teleportation or gaseous form to gain entry. Read the 
  following if the party enters the mausoleum: 
  The players might try to correct you on this description: the corpses 
  that were once interred here are so old that there should be no smell 
  of death here. Just nod your head – the players have discovered a 
  clue. The place shouldn’t smell of death, but it does.
  Myrrdivar and Vesilisa now make use of these two coffi ns. If 
  the characters come to this area during the day, the Vampires rest 
  within, but will awaken from their slumber unless the party enters 
  very quietly: if the party breaks down the stone slab, they will most 
  certainly be greeted by two very awake, very dangerous vampires. 
  Myrrdivar (Vampire, 9HD): HD 9; AC 2[17]; Atk 1 bite (1d10 + 
  level drain); Move 12 (Fly 18); Save 6; CL/XP 12/2000; Special: 
  Hit only by magic weapons, regenerate 3hp/round, charm gaze 
  (save at –2), turn to gaseous form or bat at will, summon 3d6 
  wolves (1/day).
  Magic Items: Wand of web, +1 leather armor, bag of holding.
  Vesilisa Novgorod (Vampire, 7HD): HD 7; AC 2[17]; Atk 1 bite 
  (1d10 + level drain); Move 12 (Fly 18); Save 9; CL/XP 12/2000; 
  Special: Hit only by magic weapons, regenerate 3hp/round, 
  charm gaze (save at –2), turn to gaseous form or bat at will, 
  summon 3d6 wolves (1/day), summon succubus (50% chance).
  Succubus (if summoned): HD 6; AC 9 [10]; Atk 2 scratches 
  (1d3); Move 12 (Fly 18); Save 11; CL/XP 9/1100; AL C; Special: 
  70% magic resistance, immune to non-magic weapons, cause 
  darkness in a 10ft diameter, kiss drains one level of experience, 
  summon other demons, charm person, ESP, clairaudience, 
  suggestion, change shape.
  Myrrdivar fi ghts as one would expect, attempting to bite opponents 
  and (if it is nighttime) summoning wolves to assist him. Vesilisa’s 
  fi rst action will be to attempt summoning a succubus demon to her 
  aid (50% chance to succeed per round).
  Treasure: Within the bag of holding are 1,500 gp, 2 silver pearls 
  each worth 200 gp, and a +1 longsword inlayed with jet jewels (the 
  jewels are worth 1,000 gp if removed from the sword – this can be 
  done without affecting the enchantment laid upon the sword itself).
  Myrrdivar came to Sylvanus a short time ago from the small 
  elven village of Rhiannon to the north of here. The citizens there 
  learned of his presence and fought a campaign against him and his 
  spawn. None of Myrrdivar’s spawn survived, and Myrrdivar himself 
  narrowly escaped. He immediately fl ed Rhiannon for Sylvanus, 
  resting in caves during the day. Myrrdivar found the mausoleum a 
  “They were like elves, but of a murderous demeanor. They 
  were fair and beautiful to look upon, with pale skin and black 
  hair, but they had small horns on their heads, as if they were 
  of demon blood! Some of them even had large bat-like wings. 
  Those ones seemed to be the leaders. They commanded 
  others that looked much like them, but these were chained. 
  The chained ones had the wings as well, and were as beautiful 
  as the song they sang. I found myself mesmerized when they 
  sang it, unable to look away. Lucky for me Mary over there 
  pulled me out of my trance.” Jonas points to a comely woman 
  sitting nearby. “No doubt their beauty is a mask for their 
  inherent evil. 
  “The ones that were chained…I believe that they still linger 
  here. I go to the temple every morning to pray and look for 
  signs of reinforcements. On those mornings I have heard their 
  song calling from out in the woods. Sometimes it’s followed 
  by hideous, blood curdling screams.”   
  Ordinary gravestones and wooden markers herald the fi nal 
  resting places of Sylvanus’s dead. Near the center of the 
  graveyard stands a large, ornate mausoleum. Two columns 
  fl ank the front of the structure, but where there should be a 
  door there is only a dense, stone slab. 
  A faint stench of death assails you as you enter this long 
  sealed chamber. Five coffi ns line the mausoleum walls, but it 
  seems that at least two of them no longer contain their original 
  bodies. Two skeletons lie broken in a heap of bones on the 
  fl oor.   
  
  Sylvanus
  43
  perfect place to make his lair, and began preying upon the people 
  of Sylvanus. Soon after Myrrdivar set up residence the attacks upon 
  Sylvanus began. He watched with interest but intervened only once. 
  He was taken by Vesilisa’s strange beauty and vowed to make her 
  his own. Myrrdivar sneaked into the elven camp that night, and 
  drained the demonkindred, returning to the mausoleum with her 
  body. Now Vesilisa grudgingly follows the orders of her master, and 
  together they toy with the survivors of Sylvanus and the remaining 
  demonkindred (see Area 6). Myrrdivar has not yet turned any of the 
  people of Sylvanus into vampires or spawn, realizing that prey in the 
  area is scarce; Vesilisa is his only companion. The two plan to move 
  on to Brookmere when no life remains in the town.
  Each night Myrrdivar and Vesilisa roam the streets of Sylvanus, claim 
  two survivors from Area 3, and toy with those at the demonkindred 
  encampment. Vesilisa wishes to turn all of the demonkindred into 
  spawn, hoping to have a group of her own kind at her command. 
  Myrrdivar forbids it, however, fearing that Vesilisa might use the 
  spawn to turn on him, and fearing the short supply of sustenance in 
  the area. 
  Vesilisa looks forward to the destruction of Myrrdivar so that she 
  might be free of his command. If given a chance and time alone 
  she might confront individual characters and plead with them to kill 
  Myrrdivar for her (under the guise of a mortal of course).   
  5. Hell-Harpies
  A number of Hell-Harpies (new creatures detailed in Appendix 3 
  of this adventure) lurk in the forests around Sylvanus. The party can 
  either encounter them as wandering monsters, or as a large group in 
  the forest. In the forest east of Sylvanus there is a particular clearing 
  that a small stream runs through. In the center of the clearing is a 
  giant, dead tree where the harpies tend to gather. When the characters 
  arrive at this area, 4 Hell-Harpies are present. Read the following to 
  characters that come across this clearing: 
  The characters will soon notice that the harpies are each wearing 
  collars and shackles. Two of the harpies in this group are still chained 
  together, but the rest are free of the others, although they still wear 
  the shackles. 
  If the party tries to talk with the harpies they are met only with 
  smiles and song. The harpies continue singing until satisfi ed that 
  the characters are entranced, or until they believe their song to be 
  ineffective. When the time is right, they will call to the fi ve normal 
  harpies that wait beyond the clearing in the woods, summoning them 
  to help with the kill, and to feed after the hell-harpies have eaten.
  4 Hell-Harpies: HD 7; HP 30, 28, 28, 25; AC 7[12]; Atk 2 talons 
  (1d6) and weapon (1d8); Move 6 (Fly 18); Save 9; AL C; CL/XP 
  8/800; Special: Siren-song (draws those who fail a saving throw 
  closer to the harpy), Charm person by touch (saving throw 
  negates), 25% magic resistance.
  5 Harpies: HD 3; HP 18, 14, 12, 12, 10; AC 7[12]; Atk 2 talons 
  (1d3) and weapon (1d6); Move 6 (Fly 18); Save 14; CL/XP 
  4/120; Special: Flight, siren-song.
  The forest yields to a large, grassy clearing. A small stream 
  trickles through the area, and runs past a giant, dead pine 
  tree. The tree still stands, although it lacks its needles. Large, 
  skeletal branches extend all around the tree. In the branches 
  sit a number of beautiful elven women, their skin pale and 
  luminescent. Large, sleek, black-feathered wings protrude 
  from their backs, and although they look somewhat sinister, 
  their beauty is such that you cannot help but feel entranced 
  by the creatures. Upon seeing you the women smile and begin 
  singing a beautiful song. 
  
  44
  44
  Sylvanus
  The demonkindred of Area 6 know that the harpies tend to 
  congregate here, and thus avoid it whenever possible, hoping 
  instead to confront harpies individually when they are off 
  hunting. 
  In the heat of battle, the characters are not likely to notice that the 
  “elven” appearance of the harpies is only superfi cial. If they inspect 
  the bodies afterwards, however, they will take note of the fact that 
  while the creatures bear a passing resemblance to elves, it is merely 
  that – a resemblance.
  6. Demonkindred Encampment
  The Fallen slavers had some complications during the 
  attack. They brought with them a chain gang of harpies and 
  hell-harpies (Appendix 3), and one of the Chosen of Medibha 
  (Vesilisa) to command the creatures. The night before the battle, 
  however, Vesilisa was turned into a vampire by Myrrdivar, and 
  disappeared. Without Vesilisa to command them, the harpies 
  broke free of their chains and ran out of control, wreaking 
  havoc on the area. This small band of demonkindred has left 
  behind to capture these stragglers, but they are having a difficult 
  time of it. The demonkindred continue rounding up the harpies, 
  and wait in this area for the arrival of another cleric who is 
  being sent from Novgorod. The cleric is due to arrive here in a 
  week. 
  This area details the encampment of the demonkindred. The 
  Fallen have several tents, individual horses for each of them, a 
  fire pit, a large, wheeled, metal cage that the hell-harpies were 
  brought in, and the team of horses that pulled the cage. There are 
  currently 5 demonkindred and 4 hell-harpies here. Read the 
  following if the party finds the camp: 
  The demonkindred are careful not to let the hell-harpies sing, for 
  there is no telling what sorts of dangerous beasts might be attracted 
  to the campsite by the siren-song. The slavers have a music box of 
  silence (see Appendix 2 for more details on this new item) taken 
  from Vesilisa’s abandoned equipment that they have been using to 
  calm the harpies. When opened, the music box plays a song that casts 
  silence upon the area. All that can be heard is the tune of the music 
  box. Unless the characters intervene in some way, the kindred dash 
  to the cage and open the music box, which plays a haunting melody, 
  causing the harpies to fall silent, although the characters may notice 
  that the harpies continue to move their mouths as if screaming, 
  although they make no sound. 
  There are fi ve harpies in the cage. It is locked (the leader of the 
  group has the key). The bars, fl oor, and roof of the cage are all made 
  of steel. The cage is wheeled, and a team of four horses is kept nearby 
  to pull it. Five other riding horses are tied around the camp, belonging 
  You come upon a large forest clearing, in the center of which 
  is an encampment. The campsite looks as if it has been in use 
  for some time, although it appears that greater numbers had 
  made use of the surrounding area in the recent past. Five tents 
  are set up on the eastern side of the clearing, and in the center 
  is a large campfi re. A small, empty birdcage stands near the 
  tents. On the western side of the clearing stands a large, steel 
  cage, housing several beautiful winged creatures. They sing a 
  beautiful song, and then suddenly their song turns into hideous 
  screaming. Their terrible keening echoes through the woods. 
  A pale man peers from the middle tent. His features are elven, 
  and he looks as if he was just disturbed from peaceful reverie. 
  “Shut them up, quickly!” he shouts, and the tents beside him 
  both stir. 
  
  45
  45
  Sylvanus
  to the demonkindred.  
  In addition to the harpies, the slavers have one other resource that 
  has been left behind with them after the rest of the slavers left. The 
  “empty” birdcage contains a feathered hound of Medibha, a crow-like 
  creature that remains invisible before it attacks. When it begins its 
  attack dive, the invisibility is stripped away for 2 rounds, and during 
  this time, anyone looking directly at it risks being immobilized in 
  confusion for 1d6 rounds (saving throw applies). See Appendix 3 for 
  a description of these creatures. 
  The guards had a long night fending off Vesilisa, who has been 
  plaguing them, hoping to turn them to vampire spawn (see Area 4). 
  As if that were not bad enough for the band, the caged harpies tend to 
  draw the attention of predators out in the woods, including the other 
  harpies, which has caused several unwanted battles. When the party 
  encounters the demonkindred, they are trying to get some sleep.
  In a fi ght, one of the slavers (the “houndmaster,” will head 
  immediately to the “empty” cage and open it to release the feathered 
  hound. If the houndmaster is slain (at any point in the combat), the 
  hound will return to the wilds immediately.
  5 Demonkindred Slavers: HD 6; HP 25 each; AC 7[12]; Atk 
  longsword (1d8); Move 6; Save 11; AL C; CL/XP 6/400; Special: 
  See in darkness 60ft, immune to sleep and charm.
  1 Feathered Hound of Medibha: HD 1d6hp; HP 6; AC 3[16]; 
  Atk 1 bite (1d3); Move 6 (Fly 18); Save 18; AL C; CL/XP 3/60; 
  Special: Invisible, causes confusion if viewed directly (save).
  4 Hell-Harpies: HD 7; HP 30, 28, 28, 25; AC 7[12]; Atk 2 talons 
  (1d6) and weapon (1d8); Move 6 (Fly 18); Save 9; AL C; CL/XP 
  8/800; Special: Siren-song (draws those who fail a saving throw 
  closer to the harpy), Charm person by touch (saving throw 
  negates), 25% magic resistance.
  Treasure: The demonkindred are carrying the music box of 
  silence. The rest of the slaving party has carried off the loot from 
  Sylvanus, leaving the rearguard party with a small share of spending 
  money: 100gp each (which is considered small by the standards of 
  the Demonkindred). Each also carries a gem, worth 1d6 x100gp 
  (determine value independently for each gem).
  Gaining Information from the 
  Demonkindred
  Characters that manage to capture or charm one of the demonkindred 
  can learn a great deal. If questioned, some likely responses include: 
  What are you? We are Medibha’s people. We are of a great and 
  ancient race that share her blood. (If the characters are very good 
  with their questioning, the demonkindred might mention that they are 
  descended from “Fallen” demons, and that after centuries of waiting, 
  Medhiba has promised to restore them to power.
  Where are you from? We come from Novgorod, a city in the forest 
  east of here.
  What are these things (referring to the hell-harpies)? They are 
  followers of Medibha that have failed to please her. She damns them 
  for their shortcomings. 
  Where are the people of Sylvanus? They have been taken to 
  Novgorod as slaves.
  Who is responsible for this raid? The queen, Morwenna ordered 
  the attacks. She ordered that the people of this town be taken back to 
  Novgorod as slaves.
  Why did the orcs attack Brookmere and what was taken from the 
  library? I know nothing about that attack, or what was taken.
  What of the Stonebones Clan? Lady Elyria and Lord Ivan hired 
  them on Morwenna’s order to weaken Sylvanus’s defenses before we 
  moved in. The survivors of their clan rove these hills. 
  What is that music box? It was lent to us by Lady Elyria for us to 
  use while rounding up the harpies. It helps a great deal when dealing 
  with the creatures.
  Of course the demonkindred are loathe to cooperate if captured, 
  and offer little information. Most of the above information can only 
  be learned by charming them.
  7. Orc Encampment
  The remaining orcs of the Stonebones clan are scattered in small 
  groups about the countryside. The Stonebones chieftain, Ulmak, was 
  killed in the battle with Sylvanus, and now many orcs have staked 
  their claim as chieftain. None of the would-be-usurpers have enough 
  supporters to unite the clan, however, and the Stonebones appear 
  doomed to be divided (unless, perhaps, Martak survived the battle 
  in the library and decides to take this opportunity). The party may 
  encounter any number of small groups of orcs around the countryside 
  as wandering monsters, or may come upon this particular group in the 
  hills north of Sylvanus. If they draw near this area, the party will see 
  smoke from the orcs’ campfi re. This is their chance to sneak up and 
  listen, getting a bit of free information and the jump on the enemy. 
  Don’t read the following if the party rushes into battle without fi rst 
  listening. If they hide and watch the enemy before rushing in, read 
  the following:
  4 Ogres: HD 4+1; AC 5[14]; Atk 1 weapon (1d10+1); Move 9; 
  Save 13; CL/XP 4/120; Special: None.
  5 Bugbears: HD 3+1; AC 5[14]; Atk 1 bite (2d4) or weapon 
  (1d8+1); Move 9; Save 14; CL/XP 3/120; Special: Surprise 
  opponents, 50% chance.
  15 Orcs: HD 1; AC 6[13]; Atk 1 by weapon, usually spear (1d6) 
  or scimitar (1d8); Move 9; Save 17; CL/XP 1/15; Special: None.
  Treasure: Each ogre and bugbear carries 1d6 x100gp; each orc 
  carries 1d6 x10gp. In addition, there is a quantity of loot taken from 
  Brookmere. This is mainly jewelry and silverware, of small value. 
  The loot weighs 800 pounds, and is worth roughly 5gp per pound.
  The party can learn several things by capturing or charming any 
  members of this group. First, they can learn the state of the scattered 
  Stonebones clan, and can likely guess that they are no more. Second, 
  the characters can learn that the orc clan was hired and paid well 
  by a strange elven sorceress named Elyria, who struck the bugbears 
  as being strange and smelled “un-elvish” (the orcs and ogres are 
  too stupid and unfamiliar with elves to have noticed this). Elyria 
  paid the clan to help orchestrate successive attacks on Brookmere 
  and Sylvanus. Third, the party can learn that the “elves” took all of 
  In the small clearing before you, a band of orcs and goblinoids 
  sit around a fi re, roasting some foul variety of meat. “I’m tired 
  of dead goblin. When are we going to fi nd us more of ‘em 
  humans?” A disgruntled orc asks a bugbear, who roasts a 
  disfi gured goblin appendage over the fi re.  
  “Rotten elves’s took all dem humans. Now we have none to 
  bash.” The bugbear says.  
  “Paid us well though. And soon all dis territory will be ours, 
  thanks to them weird elves and Ulmak.” An ogre says.  
  “Praise Ulmak. May he fi nd many battles in the afterlife.” 
  The bugbear says in a droll tone.  
  “Praise Ulmak.” The orc and ogre repeat, sincerely.
  
  46
  46
  Sylvanus
  the people of Sylvanus as slaves east into Harwood Forest. Fourth, 
  members of the band know the general locations of the demonkindred 
  encampment (Area 6) and the tree that the escaped hell-harpies favor 
  as a roost (Area 5). They know nothing of Myrrdivar, Vesilisa, or 
  Jonas Firestorm and the other survivors of Sylvanus. Of course, those 
  that are charmed will freely give information, whereas those that are 
  captured are a bit more difficult to interrogate.
  Sylvanus Aftermath
  At this point the party should have learned enough information to 
  know that the fallen elves have taken the people of Sylvanus east 
  into Harwood Forest as slaves. They should also have concluded that 
  the demonkindred (possibly still thought of as elves) are responsible 
  for the attack on Brookmere as well. They already know, of course, 
  that Elyria needed a particular book, and may even know the name 
  and substance of that tome. They would not yet realize however, the 
  important role the people of Sylvanus are to play in Morwenna’s plan 
  (as sacrifices to Medibha and Tsanai). They have some pieces of the 
  puzzle, but not all.
  The party may find it prudent to take the survivors of Sylvanus back 
  to Brookmere before going into the Harwood forest, although if they 
  not wish to journey back the entire length, Jonas offers to guide his 
  people to Brookmere, and wishes them luck. He may even offer the 
  party some clerical aid, perhaps giving them the items in the hidden 
  cache below the temple of Thyr (see Area 2). The other survivors 
  offer their thanks to the party, calling them heroes, and pleading that 
  they bring their friends and family back safely.
  
  47
  47
  Harwood Forest is two days east of Sylvanus. Most folk in nearby 
  lands have long believed it to be haunted. King Ravegost, ruler of a 
  nearby kingdom some time ago, had hoped to build a road through 
  the forest to the eastern lands, but no man that was sent within ever 
  returned. Those that went searching after them said only that they 
  heard strange things in the woods: keening voices and forbidding 
  creatures. Shadows seemed to move of their own accord in the dark 
  woods, and an evil presence was felt by all. Those who returned 
  to tell their tale were lucky, for many of their companions simply 
  disappeared. After spending some time searching for their friends, 
  they turned back, and since then, few have ventured into the woods, 
  and none that have ventured far have returned.   
  Despite the tales, the party should have enough information by now 
  to know that the source of the local troubles lies within Harwood 
  Forest. If there is a ranger in the party, and an attempt is made to 
  scout the forest’s edge, the ranger will be able to fi nd the relatively 
  broad tracks of the demonkindred slavers as they entered the forest 
  with the kidnapped citizens of Sylvanus. If there is no ranger with 
  the party, each character has a 1 in 6 chance to locate the trail with 
  searching. The tracks lead to the edge of the forest, then to a seldom-
  traveled path that penetrates deeper into the Harwood. The party must 
  follow the trail for about a day before coming to the fi rst encounter. 
  During the description of the travel, play up the overall eerie feel of 
  the woods. Some suggestions for the GM who is not feeling creative 
  today:
  — Have each character roll a d20, not telling them why. Then look 
  at their sheets as if you are secretly calculating a roll. This should get 
  them suspicious, and put them on edge.  
  — Allow a single character a roll of 2 in 6. After the die is rolled, 
  tell the player that the character could swear to have seen a series of 
  fl eeting shadows move through the woods. Should the player fail the 
  roll, simply roll some dice and move on.  There is nothing around; 
  the shadows are just from the movement of tree boughs.
  — Allow a single character a roll of 2 in 6. If the player rolls 
  successfully, the character hears a strange whispering nearby. Again, 
  the characters fi nd nothing if they search.  
  — The party hears ungodly screams in the distance. The scream is 
  a high pitched, woman’s keening. The party comes up empty handed 
  after searching through the woods. As an alternative, the characters 
  might come across several wandering hell-harpies (10% chance). 
  There is a 15% chance twice per day and twice per night that the 
  party encounters a wandering monster while in Harwood Forest. Roll 
  for wandering monsters on Wandering Monster Table 5 in Appendix 
  1. Not following the trails of Harwood is especially dangerous. There 
  is a 30% chance of encountering a wandering monster instead of the 
  usual 15% while not on the trails. The demonkindred know of this 
  danger, and use the trails whenever possible. 
  1. Wooden People 
  After nearly a full day the party reaches this encounter (unless they 
  are wandering around off the trails). Read the following as the party 
  approaches:   
  These “carvings” are actually a number of the people from 
  Sylvanus and their demonkindred captors. Dobrynya, a powerful 
  druid who lives nearby, turned these unfortunate souls to wood (with 
  the help of his wood elemental companion) after coming across the 
  slave caravan and questioning the “intruders.” He is very territorial, 
  and does not like trespassers in his part of the woods. Dobrynya left 
  these particular victims here as warnings for other trespassers, taking 
  the rest back to his tree. Characters examining the victims can fi nd 
  an interesting detail (2 in 6 chance per character that inspects the 
  statues, 100% chance if the character is a druid). They fi nd that the 
  feet of the unfortunate souls twist into tree-like roots, and reach deep 
  into the earth, rooting them to the spot. 
  The party can learn a great deal by using it in this area if they look 
  around carefully. They cannot fi nd any of Dobrynya’s tracks, for 
  he moves without trace. However, they can learn that a large battle 
  took place here, a mix of footprints (demonkindred and captured 
  slaves) and some other strange creatures (Dobrynya’s creatures). A 
  ranger can discern that the tracks of the slavers follow the trail into 
  this area, and fewer people left than originally arrived; non-rangers 
  cannot manage this level of observation. Of the caravan, about three-
  quarters fl ed into the forest. Following the tracks of the slave-coffl e 
  and slavers leads in many different directions throughout the forest, 
  but ultimately to one particular clearing (all that escaped either 
  congregated here or were later rounded up). From here the tracks 
  again go to the main trail, and continue eastward. When the tracks 
  near Dobrynya’s tree (see the following chapter), they veer into the 
  forest and skirt around the area before again merging with the trail. 
  Those that follow the tracks can still see Dobrynya’s tree ahead, as it 
  is massive and can be seen from very far away.    
  Entering Harwood Forest
  The sparse woodlands east of Sylvanus give way to the dense, 
  virtually impenetrable Harwood Forest. There is no man-made 
  marking acting as a border for the forest, but none is particularly 
  needed. As soon as you pass into the forest you know it. The dense, 
  leafy trees themselves seem to radiate darkness and it feels as if the 
  forest watches you. All is completely silent; the calls of birds and 
  other forest animals so prevalent in the woodlands you are familiar 
  with are no more. You think back to the tales you heard of this place, 
  and a shiver runs down your spine.
  The forest is dark and ominous, the branches above forming 
  a tight canopy overhead and blocking the sun. The trees seem 
  to get thicker and the forest stranger the farther you go, and 
  now, in a clearing before you is an unusual sight. Four wooden 
  carvings of humans and elves stand before you, their hands 
  held out before their horror-stricken visages.  
  
  48
  48
  1. The Tree
  The Harwood trail leads to Dobrynya’s tree shortly after the clearing 
  with the wooden people. He lives in a giant, enchanted tree that rises 
  200 feet into the air, and is, at the base, 50 feet in diameter. Read the 
  following as the party approaches: 
  As soon as the party moves to inspect Dobrynya’s tree it animates 
  the wooden people at the base. The 30 ironwood humanoids
  primarily attempt to grapple nearby characters and hold them 
  stationary. Meanwhile, 2 ironwood treants that live nearby move to 
  aid Dobrynya’s tree, attacking the party in 1d3 rounds (see Appendix 
  3 for details of these two types of creatures). 
  30 Ironwood Humanoids: HD 2; AC 4[15]; Atk 1 blow (1d6); 
  Move 0; Save 16; AL N; CL/XP 3/60; Special: Reduced effect of 
  fi re, immune to blunt and piercing-type weapons.
  2 Ironwood Treants: HD 7; AC 2[17]; Atk 2 strikes (2d6) or 
  1 stomp (3d6); Move 6; Save 9; AL C; CL/XP 7/600; Special: 
  Control trees, throw rocks (3d6).
  Animated Trees (if applicable): HD 4; AC 7[12]; Atk 2 branches 
  (1d6); Move 6; Save 13; AL N; CL/XP 4/120; Special: Double 
  damage from fi re.
  The wooden humanoids are actually those changed into wood by 
  Dobrynya and his wood elemental companion. Most of these wooden 
  Dobrynya’s Tree
  Before you stand what look to be two massive entwined 
  trees, their trunks twisting in a corkscrew so tightly together 
  that they appear as one. The base of the tree looks about fi fty 
  feet in diameter, and it towers far above the canopy of the 
  surrounding woods. From this angle it looks as if the tree has 
  an enormous face: two large knotholes for eyes, and another 
  yawning, deformed knothole for a mouth. Dozens of wooden 
  effi gies of humanoid creatures of varied races protrude from 
  the trunk, especially around the base. Their arms and bodies 
  reach toward you, and their faces betray a familiar look of 
  horror.      
  
  49
  49
  Dobrynya's tree
  people are the unfortunate citizens of Sylvanus.
  Characters inspecting the tree have two chances to notice 
  strange aspects of the tree (as per a secret door check). The first 
  check is to notice that within the “mouth” knothole there are 
  ascending stairs, and the second check is to discover that (at the 
  mouth) there appears to be a small, round, door. They will also 
  automatically notice that the tree is made of a harder substance 
  than usual. 
  Dobrynya’s tree attempts to bite anyone passing through the 
  door. Characters passing through the mouth must make a saving 
  throw or take 3d6 points of damage. Once the characters have 
  passed the outer mouth, they are safe to ascend the stairs. The 
  “door” at the end of the stairs, however, has no knob or lock, 
  and there is seemingly no way to gain entry. Anyone knocking 
  or tapping on the door will be able to verify that the area beyond 
  is hollow. Dobrynya either passes magically through the door, 
  or turns into a small bird and flies to the top of the tree, passing 
  through a small knot-hole in Area 8-1. The characters can pass 
  through the door using magical means or can simply break 
  through it by force. The door leads to Area 1-1. Should all of the 
  characters enter the “mouth” knothole of Dobrynya’s tree, the 
  ironwood treants will surround the area but stop attacking, for 
  Dobrynya wishes no harm to come to his home. 
   
  Dobrynya’s Tree, 
  First Floor
  1-1. Dobrynya’s Tree Entrance
  Once the characters are inside Dobrynya’s tree, it returns to its 
  inanimate state. Read the following as the characters enter this 
  area: 
  The wooden fi gures (10 ironwood humanoids) pose no threat 
  unless tampered with, in which case they spring to life as did those 
  outside. The effi gies are rooted and cannot move. The archway leads 
  to Area 1-2. 
  10 Ironwood Humanoids: HD 2; AC 4[15]; Atk 1 blow (1d6); 
  Move 0; Save 16; AL N; CL/XP 3/60; Special: Reduced effect of 
  fi re, immune to blunt and piercing-type weapons.
  1-2. Entwined Tree, Staircase 
  The staircase leads to the second fl oor, particularly Area 2-1. There 
  is nothing else of interest in this chamber. 
  Dobrynya’s Tree, 
  Second Floor
  2-1. Rust Monster Lair
  2 Really Big Rust Monsters: HD 7; AC 2[17]; Atk 2 antennae 
  (0); Move 12; Save 9; CL/XP 7/600; Special: Cause rust 
  automatically on normal steel when hit or hitting, magical metal 
  has a 10% cumulative chance per hit per +1 bonus of the armor 
  or weapon to avoid being rusted away.
  These rust monsters are Dobrynya’s fi rst line of defense. He keeps 
  them on this level hoping that they might intercept any intruders and 
  destroy any weapons and armor they might have. 
  Dobrynya is having trouble feeding these beasts, and thus they are 
  usually ravenously hungry. He has no spells to create metal, and thus 
  must scour the surrounding areas to fi nd them food. Recently he has 
  taken the weapons and metallic items from those he captured in his 
  territory, and stockpiled them in Area 3-2, as a food storage for the 
  rust monsters. Dobrynya realizes that he cannot continue to feed the 
  large rust monsters for much longer, and is prepared to set them free 
  in the forest once he runs out of food for them. 
  There is another archway in this room leading to Area 2-2. A large 
  round door blocks entry, and is locked. The rust monsters are trained 
  not to enter Area 2-2, but are so hungry that they disregard their 
  training and run forward after any armored characters that enter. 
  They may even try to break through the door if the party passes by 
  them and closes the door.  
  2-2. Study
  The staircase continues up to Area 3-1. As before, the 2 ironwood 
  humanoids spring to life if tampered with. If the party were preceded 
  to Sylvanus by a weaker group of adventurers (a possibility if they 
  weren’t hired for this mission due to having screwed up everything 
  beforehand), they will recognize both fi gures as resembling members 
  of that earlier party. 
  2 Ironwood Humanoids: HD 2; AC 4[15]; Atk 1 blow (1d6); 
  Move 0; Save 16; AL N; CL/XP 3/60; Special: Reduced effect of 
  fi re, immune to blunt and piercing-type weapons.
  Treasure: The bookcases are full of mundane books (60 total), each 
  worth about 2 gp. Hidden behind the books on one of the shelves 
  (secret door check) is an ioun stone (pale lavender, ellipsoid). On top 
  and pushed toward the back and middle of the bookshelves (another 
  secret door check is required) are a +1 light wooden shield, and a 
  wand of stoneskin (50 charges). The wand of stoneskin grants a bonus 
  of 1 to the recipient’s armor class for 2d6 rounds. It is usable only by 
  The inside of this tree is hollowed out and looks as if it is 
  inhabited. The majority of this 100-foot circular chamber is 
  empty, although there are a number of wooden effi gies lining 
  the inner walls, standing as if they were seneschals. Ahead of 
  you is a large archway, which leads into another chamber. 
  This circular chamber is about 60 foot in diameter, and is 
  the smaller of the two entwined trees. The trees seem to have 
  grown so close together that they have become one. A giant 
  staircase twists before you, shaped straight from the wood of 
  the tree. 
  Before you are two enormous rust monsters, each as tall 
  as a horse. Their long antennae fl it wildly as you enter, and 
  they begin to make high pitched chirping noises. They scurry 
  toward you on nimble legs.  
  Two wooden fi gures of humans fl ank the entrance to this 
  room. Within the room are a table and chairs; stationary and 
  wrought from the wood of the tree. The fi gures seem to have 
  risen out of the fl oor to form into their current shapes. On the 
  far wall stand two bookshelves fi lled with thick tomes, and 
  another twisting stairway rises upward.
  
  50
  50
  Dobrynya's tree
  clerics or druids (an extraordinary feature for a wand, but so it is), 
  and cannot be recharged.
  Dobrynya’s Tree, 
  Third Floor
  3-1. Storage
  Inside the barrels are stores of food, from dried meat to fruit. The 
  sacks are stores of grain and wheat, and one of them holds a surprise: 
  a wayward cockatrice that Dobrynya took in as a pet some time 
  ago. It enjoys eating the grain, and often climbs in the sack to feed 
  and falls asleep. Should any character reach into the grain sack, the 
  Cockatrice gains a surprise attack. It then fl ees from the sack, and 
  fl ies around the room madly, attacking anything in its path. 
  1 Cockatrice: HD 5; AC 6[13]; Atk 1 bite (1d3 + petrifaction); 
  Move 6 (Fly 18); Save 12; CL/XP 7/600; Special: bite turns to 
  stone.
  The branches in this room lead to the Areas 3-2, and the door leads 
  to Area 3-3. There is no lock on the door. 
  3-2. Storage Branches
  Treasure: In the northeastern branch are 5 backpacks (empty), 7 
  bedrolls, 10 candles, 2 scroll cases, a fi shing net, 7 pieces of fl int and 
  steel, 2 vials of ink, 4 common lanterns, a bullseye lantern, several 
  sets of cooking pots and pans, 2 hemp ropes (50 ft), 1 silk rope (50 
  ft), 3 tents, and a set of lockpicks.  
  In the southwestern branch are a fl ail, 5 daggers, 10 longswords, 2 
  longswords, 2 longbows, a shortbow, 5 short swords, a scythe, and a 
  +1 warhammer. 
  These items are odds and ends picked up by Dobrynya from the 
  bodies of deceased trespassers.
  3-3. Cave Bear Lair
  The 2 cave bears are Dobrynya’s pets. They are not used to visitors, 
  so they begin by sizing up the characters suspiciously instead of 
  attacking. One moves closer to the party, sniffi ng them curiously. 
  Should the party act kindly to the bear, she moves back to the base of 
  the stairwell and lies down, allowing them to pass as long as they do 
  not bother her or her mate. If the players attack, the bears respond, 
  not stopping until either they or the characters are defeated. The 
  bears, if angry, will follow fl eeing characters up the staircase into 
  Area 4-1 and beyond. Characters that fl ee out the door to Area 3-1 
  fi nd that the bears are not so easily thwarted. They attempt to break 
  down the wooden door and follow the party through. 
  2 Cave Bears: HD 7; AC 6[13]; Atk 2 claws (1d6+1), 1 bite 
  (1d10+1); Move 12; Save 9; AL N; CL/XP 7/600; Special: 
  Hugfor additional 2d6 automatically if both claws hit.
  Dobrynya’s Tree, 
  Fourth Floor
  4-1. Stairwell
  There is nothing of interest in this room. The archway leads to 
  Area 4-2. 
  4-2. Sculpture
  Close inspection of the statue reveals that there is a single metal 
  weapon within the mass of bodies. It is a +2 shortsword. Dobrynya 
  found the item amid a group of the demonkindred, and found it to be 
  so beautiful that he decided to keep it for himself. He already has a 
  weapon of his own that he tends to carry with him at all times, and thus 
  simply keeps this one as part of the sculpture in case of emergencies. 
  Dobrynya created this sculpture from the many demonkindred that 
  have been passing through his domain recently. After turning them to 
  wood, he binds the bodies together with magic. There are no villagers 
  from Sylvanus in this sculpture. 
  The staircase leads to Area 5-1, and the branch to Area 4-3. 
  4-3. Trapped Branch
  There is a trap door in the corridor that drops those that fall in it 
  outside of the tree. It can be detected before stepping on it as follows: 
  The tree seems to be narrowing as you rise. This chamber 
  is slightly smaller than the one below, stretching 90 feet in 
  diameter. Two long corridors formed of hollowed branches 
  protrude from this chamber and another round doorway leads 
  into what must be the smaller entwined section of the tree. A 
  number of barrels and sacks line the walls. 
  These branches continue for 60 feet before reaching their 
  end. The tip of the branch seems to serve as another storage 
  area. There are however, stores of items, goods and weapons 
  here rather than stores of food. 
  This chamber is about 50 feet in diameter, and another 
  staircase rises into the heights of the tree. Two large bears sit at 
  the bottom of the staircase. One yawns as you enter, displaying 
  its toothy maw. It rises and ambles toward you.
  Ahead of you is an elaborate archway leading into another, 
  larger chamber. Runes and knotted dragon designs are carved 
  around the archway.
  In the center of this room is a large, wooden sculpture that 
  consists of humanoid bodies. The sculpture is still, but seems 
  to writhe before you such is the masterwork of the piece. 
  At places the sculpture appears grotesque, but it is overall, 
  aesthetically pleasing. Another large tree branch continues off 
  into a corridor from this chamber, and another staircase rises 
  higher into the tree.   
  This branch continues for 60 feet before reaching its end. It 
  looks as if the tip of the branch serves as another storage area, 
  as there are many closed barrels and sacks at the end. 
  
  51
  Dobrynya's tree
  any elf has a 1 in 6 chance to notice it while approaching; any druid 
  has a 3 in 6 chance; any character using a pole or other implement 
  to probe the fl oor will automatically detect that the area beneath the 
  trap door is hollow, although probing will not reveal the fact that it 
  opens up when stepped on. The fall is a shattering 100 feet down 
  to the ground. A saving throw is allowed to grab the edge, and thus 
  not fall. A character that falls will take 10d6 points of damage and 
  land just east of the base of the tree. The trapdoor remains open, so 
  the characters up above could drop a rope down for the smashed-up 
  character to climb back. 
  The barrels are all empty, and the sacks are fi lled with straw. This 
  area serves only as a trap for greedy intruders.  
  Dobrynya’s Tree, 
  Fifth Floor
  5-1. Plant Room
  The plants in this chamber are those that Dobrynya has collected 
  and tended. Most of the plants are native to Harwood Forest. The 
  spiny plant on the table, however, is an exception. The plant is the 
  rare marusian ﬂ ower. Few are known to exist, and the fl ower was 
  long ago widely sought after for its powerful regenerative abilities. 
  The fl ower is rather dangerous, however. It has the ability to bite 
  through fl esh and bone, and many of those who have been lucky 
  (or unlucky) enough to fi nd this plant have had one or more of their 
  digits bitten off by it. Dobrynya found this plant some time ago in the 
  wastelands east of Harwood Forest, and nearly lost a fi nger to it as 
  he uprooted it and brought it back as a matter of interest. Druids that 
  can identify plants will know the name, and that it is both dangerous 
  and benefi cial, but without further detail than this. 
  The plant bites (obviously). It attacks as a 1HD monster, and on 
  a roll of a natural 20, it severs a digit (nose, fi nger, etc). If you eat 
  the plant after it eats part of you, you will gain a slight regenerative 
  capability, curing 1hp per round of combat. It is unlikely that anyone 
  will discover this, of course, but it is worth mentioning.
  There are other dangers besides the marusian fl ower in this chamber. 
  Once the characters enter they draw the attention of 2 shambling 
  mounds. The mounds creep up to the party and attack, perhaps when 
  the characters are inspecting the marusian fl ower. Combat with the 
  mounds is likely to upset the sleepwood fungus (see below); the 
  mounds themselves have a 50% chance to do so accidentally – and 
  they are immune to the sleeping effects.
  Adding to the dangers here are the many different types of 
  mushrooms scattered about the fl oor. A colony of sleepwood fungus 
  (see Appendix 3 for more details on this new creature) lives on the 
  fl oor of the room. Stepping on the fungus releases a cloud of spores. 
  Characters declaring that they are avoiding stepping on the fungus 
  can easily do so until the battle with the shambling mounds, in which 
  case they must make a saving throw at +2 (only once for the duration 
  of the combat) to avoid the fungus patches. Those that do not declare 
  that they wish to avoid stepping on the fungus basically have a 3 in 6 
  chance to accidentally avoid them. Druids will immediately take note 
  of the fungus and know its properties. 
  Sleepwood Fungus: HD about 2; AC N/A; Atk None; Move 
  0; Save 19; AL N; CL/XP N/A; Special: Sleep spores when 
  disturbed.
  2 Shambling Mounds (9HD): HD 9; AC 1[18]; Atk 2 fi sts (2d8); 
  Move 6; Save 6; CL/XP 12/2000; Special: Damage immunities, 
  enfold and suffocate victims.
  Experience: Add 25% to the characters’ XP for this battle, for the 
  sleepwood fungus makes this encounter more perilous than usual. 
  There are no other dangers in the room (the vine and other plants 
  are harmless). The branch continues to Area 5-2 and the archway to 
  Area 5-3. 
  5-2. Plant Filled Corridor
  This area is mostly harmless. The only danger is the fungus on the 
  fl oor. Interspersed with harmless (and even edible) fungus are a few 
  small colonies of the sleepwood variety. See Area 5-1 and Appendix 
  3 for more details.  
  5-3. Stairwell
  The sleepwood fungus continues into this chamber, and characters 
  not taking the proper precautions could release the spores (see Area 
  5-1 and Appendix 3 for details). Other than that there are no dangers 
  or items of interest in this chamber. The stairway leads to Area 6-1.
  Dobrynya’s Tree, 
  Sixth Floor
  6-1. Trapped Chamber
  This door leads to Area 6-2 and is trapped with a curse that 
  transmutes metal into wood. The trap affects not only the equipment 
  of a character that touches the door, but also of anyone else within 
  5ft. Each piece of equipment is allowed a saving throw (requiring a 
  roll of 12 to remain metal), and items of enchanted metal gain a +5 
  to this roll.
   There is a secret door just to the left of the ornate, trapped door. 
  It is well hidden within the tree’s surface, but can be detected as 
  normal. Dobrynya uses this door to move about so as not to risk 
  This room is completely fi lled with strange plant species. 
  Earth covers the fl oor, and all about fl owers, fungus, and an 
  array of other plants grow. Vines creep up the walls and around 
  the ceiling. In the center of the chamber is a small table, atop 
  of which sits a small spiny plant in an earthenware pot. Several 
  oblong heads protrude from the plant’s stems. They split in 
  two halves, within which are many spiny protrusions, as if 
  they were teeth. 
  Another corridor branches from this chamber, and a large 
  archway leads to a connecting chamber.   
  This corridor is fi lled with many more plant species. Ivy 
  and vines line the walls and ceiling of the corridor. Brightly 
  colored fungus grows all along the fl oor. 
  With the exception of the vines, ivy, and a few colonies of 
  fungus, the plants do not extend into this chamber. There is a 
  stairway continuing upward into the tree.
  This chamber is smaller than the ones below, as the tree 
  begins to taper near the top. It is empty except for a large 
  wooden door. Upon the door’s surface is a carved relief of a 
  large twisting tree. 
  
  52
  Dobrynya's tree
  setting off the trap. The door leads to Area 6-2 as well. 
  6-2. Stairwell 
  The berries are goodberries, each of which will cure 1hp of damage, 
  although a maximum of 8 can be eaten in one day without causing 
  intense nausea for 1d4 turns. Dobrynya creates a bowl of these every 
  day and tends to subsist primarily on them, although at times he does 
  feast on the stores found in Area 3-1. There are 6 berries left in the 
  bowl. Other than the staircase, there is nothing else of interest in this 
  room. The staircase leads to Area 7-1. 
  Dobrynya’s Tree, 
  Seventh Floor
  7-1. Wood Weird’s Lair
  This creature is a thing from beyond the material plane but linked to 
  it in somewhat the same way as an elemental is related to the realms of 
  normal reality. However, a wood weird is drawn from deeply within 
  nature’s Chaotic and predatory elements. These things are virtually 
  unknown on the material planes, for the secret of summoning them 
  is one of the higher mysteries of druidism and it is seldom done – the 
  creatures are as much demonic as elemental, depending on how one 
  might choose to classify them. Their summoning is one of the darker 
  and more unpleasant of druidic secrets and ceremonies.
  This room is empty save a single table and chair. Both are 
  wrought of wood, and look as if they have risen from the fl oor 
  to form their current shapes. Upon the table is an earthenware 
  jug full of water, a single clay cup, and a clay bowl full of red 
  berries. Beyond the table a staircase rises. 
  You ascend the staircase only to fi nd a strange creature 
  standing before you. It is a weird and twisted mass of wood, 
  gnarled branches, and a few leaves. Its skin is a patchwork of 
  different types of bark, and a pair of eyes glare out at you from 
  the creature’s middle. In the gaps between the bark, black 
  mold grows like a disease, and the entire aspect of the creature 
  is deeply disturbing, as if an aura of supernatural wrongness 
  pervades the very air that surrounds it.
  
  Dobrynya's tree
  53
  “Geleraxa,” a wood weird, does not speak, and moves toward 
  the characters attempting to touch them and turn them to wood. It 
  is responsible for many of the people of Sylvanus being turned to 
  wood, as it and Dobrynya fought the intruders together. Geleraxa 
  does not have the power to return those turned to wood back to fl esh. 
  See Appendix 3 for more information on wood weirds.
  Geleraxa the Wood Weird: HD 12; AC 0[19]; Atk 2 branches 
  (1d10); Move 6 (12 on wood); Save 3; CL/XP 15/2900; Special: 
  25% magic resistance, immune to non-magic weapons, fi re, and 
  cold, turns ﬂ esh to wood with successful hit (saving throw).
  The two entwined trees have grown so close and tight together in 
  this area that the wood is shaped to form one large chamber instead 
  of two. At the southeastern end of the chamber is another staircase. At 
  the top of the staircase is a large, wooden door with a tree carved into 
  it. It is locked. Dobrynya may open the door to confront characters 
  that do not succeed in opening the lock on their fi rst attempt.
  Dobrynya’s Tree, 
  Eighth Floor
  8-1. Dobrynya’s Chamber
  This chamber is where the archdruid Dobrynya and his bear-familiar 
  Nimra spend most of their time. Dobrynya is of course angry at the 
  characters’ assault on his home, but talks to the characters instead of 
  immediately attacking. 
  The old man is an archdruid named Dobrynya, who has retired from 
  any role in the formal druidic hierarchy. However, he talks freely 
  with the adventurers, although he does not hesitate to attack should 
  he feel threatened. The area around Dobrynya’s tree is not a druidic 
  holy place, in which case their trespass would be a death sentence, 
  but it is merely the druid’s house, and he is intrigued that anyone has 
  managed to breach its defenses. If the need arises, he will attack to 
  kill the party without compunction, but they are more interesting as 
  guests than as corpses. 
  Dobrynya (Drd12): HD 9+3; HP 50; AC 3[16]; Atk +2 scimitar 
  (1d8+2); Move 12; Save 4; AL N; CL/XP 14/2600; Special: 
  Spells, +2 save vs. fi re, shape change (3/day) to replace 1d6 
  x10% of lost hit points, immune to fey charms, +2 on all saving 
  throws due to ring
  Spells (5/4/4/4/3/2/1)
  First Level: Detect Magic, Detect Snares & Pits, Faerie Fire, 
  Locate Animals, Predict Weather
  Second Level: Heat Metal x2, Warp Wood x2
  Third Level: Cure Disease, Hold Animal, Plant Growth, Protection 
  Against Fire
  Fourth Level: Cure Serious Wounds x2, Dispel Magic, Plant 
  Doorway
  Fifth Level: Animal Growth, Control Winds, Passplant
  Sixth Level: Finger of Death, Feeblemind
  Seventh Level: Confusion
  Magic Items: +2 scimitar of frost (+4 vs. fi re creatures), ring of 
  protection +2, +2 leather armor
  Nimra the Bear: HD 6; AC 6[13]; Atk 2 claws (1d6), 1 bite 
  (1d10); Move 9; Save 11; CL/XP 6/400; Special: Hug for 
  additional 2d6 if hits with both claws.
  Tactics: Dobrynya will not initiate combat, but if he is attacked his 
  fi rst action will likely be to cast confusion on the group, in an attempt 
  to neutralize as many of his opponents as possible. He will follow 
  this with feeblemind if there is still an enemy spellcaster who is not 
  confused, or heat metal if the greatest danger appears to be a fi ghter. 
  He will then either try to wrap up the combat with a creeping doom 
  spell or by casting animal growth on Nimra. At any time, if he feels 
  seriously threatened he will change shape into a bird and attempt to 
  escape.
  Nimra will move in between Dobrynya and any attackers, leaving 
  the druid as free as possible to continue casting spells.
  If the party talks to Dobrynya rather than attacking, they will fi nd 
  he is a good source of information. He tells them that he has retired 
  from the druidic hierarchy, but still spends some of the year tending 
  minor holy places, and attends the higher ceremonials each year if his 
  arthritis permits the journey. If there is a druid in the party, Dobrynya 
  will ask for any news about the higher druids, recent politics, and 
  whether there have been any changes in the hierarchy by duel or 
  retirements.
  If the characters tell him that the innocent people of Sylvanus were 
  captured and did not deserve their fate, Dobrynya is amused, for he is 
  completely uninterested in such matters of morality or mercy. “They 
  traveled with the false elves in the lands I guard. It does not matter 
  whether they did so voluntarily. What matters is that it happened.” 
  On the other hand, Dobrynya has no problem with the idea of 
  trading away his animated statues, since the characters seem to want 
  them so badly. What Dobrynya wants in exchange for turning the 
  townsfolk back to fl esh is the tear of a phoenix. He is the current 
  holder of the Runestone of Sustare (see Appendix 2 for details) that 
  can turn wood back into fl esh, but at present it has only three charges 
  remaining. The phoenix tear can be used to rejuvenate the power of 
  this item (which is useful for many other tasks as well). Dobrynya 
  “Who are you, and why did you kill my friend, Geleraxa?” 
  An old man asks in a sad voice. He has long white hair and 
  a similar beard that reaches down to his waist. He sits upon a 
  wooden bed that again appears to have been carved straight 
  from the fl oor of the tree. Sitting on its haunches beside him is 
  a large grizzly bear.  
  
  54
  Dobrynya's tree
  would have had to begin searching for a phoenix’s tear soon, and if 
  the party is willing to do his work for him and take all the risks, so 
  much the better. If the party is willing to hunt down a phoenix’s tear 
  for him, and some of the party members have been transformed into 
  wood, Dobrynya will change them back before the party sets out, as 
  a gesture of good faith. 
  Dobrynya explains to the characters that an old witch named 
  Baba Yaga lives in the woods, to the north. She owes Dobrynya a 
  favor, and he is certain that she can aid in finding a phoenix’s tear. 
  He also tells the party that Baba Yaga is a font of knowledge, and 
  it is likely that she can answer many questions for them about the 
  false elves and the strange events of the past days. Dobrynya writes 
  a note to Baba Yaga, asking for the party’s safe passage, and for the 
  phoenix tear in return for the favor owed to him. Dobrynya sends 
  the characters north, directing them to a nearby trail that leads to 
  Baba Yaga’s cabin. Spellcasting characters might ask for a detailed 
  description of the area of Baba Yaga’s cabin; it is possible the party 
  could actually teleport there.
  If the characters ask about the and any of the “so-called elves” that 
  pass through are turned to wood and added to his tree by him and 
  the wood weird. If the party did not encounter the slavers’ rearguard 
  back near Sylvanus, this may be the first time they get an inkling 
  that the “elves” they have been hearing about might not actually be 
  elves; so emphasize that Dobrynya refers to them as “false elves,” 
  “so-called elves,” or “elf mimics.” Dobrynya does not know what the 
  demonkindred are, but he knows they are not elvish.
  He will also mention that recently a caravan of several hundred 
  passed through this way, mostly humans, but with several of the “false 
  elves” as well. He and the wood weird attacked them by surprise, 
  turning many of them to wood (although the majority escaped), and 
  added them to the tree. He will ask if the characters have seen his 
  statue tree on their way up, and offer to show it to them later if they 
  did not.
  Should the party ask Dobrynya for information concerning the 
  “elves,” he states that they are “abominations.” He knows of the city 
  of Novgorod, but admits that he has never been there himself. He 
  knows that it is two days ride to the southeast of here, following 
  the trail from his tree. He cannot, however, give the characters an 
  accurate description of the city. Dobrynya does not know any of the 
  names of the demonkindred, and cannot speculate as to what book 
  they might have been after. The druid knows little of Medibha, 
  only knowing that the “elves” fervently worship her, and that she 
  is a powerful succubus that became a Demon Princess. She bestows 
  her own traits upon her greatest followers, giving her clerics strange 
  powers. He tells the characters that such questions would be better 
  left for Baba Yaga, as she sees and knows most things that happen 
  in the world.  
  If the party asks questions about the phoenix, Dobrynya’s sense of 
  humor will manifest. “Not what you might expect,” he chuckles. If 
  the party persists, he will describe the Phoenix (see Phoenix Cave, 
  Area 3)
  Treasure: The party can find The Runestone of Sustare, a cloak of 
  elvenkind, and boots of elvenkind in Dobrynya’s closet. The cloak 
  and boots are mixed with many mundane cloaks, so the party would 
  have to cast detect magic to realize the potential of the items. Under 
  Dobrynya’s bed is a small, locked chest containing a 1,000 gp emerald 
  and a 50 gp bone statuette carved in the likeness of Dobrynya. 
  
  55
  1. Barrow Exterior
  The trail to Baba Yaga’s hut cuts northward through the forest, and 
  follows a straight path for nearly half a day’s ride. Suddenly the path 
  veers to the west and circles a great mound of earth before continuing 
  northward. The characters can bypass it or investigate it, whichever 
  the players choose. Read the following should the party move to 
  investigate: 
  As the characters approach the barrow (getting within twenty feet 
  or so), four incorporeal wraiths emerge from the sides of the earthen 
  mound to attack.  Note: ordinary wraiths in Swords & Wizardry have 
  material bodies, and are not incorporeal. These particular wraiths 
  are able to move through material objects – they are otherwise no 
  different from normal wraiths.
  4 Incorporeal Wraiths: HD 4; HP 20, 18, 16, 14; AC 3[16]; Atk 1              
  touch (1d6+ level drain); Move 9 (Fly 24); Save 13; AL C; CL/
  XP 7/600; Special: pass through solid objects, drain 1 level with 
  hit (saving throw negates), immune to non-magic weapons other 
  than silver (half damage only).
  If the wraiths are turned, they simply return to Area 4 within the 
  barrow, and wait, fi lled with a cold and seething rage.
  Checking around the barrow reveals that one stone within the ring 
  is much larger than the others on the eastern side. A single spiral 
  pattern is carved on the stone face. Should the party decide to dig 
  behind this particular stone (into the mound), they fi nd a single, 
  fl at stone surface. This second stone is actually the entrance to the 
  inner mound. Like the stones on the outside of the barrow, this one is 
  carved with a pattern, but it is circular rather than a spiral, and there 
  is one somewhat larger rune in the center. Runes of protection have 
  been graven into this stone, and unless the stone is turned to the right, 
  anyone opening or otherwise passing through the door will unleash 
  the runes power of the glyphs. The entrance leads to Area 2.  
  The Rune of Protection is circled by carvings that are pictograms 
  rather than a grammatical sentence. If read languages is cast upon the 
  stone, the caster will fi nd that the meaning of the individual pictograms 
  is 
  Turning-Safe-Allows-Right-Risk-Means-Entrance-Allows-Left. 
  The spell does not reveal where the sentence begins, or whether the 
  pictograms are supposed to be read counterclockwise or clockwise. 
  Barrow of Virnak Dun
  A great mound of earth, spanning 60 feet by 60 feet and 
  rising about 20 feet high stands before you. At the base of the 
  mound is a continuous ring of large, fl at stones set into the 
  side. Strange spiral and knot symbols are carved upon each 
  stone. 
  
  56
  barrow of virnak dun
  The proper interpretation is to read the runes counterclockwise 
  starting with the pictogram for “Turning,” so that it reads: “Turning 
  Left Allows Entrance Means Risk Right Allows Safe.” The central 
  rune does not change if read languages is cast on the stone, and a 
  magic-user will immediately be able to conclude that it is either a 
  magic rune or a meaningless picture. The magic-user will know that 
  if it is a magic rune, read magic will cause it to shift around as the 
  spell seeks a meaning, but that ultimately the spell will not reveal 
  any information (other than the fact that the rune is magic). Detect 
  magic will also reveal the rune’s magical nature. Indeed, casting read 
  magic causes the rune to shift (in the caster’s eyes) before it returns 
  to its original shape.
  Turning the stone to the right (clockwise) will make the runes 
  quiescent until the stone is turned back to its original position, and 
  the stone will roll sideways to allow entrance. If the stone is turned 
  to the left, the central rune will unleash its power, and the same will 
  happen if the characters attempt to bypass the stone by digging. The 
  rune can be dispelled (against a 12th level caster), but its magical 
  power will return within one hour.
  If the protective rune is triggered, it causes a fl ood of chilling cold 
  to emanate from the stone in all directions, out to a radius of fi fty 
  feet. The cold penetrates through earth and stone as well as through 
  the air. Anyone in this area will incur 4d6 hit points of damage (half 
  damage with a successful saving throw). 
  2. Barrow Hallway
  The ceiling is only 4 feet high, forcing the characters to move in 
  a very uncomfortable, crouched posture. Movement when passing 
  through the halls is reduced to half, and characters fi ghting within the 
  halls lose any Dexterity-related bonuses. This can be a real problem 
  for characters that have not yet dealt with the wraiths, which can 
  emerge from the walls to attack wherever they choose. If the party 
  did not defeat the incorporeal wraiths outside the barrow, they will be 
  attacked by them in this hall. Anyone trying to fi ght in this extremely 
  cramped area will suffer a –2 to hit and on damage.
  The hallway continues straight ahead for 30 feet before entering 
  Area 2. There are two secret doors across from one another, 20 feet 
  into the cavern from the entrance. One leads to Area 3 and the other 
  to Area 4. 
  3. Banshee Lair
  There is no door to this area. The hallway merely steps down into 
  the chamber. Within are 2 Banshees.
  2 Banshees: HD 7; HP 32, 28; AC 0[19]; Atk 1 claw (1d8); 
  Move (ﬂ y 12); Save 9; CL/XP 11/1700; Special: Magic or silver 
  to hit; magic resistance 49%; shriek of death; Immune to 
  enchantments; pass through solid objects
  Treasure: The mounds of treasure contain 100 pp, 2,000 gp, 
  a 1,500 gp pendant with bloodstones, a 1,500 gp portrait of a 
  beautiful elven woman, a 1,500 gp painting of a similar looking 
  woman by the seaside, and a 500 gp silver comb with moonstones. 
  The paintings refl ect the two tombwisps (sisters) in life.
  The banshees will make use of the fact that they can move 
  through the walls, and if they are turned, they will disappear into 
  the earth of the barrow. Once the effect of the turning has dispersed, 
  they will come hunting for the characters if they are still within the 
  confi nes of the barrow.
  4. Wraith Lair
  Those interred in this chamber became the incorporeal wraiths that 
  the characters have likely already met. If any of the wraiths have not 
  been destroyed, they rush to this chamber when it is opened, and 
  attack. For more information on the incorporeal wraiths, see Area 1 
  of this chapter. 
  Treasure: Together the mounds contain a total of 4000gp. 
  The Barrow of Virnak Dun
  An ancient people named the Magnus (also see the Sidebox: 
  Dolmens and the Magnus Clan, detailed in Blackstump 
  Forest, Area 8) inhabited this area and created this barrow 
  several thousand years ago to contain evil within. Like every 
  society, there were a number of evil men and women born 
  into every generation. Those that committed the foulest and 
  most diabolical deeds were entombed in this barrow after 
  they died. Being entombed in the barrow was considered 
  the harshest possible punishment, as those buried there were 
  cursed to spend a life of undeath trapped within the tomb.
  Those buried here were entombed with all of their 
  possessions, as the Magnus believed that the evil inherent in 
  such people could pass onto others from objects. Knowing 
  this, a number of would-be looters were deterred from the 
  site, while others became drawn to it. Those that attempted 
  to loot the barrow were often driven away (or killed) by the 
  trap upon the entrance door, or by the inhabitants within. 
  Whenever the barrow was found to be open, the people of 
  the ancient culture would reseal it, and return the door to its 
  original position.
  There may be some truth to the beliefs of the Magnus, 
  for those that take treasure from the barrow feel a strange, 
  mounting hatred in their hearts soon after. This often times 
  went away, the looter forgetting about the feelings soon 
  after. However, at times the hatred gripped the looter’s heart, 
  changing that person forever. Characters looting from the 
  barrow must roll a percentile die to refl ect this curse. There is 
  a 25% chance for each character that their alignment changes 
  one step toward Chaos. Thus, a Lawful character changes 
  to Neutral alignment, and a Neutral character to Chaotic. 
  Chaotic characters of course suffer no penalty, and have 
  pleasant dreams for weeks after the theft.
   Some of those buried in the barrow have found that they 
  can leave the confi nes of the barrow, but can only travel 
  for a short distance before having to turn back (such as the 
  wraiths). Anyone buried in this barrow rises as an intelligent 
  undead creature of their equivalent hit dice one week after 
  their burial. The entire inside of the barrow radiates magic.    
  A long, dark, hallway leads into the depths of the barrow. 
  The Hallway is only fi ve feet wide, and the ceiling is low and 
  cramped. 
  The hallway descends 3 small steps and enters a 15-foot 
  by 20-foot chamber. Gold and platinum glimmers in your 
  torchlight, refl ected from two large mounds of treasure. 
  Two skeletons litter the area as well, both of them shattered 
  and broken. Suddenly, a bluish mist rises from the fl oor and 
  coalesces before you, taking the shape of ghostly women. 
  A short hallway leads to a 10-foot by 15-foot chamber. Four 
  skeletons are lined neatly in the center of this chamber, and 
  obviously have not been disturbed since they were interred 
  here. A mound of treasure lies behind each skeleton. 
  
  5. Chamber of Morevna the 
  Sorceress Queen
  Characters entering this chamber from Area 2 fi nd a short hallway 
  that leads to another stone door. Upon the door is inscribed a warning 
  in an ancient tongue that can only be read by the use of a read 
  languages spell (although a Magic-user also has a 1% chance per level 
  to be familiar enough with this particular ancient language to fi gure 
  out the inscription). It reads: “Intruders beware. Entombed within is 
  the evil soul of Morevna the sorceress queen. Her punishment for 
  her foul deeds is an eternity spent in undeath. May she forever lie 
  entombed in this chamber. Woe be upon the fool that releases her.” 
  Note that if read languages is used to decipher the inscription, one of 
  the letters of the message will seem to be meaningless. Read magic 
  will cause the appearance of this letter to shift around for a moment, 
  and detect magic will reveal that the letter is a magical rune. The rune 
  can be dispelled (against a 12th level caster) but its magical power 
  will return within an hour.
  The door is locked. Upon the door is a rune with fi nger of death cast 
  into it. The fi rst person who attempts to open or pass through the door 
  activates the spell.
  Read the following to those that enter the chamber: 
  The seal upon this tomb prevents any magic from being cast within 
  its precincts. Should the party open the seal, the curse that denied 
  Morevna her magic is lifted. She may now use her magic to the fullest 
  of her ability. If the characters teleport into the tomb, they do not lift 
  the protections, and Morevna cannot use any of her magical abilities. 
  Unfortunately, neither can the characters while they are in the area, 
  so they can’t teleport back out again. Any magical items that require 
  activation or command words of any kind are rendered ineffective 
  until the seal is broken (thus, for example, magic weapons, armor, 
  potions, and rings of protection would all function normally, but 
  wands, and staffs would not). This effect cannot be dispelled by any 
  means other than by breaking the seal of the door, either by opening 
  the door, which is locked from the outside, or breaking it down. 
  If there is any discussion with the creature that was once Morevna, 
  it tries to convince the characters that she was not an evil ruler in life. 
  She claims that those who sealed her in this barrow (the people of 
  the Magnus; see the sidebar in Blackstump Forest, Area 8 for more 
  details) were the evil ones, and are responsible for certain changes 
  in her that she refuses to discuss. Morevna tries to convince the 
  characters to become her followers. If they agree to assist her, the 
  agreement operates as an instant charm person with no saving throw 
  permitted.
  If the characters refuse to serve Morevna, she attacks. 
  Morevna is a highly unusual form of undead creature, although it is 
  possible that others might exist. A full description of her is included 
  in Appendix 3. Although she was a powerful sorceress in life, none of 
  her magical powers have carried through into her undead state.
  Morevna: HD 8; HP 70; AC 2[17]; Atk none; Move 12; Save 8; 
  AL C; CL/XP 10/1400; Special: Devour (see description), 50% 
  magic resistance.
  Morevna cannot be turned within this chamber.
  Inside the hood, once she is slain, Morevna simple appears to be 
  a gaunt, mummifi ed human – the ectoplasm fades away after she is 
  killed. She wears a crown of gold, encrusted with gems (total value 
  is 10,000 gp).
  Treasure: Besides the treasure on Morevna’s person, this chamber 
  contains a +1 spear, a 1,000 gp star ruby, a 500 gp black pearl, a 
  250 gp deep-blue spinel, a 100 gp jet, a 50 gp smoky quartz, a 50 
  gp rock crystal, a 1,000 gp adamantite sacrifi cial dagger, a 500 gp 
  jeweled dragon comb, a 500 gp golden chalice, a 350 gp tapestry of 
  a valley kingdom, and silk clothes that are now almost completely 
  rotted away. The coins are: 500 gp, 17,500 sp, and 25,000 cp.
  57
  barrow of virnak dun
  Morevna the Sorceress Queen
  Morevna may have been the vilest being to ever rule a fair 
  people. She ruled the ancient people of the Magnus several 
  thousand years ago. Morevna was a cruel queen in life, using 
  her magic to enforce her tyrannical laws and stiff punishments 
  upon transgressors. She was fond of torture and often sent her 
  minions out into the night to capture victims for her pleasure. 
  After suffering many years of her tyranny, the people of the 
  Magnus rose up and overthrew her. Morevna was slain by 
  her usurpers, and buried in the barrow of Virnak Dun. The 
  barrow’s fell magic raised her as an undead creature one 
  week later. Morevna was ecstatic to fi nd that she had made 
  such a powerful transformation. However her happiness 
  was short-lived, as she soon found that she could not use 
  her magic, and could not escape the tomb. She has sat in her 
  single chamber of the barrow for millennia, hatred boiling in 
  her black heart.   
  Three short steps descend into this 10-foot by 15-foot 
  chamber. Mounds of treasures of all types litter this area. A 
  hooded fi gure in long robes stands in the middle of the treasure; 
  long, beautiful hair spills from within the hood, but also within 
  the hood you can see several green points of faintly glowing 
  light, and they are moving about. The fi gure looks up, which 
  reveals nothing of the face inside the hood, and it speaks in a 
  husky female voice.
  “You have freed me from this existence. I owe you my 
  thanks. Thus, I offer you the chance to serve me. Serve me 
  and together we shall rule this land! I will make you rich and 
  powerful, and you shall have all that your heart desires.” It 
  then waits in silence for your answer.
  
  58
  The trail continues north from the Barrow of Virnak Dun, and it 
  is another half day’s ride to Baba Yaga’s cabin. The cabin is clearly 
  visible from the trail, although the trail skirts around the clearing, as 
  if not to bother the old crone. There is a 40% chance that Baba Yaga
  is here when the party arrives. Otherwise she is out fl ying through 
  the woods in her giant mortar bowl and pestle. In such a case Baba 
  Yaga returns to the cabin in 1d6 hours. Read the following as the 
  characters approach the cabin:
  The bones of the fence are made from several different humanoid 
  species, including elves, humans, orcs, goblins, dwarves, and 
  halfl ings. The skulls are predominantly human and elven, as Baba 
  Yaga fi nds these to be most aesthetically pleasing. Touching the 
  skulls is a mistake indeed, for Baba Yaga has infused each one with 
  necromantic magic; if the character does not make a saving throw, 
  death results.
  All other portions of the fence and gate are safe (i.e., only the skulls 
  are enchanted). Should the characters enter the fenced area when 
  Baba Yaga is not present, the cabin springs 2 Baba Yaga’s Cabin 
  Legs from the bottom. They move to stomp on any character within 
  the fenced area. Read the following in such a case: 
  The cabin legs are treated as if they are independent monsters 
  rather than part of a structure (see “Legs of Baba Yaga’s Cabin” in 
  Appendix 3).
  Dealing enough damage to the cabin’s legs temporarily destroys 
  them, dropping the cabin to the ground. PCs in the vicinity (within 
  10 feet of the cabin, but not under it) must make a saving throw or 
  take 5d6 points of damage. A successful saving throw indicates that 
  the character jumped clear entirely. Characters that are immediately 
  underneath the cabin are at the most risk; these characters take 8d6 
  points of damage (saving throw for half damage). They will be 
  trapped underneath it, although there is a 75% chance that their legs 
  or arms will stick out from under the edge, indicating their locations. 
  The legs of the cabin regenerate in 1d6 hours, and no damage is 
  permanent. 
  2 Legs of Baba Yaga’s Cabin: HD 9; HP 36; AC 5[14]; Atk 1 
  Stomp (3d8); Save 4; Move 12; AL N; CL/XP 9/1100; Special: 
  25% magic resistance
  The front door to Baba Yaga’s cabin is locked; and it is a truly 
  magnifi cent lock. Any attempt to pick it suffers a penalty of –25%. 
  As an alternative, the cabin has 6 windows (2 in the front, 2 in the 
  back, and 1 on each side) that the characters could break to gain 
  access.
  Baba Yaga keeps her giant mortar and pestle behind the cabin. She 
  Baba Yaga’s Cabin
  A small, wooden cabin rests in a clearing. A short, stone 
  chimney rises out of the thatched roof, and the windows and 
  door of the cabin are all decorated with elaborate carvings. A 
  white fence surrounds the cabin, built of bleached humanoid 
  bones. A jaw-less skull tops the fence every few paces, and 
  an intricate gate, again made of human bones, opens to a 
  cobblestone path leading to the cabin. 
  As you enter the fenced area the cabin slowly rises. To your 
  amazement it stands up on two huge chicken-like legs. It 
  wobbles for a moment as if unsure of its steps, and then walks 
  toward you. 
  
  59
  baba yaga's cabin
  leaves the magical device behind the cabin when she is home. See 
  Appendix 2 for information on these items. 
  1. Front Room
  The smell of death in this room permeates throughout the entire hut. 
  Baba Yaga herself reeks of death, for she is a necromancer of some 
  power (see the Sidebox: “Baba Yaga,” at the end of this chapter). 
  The bookshelves of the cabin house a variety of subjects, and the 
  characters may fi nd topics ranging from local history to the planes 
  of existence. There are nearly 300 books in this room, each worth 
  1d6 gp. It takes 1d4 hours to fi nd a particular topic in this room, 
  as the books are a mess and not in any sensible order. Baba Yaga 
  studies a wide range of topics, and so it is up to the GM to decide 
  whether the characters fi nd what they are searching for here. The 
  trinkets on the fl oor range from useless toys and carvings to strange 
  spell components. Any items of value are listed below. 
  Treasure: The skull is that of a unicorn, and can fetch 2,000 gp. 
  Other treasures include: three infusions of lethal poison, a tiny lens of 
  ruby set in a small golden loop (worth 1,500 gp), a colorful powder 
  contained in a small leather bag comprised of diamond, emerald, 
  ruby and sapphire dust (worth 5,000 gp). 
  A single door leads out of this room into the kitchen (Area 2). 
  2. Kitchen
  The materials on the counters and in the cupboards are mostly 
  magical components for potions or strange spells. A door leads out of 
  this room into the hallway (Area 3).  
  Baba Yaga’s Cauldron: See Appendix 2 for details on Baba 
  Yaga’s cauldron. The residue at the bottom of the cauldron is an 
  invisibility oil. Two uses of the oil can be salvaged from the bottom 
  of the cauldron. 
  Treasure: Besides the many alchemical components in the 
  cupboards, there are several items of value throughout the kitchen. 
  A mirror of mental scrying is hidden in the back of one of the 
  cupboards, but it is contained in a small invisible bag, and there is 
  only a 1% chance per turn (per person searching the cupboards) to 
  stumble across it by feel. On the windowsill are 5 vials of invisibility 
  oil, 2 potions of haste, a potion of protection +5 (acts as a ring of 
  protection for 1d6+1 turns), 2 potions of healing and 2 ordinary 
  bottles of low-quality perfume. 
  3. Hallway
  The doors lead to Areas 4 and 5.  
  4. Storage Room
  The door to this room is locked. Read the following when the party 
  enters the room: 
  Characters that circled the cabin before entering may fi nd this room 
  strange, as there is no door on the outside of the hut. In all respects 
  it seems as if the door should lead to the outside, but it does not. It 
  instead leads to a strange, spectral plain. 
  Baba Yaga’s Spectral Door: To properly use Baba Yaga’s spectral 
  door (causing it to open to the appropriate plane) requires the use of 
  a key, which is in Baba Yaga’s possession. Otherwise, the door opens 
  to a random plane (see Appendix 2 for more details on Baba Yaga’s
  spectral door). 
  Treasure: The disorderly piles in this chamber contain multitudes 
  of books, strange scrolls, used wands, and other such oddities. Most 
  of the items in this room are of little or no value, items that Baba 
  Yaga does not have the heart to throw away. There are however, a 
  few items of value intermittent in the piles of junk. A detect magic
  spell cast in this room fi nds no traces of magic (save for Baba Yaga’s 
  spectral door, which radiates strong magic). Despite the fact that 
  none of the items radiate magic while in this room, the room contains 
  several magic items: Censer of Controlling (Air) Elementals, a Scroll 
  containing the spells wall of iron, wall of stone, and wall of ice, and a 
  folding boat (boat carries up to ten people, and folds up into the size 
  of a deck of playing cards). 
  5. Baba Yaga’s Bedroom
  Treasure: Like the previous rooms, most of the items on the fl oor 
  are worthless oddities. There are a few items of value dispersed 
  throughout the room, but for each turn spent searching by a character 
  there is only a 1 in 6 chance of fi nding one of these items. As with 
  The inside of the cabin is in ill-repair and cluttered with a 
  multitude of books and items. A single rocking chair sits near 
  a fi replace fi lled with ashes. A few pieces of wood and a poker 
  sit nearby. Books and trinkets clutter the fl oor and a number 
  of bookshelves line the walls of the room. A large skull with 
  a single horn poking from the center of its head sits atop one 
  of the bookcases. Cobwebs cling from it to the wall, and the 
  incessant buzzing of a fl y tells you that the spider has caught 
  itself a meal. The room reeks of death, and your heart fl utters 
  uneasily. 
  A large, black cauldron sits in a shallow pit in the center of 
  this room. Pieces of wood sit under the cauldron, no doubt 
  used as fuel to heat the mammoth thing. The three feet of the 
  cauldron are wrought of iron in the likeness of pig’s hooves. 
  Runic symbols are carved into the cauldron, and a thick, foul 
  smelling, residue lines its bottom. 
  Cupboards and counters line the rest of the room, all of them 
  cluttered. Many of the cupboard doors hang open, revealing 
  many jars and containers, each holding strange and often 
  disgusting materials. Bottles line the windowsill, full of 
  strange powders and multicolored liquids.
  A long, narrow hallway splits the cabin into two halves. On 
  the north of the corridor are two closed doors. At each end of 
  the hallway is a window, fi lled with cobwebs.
  This room is fi lled with odds and ends, stacked everywhere 
  in disorderly piles. A narrow path leads through the mess to 
  a back door and window. Outside, tree branches scrape the 
  window, stirred by a slight gust of wind. 
  A large bed, atop which sit stacks of items, lies below this 
  room’s window. It looks as if the bed has not been slept in for 
  some time, for who could sleep in it with so much clutter atop? 
  A nightstand sits beside the bed, and an assortment of items 
  lies strewn about the fl oor.
  
  60
  Area 4, the items do not radiate magic while in Baba Yaga’s cabin. 
  The following items can be found: boots of fl ying, pipes of the sewers, 
  a cursed –1 longsword, and dust of appearance.
  Encountering Baba Yaga
  Baba Yaga is of course extremely angry at any characters that break 
  into her cabin, and confronts the intruders as soon as she returns. She 
  fi rst scolds them for entering, and asks them what their business is. 
  Should she not fi nd their answer satisfactory, or should she see that 
  the characters have stolen from her, she attacks. 
  If the party encounters Baba Yaga when she is home and tells her 
  that Dobrynya sent them, she cackles, baring her iron teeth. “I suppose 
  I do owe the old man a favor,” she says, bidding them to enter her 
  cabin. She clears the clutter from areas of the fl oor for the characters 
  to sit upon, sits in her rocking chair, and listens to their tale, cackling 
  at inappropriate places. Read or paraphrase the following when the 
  characters fi nish telling their tale: 
  “All of the information you long for” refers to any questions the 
  characters may have about the villagers of Sylvanus, Novgorod, or 
  Morwenna’s grand scheme (see the questions and answers below). 
  Should the characters agree, Baba Yaga leads them to Baba Yaga’s 
  spectral door in Area 4. Beyond the door is a great, spectral forest. 
  Read the following: 
  The scroll is written with the clerical spell prayer, but any scroll 
  of a clerical spell is suffi cient to summon Charon, and Baba Yaga 
  can tell this to the characters. If the characters ask Baba Yaga what 
  payment Charon requires, she says that she does not know what 
  he will require, although this is a lie. Baba Yaga is well aware of 
  Charon’s price. She does not however, wish to help the characters 
  make the payment. 
  Baba Yaga: HD 10; HP 80; AC 0[19]; Atk 2 claws (1d6 + 
  disease) and 1 bite (2d6 + disease); Save 5; Move 12; AL C; CL/
  XP 9/1100.
  Special: 
  25% magic resistance
  Claws and bite inﬂ ict disease (fatal in 2d6 days without cure 
  disease) – saving throw negates
  Claws sap 2 points of strength (1d6 days) – saving throw 
  negates
  Sees invisible creatures and objects
  Spells:
  Charm Person, Detect Magic, Sleep, Darkness 15ft radius, 
  invisibility x2, phantasmal force, dispel magic, protection from 
  normal missiles, lightning bolt, slow, confusion x2, dimension 
  door, ice storm, cloudkill, feeblemind, wall of iron, disintegrate, 
  geas, ﬂ esh to stone, power word stun, mass charm, gate, time 
  stop.
  Magic Items: Wand of Cold (25 charges), Robe of Eyes, Baba 
  Yaga’s Mortar and Pestle, Baba Yaga’s Cauldron.
  TACTICS
  Baba Yaga generally begins combat by casting time stop if she can 
  catch enough people in the spell’s 15ft radius. Otherwise, she will 
  begin by gating in a Fifth-category demon, a Marilith. The demon 
  will guard Baba Yaga while the witch casts spells.
  Fifth-category Demon: HD 8; AC –3[22]; Atk 6 weapons (1d8), 
  tail (1d8); Move 12; Save 8; CL/XP 13/2300; Special: Magic 
  resistance (80%), +1 or better magic weapon required to hit, 
  demonic magical powers.
   Baba Yaga courts death daily, and does not attempt to run should 
  she be faced with defeat. If anything she grows more enthusiastic. It 
  may be that Baba Yaga cannot even be held by death. She often walks 
  in the Annwn, the Land of the Dead, and is confi dent that she could 
  return to the prime material plane after death.
  baba yaga's cabin
  “Yes, I can help you to fi nd a phoenix tear, and will do so 
  as Dobrynya’s favor. Tell the old man that I owe him nothing 
  now. But I wonder if you would be so kind as to aid me for my 
  troubles as well. You see, it has been a long time since I have 
  seen the phoenix, and she owes me a favor. I would have you 
  tell her that the time has come for her to redeem that favor. Ask 
  for one of her eggs, for old Baba Yaga, and return it safely to 
  me. I can give you all of the information you long for if you 
  complete this task.”
  Baba Yaga opens the door wide, after clicking a key rapidly 
  in both directions in the lock. You can plainly see that it does 
  not exit to the back of the cabin, but instead to some ghostly 
  world. Beyond is a looming, black, forest. “You must enter 
  Annwn, the Land of the Dead. Follow the road to the river 
  Styx and use this.” The old crone throws a tattered scroll at 
  your feet. “Use it and Charon the ferryman shall appear to aid 
  you. Pay his price and he will take you up the river and point 
  you to the phoenix cave. Return to this door when you wish to 
  return. Knock three times and I will come for you.” She points 
  the way forth with a bony fi nger.   
  Baba Yaga  
  Baba Yaga is an old crone that is said to be a minor power 
  of Death, and although she is not a goddess herself, she is 
  said to have strong ties with Arawn, the god of the dead. She 
  can freely travel to other planes (using Baba Yaga’s spectral 
  door), and often travels all about the nearby lands in her giant 
  mortar and pestle. Baba Yaga has evil-looking iron teeth, and 
  sharp, iron claws instead of fi ngernails. 
  When the wind blows the cornstalks, the peasants say that 
  Baba Yaga is chasing children. The old crone has an insatiable 
  appetite for the fl esh of children, and has been known to 
  scoop them up as she fl ies by. Upon returning to her cabin 
  she grinds them with her giant mortar and pestle, and cooks 
  them in her cauldron. She then escorts their souls to Charon, 
  the ferryman of the dead, who takes them to Arawn, where 
  they grow in Annwn, the Land of the Dead as his servants. 
  Although a being of Chaos, Baba Yaga at times offers her 
  services to travelers and common folk. Usually she does this 
  by asking for a favor in return for her aid, often calling upon 
  that favor at later, unwelcome times. 
  
  61
  1. The Black Forest
  Players that exit Baba Yaga’s spectral door fi nd themselves in a 
  spectral forested area of Annwn, the Land of the Dead. Read the 
  following to players as the characters exit the door: 
  The players can get to the river Styx by continuing straight down 
  the road in the direction they exited the door. The other direction 
  continues for league after league, and players should soon come to 
  realize that that is not the way to the river. It only leads to deeper 
  wooded areas. The road is a perfect place to roll for wandering 
  monsters (use Wandering Monster Table 6 in Appendix 1 to determine 
  encounters). There is a 10% chance day and night of encountering a 
  wandering monster. 
  Baba Yaga’s spectral door is invisible on this side, but the characters 
  can fi nd it easily by probing around. Knocking on the door three 
  times alerts Baba Yaga to the characters’ presence, and she promptly 
  opens the door. In fact, she waits around for a few minutes, expecting 
  that the characters will test this out.
  The standing stone is actually an ancient petrified tree trunk, 
  and acts as a marker for the location of Baba Yaga’s door. It 
  stands about 6 feet tall, broken at the top. On the top is a small 
  divot that a Spirit Toad (see Appendix 3 for more details on 
  this new creature) named Orbus finds very comfortable. There 
  he greets Baba Yaga every time she enters Annwn, the Land of 
  the Dead. He does not greet the characters unless they greet him 
  first. Then he is more than happy to talk. Should the players 
  have forgotten Baba Yaga’s directions, or be having some 
  trouble finding their way, Orbus can help. He can direct them to 
  the river Styx, and tell them how to exit this realm (for a price 
  of course). Orbus enjoys pretty trinkets and all things magical. 
  If properly bribed, Orbus gives the players any information they 
  need about this realm. 
  Orbus the Spirit Toad: HD 9; HP 40; AC 3[16]; Atk 2 claws 
  (1d6) and 1 bite (1d6); Save 6; Move 12; AL N; CL/XP 11/1700; 
  Special: Spell-like powers, 25% magic resistance, immune to non-
  magical weapons, see invisibility, displacement, spells (6/5/5/4/3)
  Spells: charm person x3, magic missile x3, mirror image, web 
  x4, lightning bolt x3, slow x2, ice storm x2, fear x2, teleport, 
  telekinesis x2 
  Orbus will teleport away from combat if he appears to be in trouble, 
  or if he gets bored. 
  In the hollow at the top of the petrifi ed tree trunk, Orbus keeps a 
  fabulous diamond worth 5,000 gp.
  Entering Annwn,
  The Land of the Dead
  You stand on a wide road, fl anked by massive black-leafed 
  trees. The road continues before and behind you. Baba Yaga’s 
  door seems to have disappeared completely. On the side of the 
  road is a tall standing stone that looks very much out of place. 
  It looks almost like a tall tree stump, although it is clearly 
  stone, and not wood. 
  Annwn, the Land of the Dead
  Annwn, the Land of the Dead, is a large and varied realm. 
  The areas noted in this section only comprise a small portion 
  of the realm. Holes into other planar areas, dimensions, 
  alternate realities, and dimensional pockets abound. Annwn’s 
  reality is a tangled thread sewn through many other places in 
  the bizarre dimensions of the multiverse, with no particular 
  rhyme or reason to the way in which the reality of Annwn 
  falls away into other realities, or vice versa.
  Living creatures that enter the Land of the Dead have a 1% 
  chance per day (cumulative) of fading and becoming one of 
  its ghostly inhabitants, although a saving throw is permitted 
  if the fading begins. Any mortal eating food or drink from the 
  Land of the Dead raises the chance of turning spectral by 4%. 
  A character that becomes spectral changes into a Forbidden 
  Soul (see Appendix 3). The Forbidden Soul is able to keep 
  from attacking its party members.
  Those unfortunate enough to turn into Forbidden Souls cannot 
  ever leave Annwn in this form, and the transformation cannot be 
  reversed short of a wish, raise dead, resurrection, or a phoenix tear 
  (see Appendix 2 for details of the abilities of a phoenix tear). 
  
  62
  2. The River Styx
  Should the party use the known means of summoning Charon 
  (using either the scroll given by Baba Yaga, or a scroll of any clerical 
  spell), he appears in his skiff 2d4 rounds later, rowing down the river 
  Styx to meet the characters. 
  The man in the boat is of course Charon, the ferryman of the dead. 
  He does not speak, but communicates only through telepathy. Charon 
  knows where it is that the players desire to go, but asks for payment 
  from each person that wishes to take the skiff. Payment must be a 
  single magical item, 2500 gp, or two gems of at least 1,000 gp value. 
  This price must be paid both going to and coming from the isle. If 
  characters do not agree to this price, Charon turns his skiff away.
  Upon the waters of the Styx, in his boat, Charon is effectively 
  invulnerable to any attack the characters could mount against him. If 
  he is attacked, he will simply leave again.
  Should the players pay Charon’s price and hop aboard his boat 
  (which can hold up to 6 people at a time, besides Charon), he paddles 
  up the enormous river and takes them to a large isle. He waits on 
  the bank for the players to return. Read the following to players as 
  Charon paddles up the river. 
  Should the players provoke the tentacled creature (an Octopus of 
  the Styx), it attacks. The octopus knows better than to attack Charon 
  or the boat, and targets only the players, attempting to grab them and 
  pull them into the water (this can be done if the octopus succeeds in 
  pinioning a character with more than one tentacle). Charon does not 
  intervene in the fi ght, remaining indifferent and continuing to row.
  Octopus of the Styx: HD 7; AC 7[12]; Atk 8 tentacles (1d3); 
  Move 2 (Swim 10); Save 9; CL/XP 10/1400; Special: constriction 
  and pinioning, 25% magic resistance, regenerate 6hp/round.
  entering annwn, the land of the dead
  A murky river runs before you, its black waters roiling with 
  strange and sluggish currents beneath the surface. A sense of 
  uneasiness and impending doom fi lls your bones and your 
  blood involuntarily runs cold. 
  A long boat, its thin frame lacquered black, steadily 
  approaches. A man clad in a fading black robe rows the boat 
  to the bank beside you. His pale face is barely visible under 
  his cowl. He gestures you forth wordlessly with his skeletal 
  fi ngers, an unnatural crimson glow radiating from his eye 
  sockets, and an equally disturbing grin upon his visage.  
  With unnatural strength the ferryman paddles the boat up 
  the black river. The rapid waters crash against the front of 
  the boat, but do not seem to hinder the ferryman the slightest. 
  Nearby, black tentacles surface from the depths of the waters. 
  They writhe for a moment before again submerging. Ahead is 
  a large, forested isle. A single forested mountain looms on the 
  western side. 
  
  63
  1. Shore
  Read the following to players after they land on the shore of the 
  Isle of the Phoenix: 
  20 Pig-Men: HD 6; AC 4[15]; Atk 2 weapons (1d8); Move 12; 
  Save 10; CL/XP 6/400; Special: none.
  The tactics of the pig-men are simple; they charge the party, wrestle 
  their opponents to the ground, and knock them unconscious. In these 
  large numbers, this sort of attack is extremely dangerous even to a 
  powerful party of adventurers. The pig-men will attack humans fi rst, 
  ganging up in groups of four or fi ve to one, each pig-man rolling to 
  hit. Each one that hits will be involved in the grapple attempt. All 
  Isle of the Phoenix
  You stand on a sandy bank. A vast forest of familiar black 
  leafed trees stretches before you. The area is calm, and a 
  ghostly silence fi lls the air. The only sound is of the sickly 
  water’s gently rolling waves. Suddenly the silence is dashed 
  by a thunderous crashing from within the forest. Several 
  strange pig-men as large as ogres rush from the forest bearing 
  crude weapons. Their skin is pinkish and bristled, and they 
  have the heads of pigs, with small but sharp ripping-tusks. 
  None of them wear clothes, and they are all rather obviously 
  male. They roar and snarl as they rush toward you.  
  
  64
  of the pig-men in the grapple roll 1d6 per hit die, and the defender 
  rolls 1d6 per hit die. If the total result for the pig-men is higher, then 
  the opponent is pinned; on the following round if there is another 
  pig-man free to make the knockout blow, it may do so automatically. 
  If the defending character’s roll exceeds the combined rolls of the 
  attackers, the pig-men are thrown off and stunned for a number 
  of rounds equal to the number by which the defender beat their 
  combined die rolls.
  Note that the pig-men will ignore some of their foes in order to make 
  sure that four of them can attempt a grapple at one time. They attack 
  humans by preference, for Circe has no interest in non-humans. Once 
  they get to any non-humans (if the humans are all unconscious), they 
  will not bother to knock them out; instead of a knockout blow, one 
  of the pig-men will use its ripping tusks to tear out the non-human’s 
  throat*.
  *A character whose throat has been ripped open will remain alive 
  for 1d3 rounds before actually dying, but is effectively unconscious. 
  If the non-human is cured by 10 hit points or more before dying, 
  the bleeding will stop, and the character will be considered to be at 
  0hp, remaining unconscious for 3d6 turns regardless of any further 
  healing (other than regeneration).
  If you normally use a different set of rules for grappling and 
  wrestling, it would be a good idea to tell the players how this 
  particular combat is going to work, so they can adjust their tactics 
  accordingly.
  The pig-men (see Appendix 3 for more information on these new 
  creatures) are the minions of a sorceress named Circe. She wants no 
  intruders on “her” isle, and orders her minions to beat the intruders 
  within an inch of their lives, and then bring them back to her. The 
  pig-men know better than to attack Charon, and pay him no heed. 
  Likewise, Charon lets events play their natural course, and does not 
  interfere. 
  After the battle, once they have a chance to look around, the 
  characters will notice smoke wafting from the eastern shore of the 
  isle. 
  2. Circe’s Hut
  See Area 3 for details on the cave entrance. The hut belongs to a 
  sorceress named Circe who views the isle as her own. The pig-men 
  encountered earlier are her minions, although she claims otherwise 
  (saying that they are the vile inhabitants of this isle and that she has 
  problems fending them off). Circe outwardly acts friendly toward 
  the characters, perhaps inviting them to have dinner with her (soup 
  from the cauldron of course), and attempts to learn why they are on 
  the isle. Should the players tell her that they are on a mission to get a 
  phoenix egg, she enthusiastically brightens. Circe herself has had her 
  eye on the phoenix, but has found it to be too powerful. In this case 
  Circe points the players to the phoenix cave, and secretly follows 
  with a group of pig-men, situating herself at the mouth of the cave 
  and waiting to ambush the party when they exit (see the Phoenix 
  Cave, Area 4). On the other hand, should the characters keep their 
  reasons for being on the isle a secret, Circe deems them a threat to 
  her territory. She attempts to turn them into boars at the moment they 
  are least prepared. 
  Note that if the characters have been knocked unconscious and 
  taken to Circe, they will awaken having been beaten within an inch 
  of their lives (1d6hp each), and their equipment will have been taken 
  away.
  Circe herself is not human. She is an ancient creature whose 
  natural form is a grossly fat pig-like biped, ten feet tall. The pig-
  men on her island are not members of the same race – indeed, 
  Circe is not a member of any race, she is a supernatural being 
  that has shaped over the centuries from whatever origins she once 
  might have had. The pig-men are simply a form that Circe fi nds 
  congenial. After Circe turns a human into a boar, if she chooses 
  not to cook and eat it, it will eventually grow into one of the pig-
  men.
  Circe the Pig-Witch: HD 10; AC -1[20]; Atk 1 +3 dagger 
  (1d4+3) in human form, 1 tusk-attack (1d8) in pig-woman form; 
  Move 12; Save 5; AL C; CL/XP ; Special: turn humans to pigs 
  (2/day, no more than once per three rounds).
  Spells: ﬂ y, fi reball x2, mass charm, slow, transmute rock to 
  mud, teleport
  Magic items: cloak of protection +2, ring of protection +2, 
  bracers of defence AC 3 [16], +3 dagger.
  Circe’s ability to turn humans into boars (a curse) takes form 
  as a cone-shape 90 feet long and roughly 30ft wide at the base. 
  Any human in the area of effect must make a saving throw or 
  be turned into a wild boar. She can cast this effect no more than 
  twice in a single day, and no more frequently than once every 
  third melee round. Each round she will (involuntarily) shape 
  shift between her human likeness and her pig-female likeness, 
  curing half of any damage she has taken and throwing off any 
  mind-affecting spells or charms. The witch is 10% resistant to 
  magic, and makes saving throws against spells at +2.
  During rounds in which she cannot attempt to turn people into 
  boars, she will cast spells. Her first spell is normally transmute 
  rock to mud (she can even cast the spell around herself without 
  risk, for her movement rate is not affected by the mud – as a pig-
  witch, it is a natural element for her). 
  Treasure: Circe’s hut is comprised of only a single room, 
  and contains little more than a bed, dresser, and large mirror. 
  The mirror is worth 3,000 gp. There is nothing else of value in 
  Circe’s hut, as she carries her most valuable items with her at 
  all times. 
  isle of the phoenix
  A small hut crafted of the black-leafed trees that are 
  so prevalent here stands before you. The roof of the hut is 
  thatched with the branches of the trees, while the form of the 
  hut itself is fashioned of the tree’s trunks. Before the hut on the 
  sandy beach shore is a fi re pit. A large cauldron is placed over 
  the pit, its dark contents boiling. A natural stone wall looms 
  behind the hut and at the base of the tree line. In the center of 
  the stone outcropping is a large cave, the entrance of which is 
  blocked with large, iron bars.      
  
  65
  3. Boar Cages
   The 15 Boars in this pen were once humans, who, much like the 
  characters, came to this isle on a quest (either at the phoenix cave or 
  elsewhere). Circe permanently changed the intruders into swine, and 
  they are now Circe’s mindless pets, a food source, slowly changing 
  into pig-men under the terrible curse the sorceress has laid upon 
  them.
   Circe feeds the boars in this area the soup from the cauldron (thus 
  the reason she makes so much at once). Characters turned into boars 
  by Circe are kept in this area with the others.  
  15 Wild Boars: HD 3+3; AC 7[12]; Atk 1 gore (3d4); Move 15; 
  Save 14; CL/XP 4/120; Special: continue attacks 2 rounds after 
  death.
   
  4. Ghostly Forest Inhabitants
  The way to the phoenix cave is well forested, and there is no 
  singular trail to the top. There are several trails all throughout the isle 
  and the characters have a 2 in 6 chance to become lost if there is not 
  a ranger (no chance of getting lost), a druid (1 in 6 chance to get lost) 
  or an elf (1 in 6 chance to get lost) in the party. Having several elves 
  or druids in the party does not reduce the chance below 1 in 6; if the 
  party gets lost it is most likely because these experts made decisions 
  by committee. The following encounter can take place on any of the 
  wooded trails: 
  The beings are actually the 10 wraiths of a clan of barbarian 
  hunters that have come to inhabit this area of the realm in their 
  afterlife. They do not attack the characters unless provoked, and 
  otherwise continue up the trail. The wraiths speak to the characters 
  if hailed, and are kind to (although rather suspicious of) the party. 
  In death, they endlessly wander this isle, doing the things they 
  did in life. They fashion tools and hunt spectral creatures. If the 
  characters tell them that they are going to the phoenix cave, the 
  wraiths grow excited and give more information to the characters. 
  They tell the characters that phoenix tears have many wondrous 
  properties, and can bring the dead back to life as they were in youth 
  (even the damned and those otherwise not able to be brought back), 
  among other uses. The wraiths tell the party that many times they 
  have petitioned the phoenix for her tears, and every time have been 
  unsuccessful. Every time the phoenix has told them that she cannot 
  cry, for there is nothing that saddens her. The tears simply will not 
  come.  
  If the characters happen to ask the wraiths what the phoenix looks
  like, they will be surprised by the answer. See Phoenix Cave, Area 
  3.
  10 Wraiths: HD 4; HP 20, 18, 16, 16, 16, 16, 15, 14, 14, 14; AC 
  3[16]; Atk 1 touch (1d6+ level drain); Move 9; Save 13; AL C; 
  CL/XP 6/400; Special: drain 1 level with hit.
  Treasure: Each wraith wears a necklace of beads made of semi-
  precious stones, worth 2d6 x100gp.
  The wraiths cannot be turned on this plane of existence. They 
  are not out of place here in a way that Law would remedy; this 
  is where they belong. 
  5. Lotus Flowers 
  This encounter can occur anywhere in the forest on the way to the 
  phoenix cave. Read the players the following: 
  The fl owers inhabit the path for a short ways further, but then 
  the population seems to disperse. The plants are lotus ﬂ owers, and 
  can easily be avoided by those skirting the trail and moving a short 
  distance out and around them. If disturbed the lotus’s pollen fl oats 
  into the air, and if inhaled has potentially disastrous effects on the 
  victim. 
  Those that inhale the pollen of a lotus fl ower (essentially characters 
  moving through the fl owers) must make a saving throw or forget 
  who and where they are, among other details of their lives (including 
  spells memorized) for 1d4 days. When those days are up the victim 
  is allowed another saving throw to remember. A path of lotus fl owers 
  may be destroyed as any another plant.
  isle of the phoenix
  The cave is blocked with a thick iron barred gate, which is 
  locked. In cramped confi nes on the other side of the gate are 
  whining and snorting swine and boars. Beside them is a large 
  trough.  
  The black-leafed trees are beautiful if not somewhat 
  menacing. The forested paths on this isle twist and turn in 
  every direction, each seeming to continue forever. 
  Your eye catches something amiss in the trees nearby. 
  A white, luminescent light gains in brilliance and seems to 
  be moving parallel to you. Moving through the thick trees, 
  perhaps on a parallel path, are several spectral fi gures. Their 
  pointed ears mark them as elves, but their ghostly forms mark 
  them as true inhabitants of this realm.
  Strange fl owers with blue petals grow on the edge of the 
  trail. As you move on you fi nd that the fl owers grow more 
  abundant, all but taking over the trail ahead. 
  
  66
  The death-head moths (see Appendix 3 for more information 
  on these new creatures) fl y over the party, disturbed by their 
  presence, dropping a thin layer of dust from their wings. A druid 
  in the party will notice the dust before it drifts over the party, 
  but otherwise the characters will walk into it unwittingly. If the 
  dust is inhaled by a mortal in Annwn, the dust raises the chance 
  to become spectral by 3%. (See the sidebox detailing Annwn, 
  The Land of the Dead, at the beginning of this chapter for more 
  details). The moths are no larger than normal moths, and pose no 
  danger other than the dust.
  There is nothing else to fear in this area, and nothing to bar the 
  characters from entering the phoenix cave. 
  1. Entrance Chamber
  This cavern is home to hordes of death-head moths (see above). 
  The pond is clean and can be safely drunk, although those that do 
  drink from the pond increase their chances of turning spectral (see 
  the Sidebox: Annwn, The Land of the Dead at the beginning of this 
  chapter for more details). 
  Treasure: The small island in the middle of the pond has a small 
  ring (a ring of invisibility) half concealed in the mud near its shores, 
  which can be found if the island is searched for 3 turns (or one turn 
  by three characters, etc.). 
  2. Sphinx Chamber
  Pryderi, a gynosphinx, talks to the characters, but tries to 
  discourage them from seeing the Phoenix. After much talk and 
  attempts to persuade the party away, she sighs and tells them 
  that they may pass…on one condition: they must answer her 
  riddle. Read the players Pryderi’s riddle, and then give them 
  Handout 3. 
  Pryderi’s Riddle: 
  It yields to all
  But is never defeated
  And often those that underestimate its power
  Succumb to its depths. 
  At times it rages with mighty force
  And at other times it is calm. 
  Armor is useless against it, 
  In fact it is a detriment, 
  As those with the most armor are the worst off
  When battling this foe. 
  The answer to the riddle is “water.” 
  Pryderi allows each of the characters a single guess. If none 
  succeed, then they must leave or attempt to fi ght their way through. 
  If they guess the riddle, Pryderi will grudgingly allow them through. 
  Should the characters fail to guess the answer to the riddle but still 
  attempt to pass, Pryderi attacks. 
  Pryderi the Gynosphinx: HD 8; HP 44; AC 1[18]; Atk 2 claws 
  (1d8); Move 18 (Fly 24); Save 8; CL/XP 9/1100; Special: 
  Divination, Dispel Magic at 8th level (3/day)
  If there is fi ghting in this room, there is a 25% chance that the 
  Phoenix will hear it and investigate within 3 rounds. 
  3. Phoenix Chamber
  This is the Phoenix, and it is likely not at all what the players will 
  expect. See Appendix 3 for details of this creature. If the party converses 
  with the Phoenix, it listens to them and seems genuinely interested and 
  excited to hear their tales. Should they tell her that they need a phoenix 
  tear to save the people of Sylvanus, read the following: 
  Phoenix Cave
  The forest yields to stone and a large outcropping rises before 
  you, in which is an enormous cave mouth. Luminescent moths 
  fl y out of the cavern as you approach, their wings bearing 
  dark, skull-like patterns. 
  This is a cavern that seems to reach upward to cathedral 
  heights; you estimate the top of the cavern might be as high as 
  200 feet. The stone is bluish in hue, and looks as if it should 
  be very cold. Despite this, the cavern is actually quite warm. 
  Water drips from the ceiling and stalagmites grow on the 
  cavern fl oor. Before you is a pond of clear, still water, in the 
  center of which there is a small island. 
  You come to another large cavern, much the same as the last. 
  Stalagmites, and other various stone formations make this 
  chamber eerie but beautiful. A large beast with the head of a 
  beautiful woman, the body of a lion and large bird-like wings 
  stands before you. She looks at you with playful judgment, 
  and then frowns. “More seekers of Guinevere’s tears? Why 
  don’t you all bugger off and go fi nd some other phoenix?” She 
  asks in a sad and disappointed tone. 
  Beads of sweat form on your forehead, as the temperature in 
  this chamber is noticeably higher than those before. A massive 
  nest of boulders and stone rests before you, in the center of 
  which is a vast and horrid thing, brown and gelatinous, with 
  many tufts and patches of long bristles. A pair of dripping, 
  bat-like wings sprout from its sides, and at what might be its 
  front there is a circle of seven blue, startlingly human-looking 
  eyes. The monstrosity radiates heat, and is the size of a small 
  cottage.
  The walls are slimy and covered with dripping egg sacs. 
  There are thirty of these, and each contains three or four eggs 
  the size of a person’s head. Lumps of slime lie in blobs across 
  the fl oor, and the base of the walls under the egg sacs are 
  almost four feet deep in these horrid, gelatinous lumps.
  A beautiful, feminine voice radiates throughout the chamber. 
  “I am Phoenix, keeper of this isle. Welcome to my home. 
  Come, sit before me and tell me why you have come here.” 
  The Phoenix sighs. “You are not the fi rst to request such. But 
  alas, I cannot grant you this boon. You must understand; I am 
  content upon my island, with my children and my eggs. There 
  is nothing to make me shed even a single tear. It is simply 
  something that I cannot give.”
  
  67
   There is little that the players can do to cause the Phoenix to shed a 
  tear. However, things change once the characters tell the Phoenix that 
  Baba Yaga wants an egg as the return of a favor. Read the following 
  to the players after they tell her of Baba Yaga’s wish: 
  Should the players speak to the Phoenix further, or try to comfort 
  her, she dismisses them with a harsh “Be gone! Please, leave me to 
  my sorrow.”
    The players can salvage the 3 phoenix tears by saving them in 
  bottles, wine skins, or some other type of container. The egg is 2 feet 
  tall, weighs over 50 pounds, and is very diffi cult to carry due to its 
  slimy coating.
  Phoenix of Annwn: HD 10; HP 60; AC 5[14]; Atk 2 tentacles 
  (2d6), bite (4d6); Move 6 (Fly 9); Save 5; AL C; CL/XP 11/1700; 
  Special: Swallow whole on 19 or 20, immune to fi re
  The Phoenix is not the only danger in this chamber. The lumps 
  of slime on the fl oor and at the base of the walls are all spawn of 
  the Phoenix, sleeping peacefully through the discussions. There 
  are 50 of these, and although they are not individually particularly 
  dangerous, their numbers can spell disaster. The fi rst action of the 
  Phoenix will be to shriek in rage, and this will disturb the spawn, 
  which are smaller versions of the Phoenix. They will spread their 
  wings and go airborne in a huge cloud of spattering slime, their wings 
  and bodies obscuring sight of their mother, and will begin attacking 
  in the following round.
  50 Spawn of the Phoenix: HD 2; HP 9 each; AC 5[14]; Atk 1 bite 
  (1d6); Move 9 (Fly 15); Save 16; AL C; CL/XP 3/60; Special: 
  Immune to fi re
  Up to 10 of the spawn can attack a human-sized creature at one 
  time.
  4. Circe Attacks
  This encounter occurs after players exit the phoenix cave, 
  specifi cally when they are a short distance away from the cave 
  mouth. The characters have a 1 in 6 chance to see the surrounding 
  phoenix cave
  “One of my eggs? No! Even she would not be so cruel!” 
  The Phoenix moans. “But what she asks is within the bounds 
  of our agreement. What a fool I am! I must give the crone an 
  egg.” The phoenix lumbers and squishes upward from her nest 
  of stone, balancing by spreading her vast, dripping bat wings, 
  then uses a tentacle-like appendage to scrape an egg sac from 
  the wall. She carefully extrudes one of the slimy, horrid eggs 
  from within and pushes it carefully toward you. Large tear form 
  in all seven of her eyes and slowly slides down the blubbery 
  surface of her leathery hide, falling to the stone to glisten like 
  pustules of gelatin. Two more follow before she speaks again. 
  “Take the egg to Baba Yaga for me. But I beseech you, for the 
  good of your soul do not deal with the old crone more than you 
  must. She can bring you no good, only grief.” The Phoenix 
  turns around and sloshes wetly up to her nest. The sound of 
  sobbing echoes through the chamber. 
  
  68
  pig-men, or they will be caught by surprise. You may wish to alter the 
  descriptions below to accommodate whatever might have happened 
  in a previous encounter with Circe. 
  Should the players actually hand the phoenix egg over, Circe 
  attempts to fl ee with it, commanding her pig-men to kill the party. 
  She does not want to risk them coming after the egg. Otherwise, 
  Circe and the pig-men attack full force, but go to great lengths not 
  to injure the egg. 
  Circe the Pig-Witch: HD 10; AC -1[20]; Atk 1 +3 dagger 
  (1d4+3) in human form, 1 tusk-attack (1d8) in pig-woman form; 
  Move 12; Save 5; AL C; CL/XP ; Special: turn humans to pigs 
  (2/day, no more than once per three rounds).
  Spells: ﬂ y, fi reball x2, mass charm, slow, transmute rock to 
  mud, teleport
  Magic items: cloak of protection +2, ring of protection +2, 
  bracers of defence AC 3 [16], +3 dagger.
  10 Pig-Men: HD 6; AC 4[15]; Atk 2 weapons (1d8); Move 12; 
  Save 10; CL/XP 6/400; Special: none.
  phoenix cave
  Snorts, grunts and other guttural sounds escape from the trees 
  around you. The surrounding forest explodes with movement 
  as many of the strange pig-like creatures charge forth. Standing 
  on a stone ledge atop the phoenix cave is Circe, laughing with 
  glee. “Hand over the phoenix egg!” She yells. The ten pig-
  men surround you and wait expectantly. 
  
  69
  Should the characters return the “phoenix” egg to Baba Yaga, 
  she answers any questions they might have. Baba Yaga is a font of 
  knowledge, and sees and knows much that happens throughout the 
  world. Below are some questions the characters are likely to ask, and 
  Baba Yaga’s answers: 
  Who is responsible for the attacks on Brookmere and Sylvanus? 
  The queen of Novgorod, a fallen demon named Morwenna. 
  What is the book that was taken from Brookmere’s library? Il 
  Oboroten, an ancient text that tells of a powerful artifact. 
  What is the artifact? An axe, the head of which is shaped like a 
  succubus. The succubus goddess Medibha wishes to find it, for it 
  is said that a great warrior-demoness named Tsanai the Axe was 
  trapped within it long ago. 
  Who is Medibha? The Courtesan is one of the Demon Queen Lilith’s 
  favored creatures, serving the Demon Queen’s goals beneath more 
  than one of the great demon princes. Medibha’s intimate knowledge 
  of the various demon courts, and unswerving loyalty to her mistress, 
  has permitted Medibha to establish her own base of power as a minor 
  but independent factor in the countless hells of Chaos.
  What does Morwenna wish to do with the artifact? Morwenna 
  wishes to release Tsanai the Axe, gaining power and favor with 
  Medibha.
  Who is Lilith? Lilith is a Demon Queen, the equivalent to any of 
  the Demon Princes, and greater than most. She rules in the high 
  aerie of her great Fortress Neëriel. Neëriel the high castle: it rises 
  above the deep oceanic skies of the Demon Queen’s domain within 
  the unspeakable and incomprehensible geographies of the demonic 
  netherworlds. Neëriel is a towering accumulation of cyclopean stone, 
  littered with countless skulls, and crusted with the black excrement 
  of her vast flocks of harpies and the even more horrid things that 
  darken the black skies of hell. It is a tower built upon nothing, ever 
  descending to the infinite depths, foundationless, a very testament to 
  the madness woven through the realms of deepest Chaos.
  Who are the Fallen Demons? At one time in the history of the 
  demons of Chaos, which is not a history of time as we know it, for 
  time is a meaningless thing in the churning chaos of the dark hells, 
  a race of demons were once the servitors of the Demon Queen Lilith. 
  This race of demons, the Kashverai, rebelled against Lilith, tempted 
  by the promises and wiles of a cloaked and hooded demon prince, 
  and they betrayed their mistress…
  The Kashverai were stripped of their immortality, and hurled into 
  the material planes, there to breed and die. These fallen demons are 
  their offspring, thirsting to regain the lost power of their demonic 
  forbearers.
  What will happen if Tsanai is released? If released Tsanai will take 
  residence on this world and in time summon her own piece of the 
  Chaotic Hells to this plane. If freed she will unleash unimaginable 
  horrors upon this world.
  Does Morwenna already have Tsanai? No, Morwenna has only 
  recently discovered the axe’s location. She has many servants 
  searching the axe out, even as we speak. 
  Where is the axe? It is deep beneath Tunguska, guarded by a 
  powerful protector.  
  What is Tunguska? Long ago a meteor struck deep in Harwood 
  Forest, decimating the surrounding area. It was once considered 
  a holy site, and angels were said to dwell there. Thus, after sealed 
  in the axe, Tsanai was entombed deep below Tunguska, so that the 
  angels might guard her.
  Where is Tunguska? Tunguska is 3 day’s ride north of here, deep 
  in Harwood Forest.
  What has happened to the rest of the people of Sylvanus? They were 
  not taken as slaves, as many supposed, although they were captured 
  by the fallen demons on Morwenna’s order. They lay waiting in the 
  halls of Castle Novgorod and are soon to be sacrificed by Morwenna 
  and the other clerics of Medibha. Morwenna plans to sacrifice them 
  to the axe, feeding Tsanai their souls. 
  Why must she sacrifice the people of Sylvanus? The axe must shed 
  the blood and steal the souls of the innocent before Tsanai can be 
  released. Innocence is in short supply in Novgorod, and thus the 
  people of Sylvanus are essential to the ritual. 
  Returning from the 
  Land of the Dead
  
  <n>Three days journey north of Baba Yaga’s cabin is a 
  giant sprawling crater formed in antiquity by the impact of a 
  meteorite. Believing the site to be the work of the gods, an 
  ancient people built a temple in the belly of the crater. The 
  place has since been rarely touched, as it is said that the crater 
  breeds corruption. Nanna-Sin, the deity whom the temple is 
  dedicated to, was an enemy of Lilith and the goddess’ greatest 
  servant, Tsanai. It was a paladin of Nanna-Sin that defeated 
  Tsanai and sealed her into her own weapon, a black-lacquered 
  greataxe in the likeness of a succubus. The clerics of Nanna-
  Sin buried the axe deep within their hidden temple, and it has 
  not been seen since. Now Morwenna has discovered the axe’s 
  location, and seeks to make it her own. Next, the characters 
  must go to Tunguska and attempt to keep the artifact out of the 
  grasp of Morwenna’s cohorts.
   Players begin to see signs of the ancient meteorite’s impact several 
  miles outside of the crater. The area outside of the crater is barren, 
  and the only trees are dead and skeletal. No new trees have grown out 
  of the impact area over the years. Read the following as players reach 
  the outer edge of Tunguska:
  There is a 15% chance day and night of encountering a wandering 
  monster while in Tunguska. Roll the usual wandering monster check 
  in this area if you have not already done so (see Wandering Monster 
  Table 7 in Appendix 1 for appropriate results). If the characters 
  continue toward Tunguska, read the following: 
  If the characters watch the crater for a few turns, they will notice 
  movement on the eastern slope within the crater. Once the area is 
  scrutinized a bit more closely, they see several caves and a collapsed 
  structure. If the party investigates further, they come across Area 1. 
  1. Collapsed Temple Entrance
  This is the ancient entrance to the Forbidden Temple of Nanna Sin. 
  Characters cannot gain access to the temple through this entrance unless 
  by magical means (by entering a gaseous form to move through the cracks 
  and past the stones, for example). Characters that do manage to enter the 
  temple via this route fi nd themselves in Area 4. The caves are extremely 
  large (large enough for a gargantuan sized creature to fi t through), and 
  dangerous, for 2 purple worms (that still frequent this area) dug them. 
  The worms watch the PCs from just inside the caverns, and should any 
  characters come near, the worms attack, hoping to make dinner of them.
  2 Purple Worms: HD 15; HP 60 each; AC 6[13]; Atk 1 bite 
  (2d12), 1 sting (1d8 + poison); Move 9; Save 3; AL N; CL/XP 
  17/3500; Special: Poison sting, swallow whole.
  The two caves converge after some distance, and fi nally lead to 
  Area 2. 
  2. Forbidden Temple Annex
   
  The statues are angelic warriors of the ancient god Nanna-Sin. The 
  swords and shields are wrought of stone, and are not removable. The 
  statues in this area pose no danger, although the doors ahead do, as 
  they are trapped.  The doors radiate magic, and a fi nd traps spell will 
  also reveal the deadly protection on these portals.
  If anyone walks within 5ft of the door, a blade barrier lashes into 
  being to protect the doors (7d10 points of damage). As the barrier 
  forms, the character has a chance to leap away, mitigating the damage 
  (saving throw for half damage).
  There is nothing in this chamber of value. Characters that examine 
  or search the doors will notice strange writing near each of the angel 
  fi gures. The writing is in an ancient language, and can be deciphered by a 
  magic-user (10% chance to succeed) or by using a read languages spell. 
  The writing reads as follows: “Intruders beware, for sealed within is an 
  evil of such great magnitude that even those born of the heavens might 
  feel its poison seep into their bones.” The verse warns of the corrupting 
  evil and magic of the artifact, and is a hint to the nature of the creatures 
  within the temple. Every being that was sealed into this temple long ago 
  was a creature of Law, having been corrupted by Tsanai’s dark powers. 
  Despite their corruption, their primary goal is still to guard the temple 
  from intruders, and to keep the axe safe at all costs. 
  The tunnel in the southern wall leads up to the surface (Area 1), 
  while the tunnel in the western wall leads to Area 5. The purple 
  worms dug both of these tunnels. The northern doors lead to Area 3, 
  the Hypostyle Hall. 
  3. Hypostyle Hall
  The door to this chamber is locked. 
  70
  Tunguska
  The canopy overhead begins to thin, allowing a small but welcome 
  fraction of light into the black woods. Then the forest itself begins 
  to thin, the fl oor littered with deadwood. Soon the dark, dense 
  environs of Harwood Forest give way to a mass of skeletal trees. It 
  looks as if this area was once victim to a raging fi re.
  A vast crater stretches before you. The expanse is absolutely 
  bereft of plant life and inside there is little more than earth and 
  stone. A large mound of earth rises from the east side of the 
  crater, and extends for a long distance. Skeletal trees stretch as 
  far as the eye can see.  
  Carved out of the wall of the crater is a set of large, double 
  doors, fl anked by statues of lions carved of the same stone. 
  The doors are broken, and you can see within. Beyond the 
  doors is a mess of boulders and piled stone. The stone fi lls 
  the entire area, from the fl oor to the ceiling of the collapsed 
  tunnel. Nearby are two smaller cave entrances. 
  Statues of large, angelic fi gures dominate this chamber. The 
  statues are carved in the likeness of beautiful women with 
  large, feathery wings. They each hold a sword in one hand 
  and a shield in the other. The statues stand in the center of 
  the room, fl anking a mosaic walkway leading to a large set 
  of double doors. The doors are ornately carved and bear the 
  likenesses of angels. Large tunnels are dug into the western 
  and southern walls.
  An enormous corridor with a high reaching ceiling stretches 
  before you. The corridor is fl anked by 2 sets of fl uted columns. 
  Before each column stands a large, angelic statue, complete 
  with sword and shield. At the end of the corridor is a set of 
  large, double doors. 
  
  71
  tunguska
  
  72
   This area is rife with traps. First, a magical trap located on the 
  fourth column on the left side of the chamber activates 4 stone 
  golems when anyone passes by (either up the middle walkway of the 
  chamber or from behind). Second, those that walk up the middle of 
  the walkway must contend with fusillade of darts traps shot from the 
  other statues. Third, those that walk on the other side of the columns 
  must contend with deadly poisoned spiked pit traps. Finally, the 
  double doors ahead are trapped with a symbol.
  4 Stone Golems: HD 15 (60hp); AC 5[14]; Atk 1 fi st (3d8); Move 
  6; Save 3; AL N; CL/XP 16/3200; Special: +1 or better magic 
  weapon to hit, immune to most magic.
  Fusillade of Darts: 5 darts attack as 10HD creatures, infl icting 1d4 
  points of damage each with a successful hit.
  Pit Traps: The pits are 40ft deep (4d6 damage) with spikes (1d6) 
  that are poisoned (1 saving throw required or die in 1d6 turns)
  Symbol Trap: anyone not of Lawful alignment passing within 
  50ft of this trap will activate the symbol. All non-Lawful creatures 
  in the area with less than 15 HD may be killed, paralyzed, blinded, or 
  deafened (saving throw negates the effect: roll 1d4 to see which effect 
  the symbol causes, if a saving throw fails). Non-Lawful extraplanar 
  creatures in the area are instantly banished to their home plane (no 
  saving throw).
  4. Entrance Foyer
  This wretched creature is a corrupted lammasu (see Appendix 3 
  for details). Once an angelic being of Law set to guard this temple 
  from Chaos, the lammasu has become a creature as evil and Chaotic 
  as Tsanai, the succubus within the axe responsible for this temple’s 
  corruption. The lammasu has not seen anybody for many hundreds 
  of years, and thus is eager to speak with the characters. He will claim 
  that he has been trapped in the temple for hundreds of years, and will 
  (truthfully) say that he was one of the guardians of the temple. He will 
  offer to cast a cure light wounds spell if any of the party is injured. 
  He tells them that he needs to fi nd a golden falcon crown, which is 
  the item that was used to bind him to the temple by its invaders, and 
  that he would like to accompany them and help them until they can 
  locate the crown, at which point he will be cured and able to depart 
  the temple. He claims to have no memory of anything other than that 
  he was once a guardian here, and that the falcon crown will cure him. 
  The entire story is a baldfaced lie, but Yadavashi has had centuries to 
  come up with an inventive story.
  If the party agrees to let him accompany them, he will attack when 
  he sees the best opportunity.
  Yadavashi the Lammasu: HD 6+2; HP 30; AC 6[13]; Atk 2 
  claws (1d6); Move 12 (Fly 24); Save 9; CL/XP 9/1100; Special: 
  Invisibility at will, dimension door, emanates protection from 
  Law 10ft radius, spells (Clr6).
  Spells (2/2/1/1): Cure Light Wounds x2, Hold Person, Silence 
  15ft Radius, Bestow Curse, Cure Serious Wounds.
  Inscribed on the surface of the door in this chamber is the same 
  warning as that from Area 3.
  5. Temple Annex
  This purple worm is not one of the original inhabitants of the 
  temple, but has burrowed his way in (along with the two purple 
  worms at Area 1) from a mass of underground tunnels below this 
  complex. One tunnel leads into the depths of the earth (see Area 6), 
  while the other leads to Area 2.
  Purple Worm: HD 15; HP 60; AC 6[13]; Atk 1 bite (2d12), 1 
  sting (1d8 + poison); Move 9; Save 3; CL/XP 17/3500; Special: 
  Poison sting, swallow whole.
  The base of the statue holds an amazing piece of treasure: the 
  fl aming sword depicted in the statue’s grasp. There is a well-hidden 
  panel in the front of the statue base (treat as a secret door check 
  by anyone checking the statue’s base). Behind the panel is a small, 
  locked, hinged door, and within is hidden the +4 fl aming holy sword
  Araldian. This sword was used by a paladin of Nanna-Sin named 
  Katya (depicted by the statue above) in the battle which defeated the 
  Demoness Tsanai.    
  6. Purple Worm Tunnel
  This tunnel descends several miles into the earth, where it fi nally 
  opens to a mass complex of caverns and tunnels that comprise a 
  subterranean kingdom. Details of the kingdom and tunnels are not 
  detailed here, as they go beyond the scope of this adventure. If you 
  have players that wish to explore every inch of an adventure, and if 
  you have not prepared for the tunnels ahead, you may wish to cut 
  this area. 
  7. Altar Chamber
  tunguska
  Two tall angelic statues fl ank the center of this chamber. 
  At the far end of the chamber are two opened double doors. 
  The tunnel beyond has long ago collapsed, and a pile of stone 
  rubble extends a short distance into the chamber. Before you, 
  sitting in the direct center of the room is a strange beast, its 
  huge body that of a lion with large eagle-like wings. The 
  creature’s head is that of a bearded man. The creature is coated 
  in some oily, black substance, and is missing many tufts of fur, 
  leaving sickly bald spots. It smiles at you, bearing blackened, 
  rotting teeth as you enter.
  Two rows of fl uted columns fl ank this chamber. Ahead is a 
  large, angelic statue. The woman holds a fl aming sword with 
  both hands in a fi ghting pose, but unlike the other statues, 
  this one stands on a large pedestal. Two tunnels lead from 
  this chamber; it looks as if something has burrowed through 
  the walls there. Wrapped around one of the columns is an 
  enormous, worm-like creature. It opens its toothy maw and 
  rushes at you!  
  This long tunnel descends deep into the earth, and looks as if 
  it could descend forever.
  A grand chamber rises before you, two rows of fl uted 
  columns fl anking each side. At the far end of the chamber is a 
  statue, standing on a large base. The statue depicts a beautiful 
  armored woman, holding a fl aming sword above a bat-winged 
  woman lying at her feet. The wretched bat-winged woman’s 
  hands are raised above her head, as if pleading the angel for 
  her life. 
  A woman with beautiful, feathery wings stands at the base 
  of the statue, her back turned away from you. She turns from 
  the statue as you enter, and looks upon you with a sense of 
  authority. She holds in one hand a bastard sword and a shield 
  in the other. “Who art thou, and what dost thou seek in this 
  temple?” She asks. 
  
  73
  The figure before the characters is actually a fallen 
  angel named Nin-Lilia. Once a holy and divine protector 
  of this place, the fallen angel retains her outer beauty 
  but within has been corrupted by the evil contained here. 
  She speaks with the characters to learn their purpose, but 
  ultimately turns them away, hoping to attack when they 
  least expect it. 
  Nin-Lilia (demon): HD 10; AC –3[22]; Atk +2 longsword 
  (1d8+5); Move 9 (Fly 15); Save 5; AL C; CL/XP 11/1700; 
  Special: Magic resistance (60%), immune to non-magic 
  weapons, immune to fire and cold, immune to charm. 
  Summon First-Category Vrock demon (90% chance). 
  Protection from Law (-1 for Lawful characters to hit).
  Vrock Demon: HD 8; AC 1[18]; Atk 1 beak (1d6), 2 
  foreclaws (1d4), 2 rear claws (1d6); Move 12 (Fly 18); 
  Save 8; AL C; CL/XP 9/1100; Special: Magic resistance 
  (50%), darkness, immune to fire.
  A band of Morwenna’s cutthroats complicate things in 
  this area. The band arrives just as the characters are attacked 
  by Nin-Lilia (using a scroll to teleport into Area 4). The 
  players might remember Elyria, although her appearance 
  may have changed if she successfully retrieved Il Oboroten 
  in Brookmere (see the Brookmere Library, Third Floor, Area 
  3-3). If she was successful, Elyria was granted favor by 
  Medhiba, and became a chosen of Medhiba. Her tactics are 
  still much the same, however. Elyria uses a phantasmal force 
  spell to trick opponents, and hides nearby, casting spells to 
  assist her allies. Before moving in, Elyria casts invisibility on 
  Bran, who moves to the base of the statue in an attempt to 
  open the secret compartment containing Tsanai. While Bran 
  is busy retrieving the axe, Kimora and the demonkindred 
  swordsmen keep the players and Nin-Lilia at bay. Once 
  successful, Bran takes the axe to Elyria, and the group readies 
  a retreat (either using Elyria’s teleport spell or Bran’s teleport 
  scroll). 
  Note: Nin-Lilia and Morwenna’s cutthroats are both 
  Chaotically aligned, but they are no more friendly to each 
  other than they are to the party – Nin-Lilia has no intention 
  of allowing the Axe of Tsanai to leave this temple – which 
  will result in a three-way battle. If Yadavashi the corrupted 
  lammasu is here as well, pretending to assist the party, he 
  will side with Nin-Lilia the Fallen Angel to keep the Axe in 
  the temple.
  Disgraced Elyria (MU10): HD 9+1; HP 30; AC 7[12]; 
  Atk +1 staff (1d6+1); Move 12; Save 6; AL C; CL/XP 
  12/2000; Special: Spells 4/4/3/2/2
  Spells: Detect Magic, Read Languages, Read Magic, 
  Shield, Invisibility x2, Locate Object, Phantasmal 
  Force, Protection From Normal Missiles, Dispel Magic, 
  Suggestion, Ice Storm, Confusion, Teleport, Cloudkill.
  Magic Items: wand of lightning bolt (25 charges), +1 staff, 
  ring of protection +2, ring of feather falling.
  Chosen Elyria (MU 11): HD 9+2; HP 31; AC 7[12]; Atk 
  +1 staff (1d6+1); Move 12 (Fly 18); Save 5; AL C; CL/XP 
  13/2300; Special: See in darkness 60ft, immune to sleep 
  and charm, 10% magic resistance, immune to non-magic 
  weapons, cause darkness in a 10ft diameter, kiss drains 
  one level of experience, command hell-harpies.
  Spells (4/4/4/3/3): Detect Magic, Read Languages, Read 
  Magic, Shield, Invisibility x2, Locate Object, Phantasmal 
  Force, Protection From Normal Missiles, Dispel Magic, 
  Fireball, Suggestion, Ice Storm x2, Confusion, Teleport, 
  Cloudkill x2.
  Magic Items: wand of lightning bolt (25 charges), +1 staff, 
  ring of protection +2, ring of feather falling.
  tunguska
  
  74
  Bran, Demonkindred Thief (Th10): HD 10; HP 25; AC 5[14]; 
  Atk +1 longsword (1d8+1); Move 12; Save 6; AL C; CL/XP 
  11/1700; Special: See in darkness 60ft, immune to sleep and 
  charm. Thief abilities: Climb 94; Delicate 70; Hear 5 in 6; Hide 
  75; Silent 80; Locks 75.
  Magic Items: Scroll of teleport, 2 potions of cure light wounds, 1 
  potion of invisibility, +1 longsword, +2 leather armor.
  Kimora, Demonkindred Assassin (As10): HD 10; HP 38; 
  AC 6[13]; Atk  +1 poisoned scimitar (1d8) or shortbow with 
  poison arrows (1d6); Move 12; Save 6; AL C; CL/XP 11/1700; 
  Special: See in darkness 60ft, immune to sleep and charm. Thief 
  abilities: Climb 92; Delicate 50; Hear 5 in 6; Hide 55; Silent 60; 
  Locks 55.
  Magic Items: +1 scimitar (smeared with poison), cloak of 
  elvenkind.
  5 Demonkindred swordsmen (Ftr7): HD 7; HP 40 each; AC 
  2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 
  8; AL C; CL/XP 7/600; Special: See in darkness 60ft, immune to 
  sleep and charm.
  Treasure: In addition to the magic items listed for each of the 
  demonkindred, each carries 2d6 gems worth 300gp each.
  The Axe of Tsanai is sealed within the base below the statue. There 
  is a well-hidden panel in the front of the statue base. Behind the panel 
  is a small, locked, hinged door. 
  Aftermaths
  Players may or may not have kept The Axe of Tsanai out of the 
  hands of Morwenna’s cohorts. Either way, the adventure continues, 
  as there is more to be accomplished. If the demonkindred escaped 
  with the Axe, they return it to Morwenna, where she begins her grisly 
  ritual to free Tsanai (see Castle Novgorod, Fourth Floor, Area 4-3 
  for details). If the players kept the demonkindred from retrieving the 
  Axe, they have a decision to make: should they take the Axe back 
  to Brookmere or somewhere else for safekeeping while they face 
  down the demonkindred, or do they use the powerful axe to their 
  advantage, risking its corrupting powers and the risk of it falling into 
  the hands of the enemy? No matter what the players decide to do, 
  it is likely that they will wish to continue on to Castle Novgorod, 
  where they face the conclusion of the adventure, and must defeat 
  Morwenna, Queen of the Demonkindred, in her dark abode.  
  tunguska
  Tsanai
  Tsanai was once the greatest servant of the succubus goddess 
  Lilith. She ruled over Lilith’s succubus followers, and waged 
  wars in the name of her patron deity. However, when Lilith 
  began having designs on the peoples of this region, other 
  deities took note. In particular, the angelic deity Nanna-Sin was 
  opposed to Lilith’s work, and she and her followers waged war 
  against the sinister fiend and her followers. Tsanai led Lilith’s 
  demonic armies in battle, but was defeated by the paladin of 
  Nanna-Sin, Katya. Katya slew Tsanai with the holy sword of 
  Nanna-Sin, and with the aid of her goddess, sealed Tsanai 
  into her own weapon, a cruel black-lacquered, double-bitted 
  axe, the blade of which was shaped as a succubus. Noting 
  the inherent evil of the great axe, the angelic followers of 
  Nanna-Sin sealed Tsanai deep within a temple in the crater of 
  Tunguska, placing several traps and guardians there to protect 
  the axe for all eternity. Tsanai, however, was more powerful 
  than they realized, and over the years her evil presence has 
  corrupted the once holy protectors. 
  New Magic Item: Axe of Tsanai
   
  DESCRIPTION
  The blade of this great, double-bitted axe is lacquered black 
  and crafted in the likeness of a succubus. The axe’s abilities 
  vary depending on whether or not Tsanai is still trapped 
  within. 
  Tsanai is always considered a +5 unholy battle axe. A 
  Lawful character picking up this unholy item loses one level 
  while attempting to wield the item. The level returns only 
  after that character no longer wields the Axe. The Axe grants 
  the holder the following abilities, whether or not Tsanai is 
  imprisoned within: 
   — The Axe of Tsanai may be wielded by any character not 
  prohibited from using an axe in combat. The axe is so light 
  and balanced that wielding it is as if wielding a dagger. If 
  fighting two-handed, a character may use the Axe in the off 
  hand as if it were a hand axe or dagger.
  — The soul of any being killed by the axe is immediately 
  possessed by Tsanai (whether she is free of the axe or not) 
  and the soul is imprisoned. The soul may only be raised from 
  the dead after casting a dispel evil spell upon the body.
  — Every day that a person wields the axe there is a 1% 
  cumulative chance (up to a 15% chance maximum), that the 
  wielder of the axe will become “corrupted.” In such a case 
  the wielder must succeed at a saving throw or shift alignment 
  one step from their current alignment toward Chaos. For 
  example, if a Neutral character was corrupted by one step, 
  the character would become Chaotically aligned.  
  The Axe has the following attributes only when Tsanai is 
  imprisoned within: 
  — The wielder may cast darkness times per day
  — The wielder may cast wall of fire once per day
  — Tsanai is completely sentient within the Axe, and may 
  communicate through speech or telepathy with the wielder. 
  Tsanai is extremely cunning, and uses every chance to 
  deceive the wielder into helping her be set free.
   
  DESTRUCTION
  If Tsanai is ever slain permanently, the axe loses virtually 
  all of its magical abilities, becoming nothing more than a +2 
  battle axe.
  
  75
  You can add this (optional) encounter in Harwood Forest on the 
  road from Tunguska to Novgorod. Most likely, the encounter would 
  take place a short distance outside of Novgorod, but stone circles 
  such as the one detailed in this encounter are prevalent throughout 
  the forest and could be found in many places. Place the encounter 
  elsewhere if needed, based on the actions of the characters. 
  The encounter begins after sunset, perhaps when the characters are 
  making camp for the night. If the characters do any scouting around 
  their camp area, one of them will spot several fi res on a small, forested 
  hill in the distance. Should they investigate, read the following: 
  The characters are arriving at this sight just in time to witness a sacrifi ce. 
  They have 3 rounds from the moment they arrive to stop the ritual. The 
  4 demonkindred nobles patrol the outer circle of the ritual space, but 
  are intent on the actions of Dvina and the 2 demonkindred clerics. 
  They are watching so intently that they are unlikely to hear or notice the 
  characters if the party approaches relatively quietly. Even characters in 
  plate mail can manage to approach as long as they take care.
  4 Demonkindred Nobles (Ftr 9): HD 9; HP 45 each; AC 2[17]; 
  Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 6; AL 
  C; CL/XP 9/1100; Special: See in darkness 60ft, immune to 
  sleep and charm.
  2 Demonkindred Priestesses (Clr9): HD 9; HP 30 each; AC 
  5[14]; Atk 1 longsword (1d8) or light crossbow (1d6); Move 12; 
  Save 7; AL C; CL/XP 10/1400; Special: See in darkness 60ft, 
  immune to sleep and charm, spells.
  Each priestess carries the same spells.
  Spells (3/3/3/2/2):
  First Level: Cure Light Wounds x3; Second Level: Hold Person 
  x2, Silence 15ft radius; Third Level: Locate Object, Prayer, 
  Remove Curse; Fourth Level: Cure Serious Wounds, Sticks to 
  Snakes; Fifth Level: Finger of Death x2
  Each priestess wears a fi ne purple silk robe (worn over the armor) 
  worth 100 gp each.
  Dvina, Chosen Priestess of Medhiba (Clr12): HD 9+6; HP 40; 
  AC 2[17]; Atk +1 longsword (1d8+1); Move 9 (Fly 18); Save 5; 
  AL C; CL/XP 13/2300; Special: See in darkness 60ft, immune 
  to sleep and charm, command harpies, energy-draining kiss, 
  spells.
  Spells (4/4/4/4/4/1):
  First Level: Cure Light Wounds x3, Detect Magic; Second Level: 
  Hold Person x2, Silence 15ft Radius x2; Third Level: Continual 
  Darkness x3, Cure Disease; Fourth Level: Cure Serious Wounds 
  x2, Protection from Law 10ft radius, sticks to snakes; Fifth Level: 
  Finger of Death x2, Insect Plague, Quest; Sixth Level: Word of 
  Recall
  Magic items: +1 longsword, oil of ethereality (potion), potion of fi re 
  resistance, potion of invisibility. 
  Dvina may command any harpies that are within hearing, including 
  hell-harpies (new creatures detailed in Appendix 3 of this adventure). 
  This is a supernatural ability granted to the chosen of Medhiba by the 
  succubus goddess.
  As a chosen of Medhiba, Dvina may drain a victim’s energy with 
  a kiss. This is most often done by fi rst charming the victim, but need 
  not be. The kiss not only drains a level from the victim, but also 
  acts as a suggestion spell in which the Chosen has asked the victim 
  to kiss her again. The victim is allowed a saving throw to resist the 
  suggestion, and a saving throw to avoid losing a level from the kiss.
  There are dire consequences if the ritual is completed. Medhiba 
  herself, the goddess of the demonkindred, sends a glabrezu to the 
  material plane to aid the clerics, in return for their sacrifi ce. The 
  demon arrives on the next round, seemingly from the body of the 
  elven maiden. 
  The characters are likely (although not guaranteed) to save the elven 
  maiden, and in such a case gain an ally. Her name is Fianna and she 
  recounts her tale of how she was captured near her hometown of 
  Rhiannon, a small elven settlement north of Sylvanus. From there 
  she was taken to Novgorod as a slave. Soon however she gained 
  the attention of a sect of clerics of Medhiba, who recognized her as 
  a favored warrior of the elven gods. Knowing that such a sacrifi ce 
  would gain the attention and favor of Medhiba, the clerics bought 
  the maiden and prepared the ritual. Fianna tells the characters that 
  Ritual Circle
  A stone circle rises before you, formed of nine sets of 
  parallel standing stones, each capped by another such stone. 
  Four solitary stones encircle the inner ring, and beside each of 
  these fi re blazes. Around this middle ring of stones is a third 
  circle of large, rounded stones. Within the circle stand several 
  creatures that closely resemble tall elves, their pale skin 
  luminescent in the moonlight. They stare into the innermost 
  circle, their eyes betraying a maniacal glee. An eerie chant 
  rises on the breeze from within the innermost circle, where 
  a group of three more of the elf-like creatures are dressed in 
  purple robes. One of these has great, spreading bat wings that 
  obscure the scene from time to time in shadow. The three elf-
  creatures circle a central altar, upon which is a bound elven 
  woman, who truly appears to be an elf rather than one of the 
  taller creatures. Tears run freely from her eyes as she struggles 
  with her bonds.  
  
  76
  she can lead them into Novgorod, acting as a guide to the castle. She 
  hopes to gain revenge on the demonkindred before returning home 
  to Rhiannon. 
  Note that Fianna’s “stats” do not follow any of the rules that would 
  apply to player characters. She is a fighter who is favored by the 
  elven gods, which simply gives her a unique set of abilities.
  Glabrezu (Third-Category Demon): HD 10; HP 50; AC –3[22]; 
  Atk 2 pincers (2d6), 2 claws (1d3), 1 bite 1d4+1; Move 9; Save 
  5; CL/XP 11/1700; Special: Magic resistance (60%), demonic 
  magical powers.
  Fianna Diarmiad: HD 7; HP 35; AC 2[17]; Atk +1 longsword 
  (1d8+1); Move 9; Save 8; CL/XP 8/800; Special: Elf racial 
  abilities, divinely-granted abilities, track as per ranger.
  Divinely Granted Abilities: Lay on hands to cure 15hp twice per 
  day, Speak with Animals (as per the spell).
   
  If Fianna is rescued, grant a 10% XP bonus to any Lawful character 
  who was involved in the rescue. 
  ritual circle
  
  77
  The fi nal section of the adventure takes the players to Novgorod, the 
  city of the demonkindred. Presumably the party will infi ltrate Castle 
  Novgorod rather than make a frontal assault, and attempt to defeat 
  Morwenna, the queen of the demonkindred. Read the following 
  aloud as the characters approach the city of Novgorod: 
  This ancient remnant of the Fallen Kashverai demons, who were 
  thrown from the realms of Chaos by the Demon Queen Lilith to 
  become mortal, is a highly stratifi ed society. The vast majority of 
  the demonkindred are little more powerful than mortal humans. 
  However, many of the demonkindred (perhaps a fourth of them) are 
  quite powerful; these are the bloodlines of the more powerful of the 
  Kashverai, and more of the demonic heritage shows in this nobility. 
  The number of “high-level” Kashverai to be found in the city is far 
  higher than one would expect in a city of humans, or even of elves, for 
  although they are mortal and stripped of their true demonic powers, 
  the race of the Kashverai are not truly born of the material plane.
  Although the city of Novgorod is an important location in this 
  adventure, it is not greatly detailed other than the areas that are key 
  to the adventure itself. Obviously, a party trying to make a frontal 
  assault here will fi nd themselves taking on an entire city of the 
  demonkindred, an impossible task for a small party, no matter how 
  powerful they might be. Getting through Novgorod itself should not 
  be much of a problem for the party, however; even a rudimentary 
  disguise should let them pass through undetected, at least as far 
  as the base of Castle Novgorod. Roll for wandering encounters on 
  Wandering Monster Table 8 in Appendix 1 when the characters travel 
  through the city.
  Some places of interest are noted below, in case players wander 
  around in an indirect path toward their goal (assuming that they 
  actually plan to get into the castle at all). 
  Places of Note in Novgorod 
  Temples of Medhiba: There are nearly a dozen temples in 
  Novgorod dedicated to the goddess Lilith. These temples typically 
  have anywhere from 3 to 10 clerics of varying levels.
  Shrines of Lilith: There are a few street shrines of the Demon 
  Queen Lilith, and her few priestesses are of the belief that one day 
  the Demon Queen will forgive the descendents of the traitorous 
  demons who were once Lilith’s servitors. The Demon Princess 
  Medhiba, as a vassal of Lilith, does not discourage the worship of 
  her patroness. She has far better insight to the mind of the Demon 
  Queen, and is deeply amused that anyone would think Lilith would 
  forgive treachery, even if her revenge were visited upon generations 
  down to the end of the world.
  Slave Market: Slavers sometimes travel out of Harwood forest 
  and into other areas, in expeditions hoping to fi nd wanderers or 
  inhabitants of nearby villages to kidnap as slaves. However. the 
  majority of the slaves in the market are demonkindred who have 
  committed (or been accused of) crimes. These unfortunates are traded 
  and sold into slavery to those that can afford them in Novgorod and 
  other demonkindred settlements throughout the Harwood. 
  Magic Quarter: This area of the city deals in magical components 
  and materials. Those that study the art often make their residences 
  here. The more infl uential inhabitants of this quarter often teach for 
  exorbitant fees in small wizarding academies.
  Arena: The arena has long been held for those that wish to use 
  their slaves for betting and entertainment. The slaves are supplied 
  with weapons and pitted to fi ght against one another in gladiatorial 
  battles. Infl uential wizards in the city are not unknown to cast spells 
  into the arena before a combat, making the arena and overall battle 
  more interesting (for example, casting illusions, labyrinthine walls, 
  or summoning demons to the arena). 
  The Laughing Skull Theatre: Going to the theatre is a common 
  pastime for the demonkindred. The plays are often murderous and 
  twisted, even using slaves or innocents taken from the streets to be 
  sacrifi ced in acts of brutality as ordained by the play’s script.
  Possible Encounters on the Streets of Novgorod (1d4 when 
  desired):
  1) Slavers. Armored demonkindred with long whips lead chained 
  lines of slaves down the street. There is a 90% chance that the slaves 
  are simply enslaved demonkindred, but the city has begun taking 
  human and goblinoid slaves as well, so there is a 5% chance that 
  the slaves are goblins, orcs, or ogres, and a 5% chance that they are 
  human. If the slaves are human, and the party communicates with 
  them in some way, the characters will learn that these humans are 
  not from Sylvanus, but were captured from some other village or 
  settlement.
  2) Confrontation between factions (see sidebar). Noble and 
  commoner demonkindred of two factions have squared off against 
  each other. The most likely confrontation is between Medhiban 
  Zealots (Succubus symbol) and Chaos Mystics (8-pointed arrow 
  symbol).
  3) Murder. Murders are common on the streets of Novgorod, 
  especially in these days when the demonkindred have become split 
  into factions. The factions most involved in murder and assassination, 
  rather than open confl ict, are the insurrectionists. In this case, a 
  member of the insurrectionist faction (green skull symbol) glides 
  behind a Novgorod loyalist and shoves a knife into his back. He 
  walks away, laughing, and the crowd pays little attention. There is 
  a 10% chance that the event has been observed by loyalists of the 
  Novgorod bloodline, in which case they will try to catch and kill (or 
  Novgorod
  The dark, impenetrable forest of Harwood suddenly seems 
  to merge without any well-defi ned border into the streets and 
  buildings of a massive city. The buildings are twined in with the 
  boles of giant, rotting trees, and the narrow streets and alleys 
  are feathered in deep carpets of stinking moss and leathery 
  fungi. The twisting avenues bustle with activity, hordes of the 
  elf-like demonkindred moving about in the course of their 
  normal daily lives. 
  Here and there, severed heads are displayed on pikes, 
  fastened to the walls of buildings as if in place of signs or 
  banners, and their dead eyes seem to survey the activity in the 
  foul streets below. The smell of rot and death is tempered by 
  the confl icting scents of heavy perfumes and incense wafting 
  on the air, cloying and sweet.  Here, in their great numbers, 
  the superfi cial resemblance of these demonkindred to elves is 
  no longer convincing, for seeing many of them together you 
  notice the small horns, the long canine teeth, and most of all, 
  perhaps, the predatory expressions of things that are not at all 
  human.
  There seems to be a main thoroughfare heading straight to 
  the center of the city, where a sinister castle looms atop a high, 
  stark promontory of rock.
  
  78
  interrogate) the insurrectionist. If there are also other insurrectionists 
  in the area (another 10% chance), then the situation might escalate 
  into an open battle in the street between the insurrectionists and the 
  loyalists.
  4) Demonic fervor. In the tide of mad glee that has accompanied 
  Medhiba’s promise to restore the status and power of the 
  demonkindred, it is becoming common to see impromptu “festivals” 
  of praise to the demoness. In some cases, groups of demonkindred 
  will even seize upon some unfortunate commoner or slave of their 
  own kind, and sacrifice him (or her) to Medhiba in the middle of the 
  street. These sorts of things are often led by members of the Medhiban 
  Zealot faction. By contrast, the demonic fervor of the Chaos Mystics 
  tends to take shape as processions bearing the eight-pointed star of 
  Chaos down the streets, shoving aside anyone who gets in the way or 
  appears disrespectful.
  5) Noble Patrol. Although “keeping order on the streets” is an 
  alien concept to the demonkindred, “keeping things under control” 
  is well understood. With all the factions trying to exert control, and 
  in particular with the threat of the insurrectionists, the Novgorod 
  bloodline is doing everything possible to prevent the city from 
  exploding into a pointless bloodbath that might even lead to the 
  overthrow of the Novgorods. If one of these patrols passes by, they 
  are looking very carefully for anything unusual. There will be 2d6 
  nobles in the patrol. Roll 1d6 to determine their faction, but if the 
  roll is a 1 (insurrectionist), then the nobles will instead be of the 
  Novgorod loyalists, not of any street-faction. Regardless of the die 
  roll, whatever faction is determined for the nobles in the patrol, there 
  is a 90% chance that 1d6 of the nobles are secretly members of the 
  insurrectionist faction.
  2d6 Demonkindred Nobles (Ftr 9): HD 9; HP 45 each; AC 2[17]; 
  Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 6; AL 
  C; CL/XP 9/1100; Special: See in darkness 60ft, immune to 
  sleep and charm.
  6) Medhiban Zealotry. Bands of the Medhiban Zealots roam the 
  streets looking for those who might endanger the “demonic rebirth” 
  of the demonkindred. If the party draws their attention, they will be 
  harassed and questioned. This is a dangerous situation if the party is 
  novgorod
  The Factions. Medhiba’s recent promises to embrace the Fallen 
  Kashverai as her followers, and possibly to bring the worthy back 
  into a state of demonic immortality, has absolutely electrified the 
  demonkindred – and it has also shaken their society to the very 
  core at the same time. The city has always been divided into 
  several factions, but these dividing lines are becoming clearer and 
  also more violent now that the stakes have suddenly risen so high. 
  Members of most factions wear an amulet with a sigil on it to 
  denote which faction they favor. Wearing some of these amulets 
  is perhaps the best way for the party to disguise themselves as 
  demonkindred, or as hired mercenaries of demonkindred, if that 
  is their plan.
  1 - The Insurrectionists: The bloodline of the Novgorods has 
  dominated the demonkindred ever since the Fall, and not all of 
  the demonkindred are loyal to the Novgorod family. With the 
  promises made by Medhiba, the Insurrectionists have decided that 
  the leadership of the Novgorods is no longer necessary; Medhiba 
  is the new leader and the Novgorods are nothing more than another 
  family. This faction arose so quickly, and became so popular, that 
  the Novgorods could not wipe it out when it was small enough to 
  do so. The Novgorods watch this group very carefully, and murder 
  them in alleyways when possible. The sigil of the Insurrectionists 
  is a green skull with horns. Anyone trying to enter Castle Novgorod 
  wearing that symbol will be killed on sight.
  2 - The Dominationists. The Dominationists favor the idea 
  that the Demonkindred should take steps to conquer more of the 
  world beyond the Harwood Forest. In general, the dominationists 
  don’t care much about the theology of Lilith, or the “opportunity” 
  offered by Medhiba. They want to conquer the outside world. This 
  is an older faction than the religious factions that have risen since 
  the promises of Medhiba, and they look down on those who think 
  it matters which patron the demonkindred should follow. What is 
  important is the role of the Demonkindred in the material plane, 
  right here, right now. The sigil of this faction is an axe.
  3 - The Preservationists. The Preservationists believe that the 
  Demonkindred should remain as hidden as possible within the 
  Harwood Forest. Some Preservationists are simply not interested 
  in any sort of interaction with the outside world, some believe 
  that the outside world would destroy the demonkindred if they 
  attempted to conquer it (this group, in other words, just wants to 
  bide time for a while) and some just feel that the best way to rule 
  the rest of the world is by infiltration and temptation rather than 
  direct conquest. The sigil of the Preservationists is a castle. If some 
  of the party are wearing castle sigils, and others are wearing an axe 
  sigil (that of the Dominationists) the group will appear suspicious 
  – these two factions do not get along well at all, and a mixed group 
  of them would be very unusual.
  4 - The Followers of Lilith. This faction believes that Lilith will 
  eventually forgive the demonkindred and restore their immortal, 
  demonic nature. This faction has lost almost all of its power and 
  influence with the coming of Medhiba, who offers a much more 
  likely pathway back to demonhood than Lilith has ever offered. 
  The sigil of the Followers of Lilith is a winged harpy.
  5 - The Medhiban Zealots. This is a very large faction in the 
  city, a group that believes Medhiba will select a few of the 
  demonkindred, only the very best, and raise them to demonhood. 
  This group tries to enforce a kind of “purity of Chaos” upon the 
  demonkindred; they are highly militant, both resented and feared 
  by the demonkindred with other ideas about how things should 
  be. The Followers of Lilith, in particular, are beginning to cross 
  swords (sometimes literally) with the Medhiban Zealots. The 
  Medhiban Zealots conceal their faces within demon-horned 
  helmets, which makes disguise as one of the Zealots fairly easy (if 
  the party can get hold of the helmets). Of course, if the party are 
  disguised as zealots, they have to know how the zealots act, or they 
  might suddenly make themselves very conspicuous. Basically, 
  the zealots are very arrogant, and say things like. “Only the most 
  impure shall be chosen,” or “Repent all virtue if you would be 
  taken.” If the characters pick up on these phrases, their disguise 
  will be very convincing. The sigil of the Medhiban Zealots is a 
  stylized picture of a succubus.
  6 - The Chaos Mystics. The Mystics basically reject both Lilith 
  and Medhiba as patronesses, and promote the idea that Chaos 
  should be worshipped as an abstract force that will eventually 
  sweep the cosmos in a tide of blood and destruction. This group is 
  almost in open conflict with the Medhiban Zealots, who consider 
  their rejection of Medhiba to be a threat and a challenge to the 
  true destiny of the demonkindred. The sigil of the Mystics is the 
  8-arrow symbol of Chaos.
  If the party encounters any random demonkindred in the city, 
  you can roll 1d6 to determine the faction to which these particular 
  Fallen belong. The Novgorods themselves are not in a particular 
  faction, but they only really support the Dominationists and the 
  Medhiban Zealots, the two philosophies (expansion and the 
  worship of Medhiba) that they support. Novgorod loyalists often 
  disdain membership in the factions, considering themselves the 
  traditionalists of the demonkindred, and above such divisions.
  The Factions of Novgorod
  
  79
  trying to stay under cover.
  1d6 Medhiban Zealot Nobles (Ftr 9): HD 9; HP 45 each; AC 
  2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 
  6; AL C; CL/XP 9/1100; Special: See in darkness 60ft, immune 
  to sleep and charm.
  2d6 Medhiban Zealot Commoners: HD 2; HP 16 each; AC 
  2[17]; Atk 1 spear (1d6) or longbow (1d6); Move 9; Save 16; AL 
  C; CL/XP 2/30; Special: See in darkness 60ft, immune to sleep 
  and charm.
  1. Road to Castle Novgorod
  The direct road to Castle Novgorod is fraught with peril, as it 
  is heavily guarded. There are a series of 3 guard patrols, each 
  consisting of 4 demonkindred swordsmen and 10 demonkindred 
  soldiers that a conspicuous party is likely to encounter unless they 
  are extremely lucky. There is a 75% chance that the characters 
  encounter the fi rst patrol near the base of the road, an 80% chance 
  that the characters meet the second patrol near the top of the road, 
  and a 90% chance that they meet the third patrol near the top of 
  the road. 
  Nearly halfway up the road to the castle is a well-hidden path that 
  can be found on a roll of 1d6. A ranger also has a 90% chance to 
  fi nd tracks leading to the trail. The trail and the tracks lead to Area 
  2, the chasm. The tracks are mainly from those guards in Cybelle’s 
  employ (see Castle Novgorod, First Floor, Area 1-10 and Area 
  1-11).  
  4 Demonkindred Nobles (Ftr 9): HD 9; HP 45 each; AC 2[17]; 
  Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 6; AL 
  C; CL/XP 9/1100; Special: See in darkness 60ft, immune to 
  sleep and charm.
  10 Demonkindred Soldiers: HD 2; HP 16 each; AC 2[17]; Atk 
  1 spear (1d6) or longbow (1d6); Move 9; Save 16; AL C; CL/
  XP 2/30; Special: See in darkness 60ft, immune to sleep and 
  charm.
  novgorod
  A long winding road twists through a steep wooded area 
  to the top of the mountain that Castle Novgorod rests upon. 
  The road is wide enough for a cart, despite the dense woods 
  surrounding the road. A single tower rises above you, at the 
  top of this road. It looks as if a bridge crosses a large chasm 
  from the tower to the castle. 
  Entering Castle Novgorod
  There are a number of ways that the party can 
  enter Castle Novgorod. The safest course of action 
  is probably to take the tunnel entrance into the 
  dungeons of Novgorod, and work upward from 
  there. There are a number of other options however, 
  including the use of teleport. They might decide to 
  enter through the front gate in disguise (risky and 
  dangerous, but not impossible), or they might fl y 
  to the top of the battlements (see Castle Novgorod, 
  Towers, Area 5-10) and enter from the top. Do not 
  try to restrict the players from using their creativity! 
  If they dream up a brilliant approach to the castle, 
  roll with it instead of trying to get them on track for 
  a more “planned” route.
  
  80
  2. Chasm
  The cave entrance to the dungeons castle is very well hidden behind 
  an outcropping of boulders, and is disguised with an illusionary “wall” 
  that mimics the appearance of the surrounding stone. Characters that 
  followed the tracks back to this area fi nd that they lead straight to this 
  wall before stopping completely. Similarly, other sets of tracks exit 
  from the “wall.”  Also, the wall radiates magic if the party is using a 
  detect magic spell.
  Morwenna has hired 2 assassins to watch this area. They sit 
  poised and very well hidden in shallow outcroppings in the cliffs, 
  watching the area. The assassins have been bribed by Cybelle (see 
  Castle Novgorod, First Floor, Area 1-10 and Area 1-11) to look 
  the other way when her paid guards and victims near the entrance. 
  The assassins might avoid seeing the party as well, if they are 
  appropriately disguised. 
  2 Demonkindred Assassins (As10): HD 10; HP 38; AC 6[13]; 
  Atk  +1 poisoned scimitar (1d8) or shortbow with poison arrows 
  (1d6); Move 12; Save 6; AL C; CL/XP 11/1700; Special: Thief 
  abilities: Climb 92; Delicate 50; Hear 5 in 6; Hide 55; Silent 60; 
  Locks 55.
  Magic Items: +1 scimitar (smeared with poison), cloak of 
  elvenkind.
  The assassins will begin with the assumption that the characters 
  are associates of Cybelle, some of those the assassins have been 
  bribed not to attack. If the party does nothing to obviously contradict 
  this assumption, the assassins will let them pass without revealing 
  themselves or causing any trouble.
  The assassins do not consider themselves to be “defenders to the 
  death,” and they will absolutely fl ee if they perceive themselves to be 
  badly outmatched. On the other hand, they will reap a good reward if 
  they capture or kill intruders, so they will, as it were, “take a stab at it.”
  Both assassins are actually members of the Chaos Mystics faction, 
  but they wear the axe amulet of the Dominationists, since they are 
  being paid to guard the castle. The Chaos Mystics are not in good 
  favor with the Novgorod family, and a job is a job, so they are hiding 
  their true beliefs.
  3. Outer Tower, First Floor
  This room is always guarded by at least 5 warriors of the 
  demonkindred nobility, and ten regular guardsmen. Four of 
  the nobles are members of the Medhiban Zealot faction (wearing 
  a closed-face, demon-horned helmet and a succubus amulet). The 
  novgorod
  You stand nearly 50 feet below the castle bridge, in a deep 
  chasm. The rock walls of the chasm are sheer surfaces, likely 
  unclimbable without the proper gear or the use of magic. 
  Jagged boulders lie in the belly of the chasm, and bleached 
  bones lie strewn about, broken and shattered. 
  Spears hang neatly from the walls of this circular chamber. 
  A stone staircase rises into the tower above, and 2 large iron 
  doors exit the chamber. 
  
  81
  novgorod
  fourth noble is a Follower of Lilith, and wears a harpy amulet. All 
  of the regular guardsmen are members of the Dominationist faction 
  (axe sigil).
  The regular guards are so outclassed in this combat that they can 
  offer almost nothing to the outcome. They will try to form up as a 
  second rank behind the nobles, to use their spears while shielded by 
  their more durable leaders.
  5 Noble Demonkindred (Ftr 9): HD 9; HP 45 each; AC 2[17]; 
  Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 6; AL 
  C; CL/XP 9/1100; Special: See in darkness 60ft, immune to 
  sleep and charm.
  10 Demonkindred Soldiers: HD 2; AC 2[17]; Atk 1 spear (1d6); 
  Move 9; Save 16; AL C; CL/XP 2/30; Special: See in darkness 
  60ft, immune to sleep and charm.
  Treasure: Each of the nobles carries a gem worth 1d10 x100gp. 
  The regular guardsmen do not carry treasure.
  The northeast door of the chamber leads to Area 7, the Castle 
  Bridge. The southwest door of the chamber leads to Area 1, the 
  Novgorod Road. Both of the doors are made of heavy iron, locked, 
  and also barred from the inside with a heavy iron bar.
  Characters approaching the tower are confronted, and attacked 
  unless disguised. Those that appear to be demonkindred are 
  questioned by the guards. If the characters talk their way into the 
  castle (by giving adequate and offi cial sounding titles or duties), 2 
  guards will lead them across the bridge to the fi rst fl oor guard tower 
  (see Castle Novgorod, First Floor, Area 1-1), where one of the nobles, 
  likely Ivan the Warmaster (see Castle Novgorod, First Floor, Area 
  1-6), is fetched to see them. 
  Should the characters try to take the tower by force, the guards on 
  the tower battlements (see Area 6) sound the castle alert (three long 
  blasts of the war horn). 
  4. Outer Tower, Second Floor
  The cauldrons are full of boiling tar. When intruders near the castle 
  entrance the guards here use the iron device to safely tilt the cauldrons 
  so that the tar falls into the tunnels. Anyone below the tunnel spout 
  when the guards drop the hot tar takes 3d8 points of damage. A 
  successful saving throw indicates that the character managed to leap 
  aside in time, taking no damage. There are always 4 noble guards 
  in this room to supervise the slaves (4 ogres) who pour the hot oil. 
  There is also a goblin with a bucket of water and a wooden dipper. 
  All of the four noble guardsmen are members of the Dominationist 
  faction, and wear axe-sigil amulets.
  4 Demonkindred Noble Guards (Ftr 9): HD 9; HP 45 each; AC 
  2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 
  6; AL C; CL/XP 9/1100; Special: See in darkness 60ft, immune 
  to sleep and charm.
  4 Ogre Slaves: HD 4+1; AC 5[14]; Atk 1 weapon (1d10+1); 
  Move 9; Save 13; CL/XP 4/120; Special: None.
  1 Goblin Water-Carrier (Gzag the Lucky): HD 1d6hp; HP 6; 
  AC 8[11]; Atk 1 wooden bucket (1d4); Move 9; Save 18; CL/XP 
  B/10; Special: -1 to hit in sunlight.
  5. Outer Tower, Third Floor
  This chamber is always manned with at least 5 noble demonkindred 
  archers in case of intruders. They wait near the arrow slits, their 
  bows nearby and ready. Three of the archers are members of the 
  Dominationist faction, and are wearing amulets with a picture of an 
  axe. The fourth is a Medhiban Zealot wearing the closed demon-horn 
  helmet and the succubus amulet favored by the Zealot faction.
   4 Demonkindred Noble Guards (Ftr 9): HD 9; HP 45 each; AC 
  2[17]; Atk 1 longsword (1d8) or longbow (1d6); Move 9; Save 6; 
  AL C; CL/XP 9/1100; Special: See in darkness 60ft, immune to 
  sleep and charm.
   
  The door in the ceiling leads to Area 6, the tower battlements. 
  6. Tower Battlements
  The battlements have at least 4 noble demonkindred guards at all 
  times, supposedly keeping a lookout. However, the guard’s duty is, 
  understandably, boring. The guards on the battlements tend to play 
  cards and dice often, not believing that anything short of an army 
  could pose a threat to the castle. Thus the guards pay little attention 
  Several cauldrons rest over pits of hot coals in this circular 
  chamber, a thick black liquid bubbling within. The cauldrons 
  rest above the pits on hinged iron contraptions. Tunnels are 
  built into the walls, shaped to accommodate the cauldron’s 
  form.
  Stacks of arrows rest against the walls of this circular 
  chamber. Arrow slits aim down at the perimeter below. There 
  is a ladder on the east wall, rising to a wooden, square door in 
  the ceiling of the chamber. 
  The battlements of the small tower have a spectacular view 
  of the city below, and of course of the road leading to the 
  castle. A catapult is set in the center of the battlements, and 
  a pile of large stone blocks sits nearby, obviously a stock of 
  ammunition for the siege engine. 
  Castle Alert
  If the party does not infi ltrate the castle in a relatively 
  stealthy or deceptive fashion, it is possible that they might 
  raise the entire fortress into a state of alert. Being seen as a 
  threat by the guards on the battlements of the outer tower and 
  castle (see Novgorod, Area 6 and Castle Novgorod, Towers, 
  Area 5-10 respectively) causes them to sound 3 long blasts 
  from their war horns. Such an event causes a general alert 
  throughout the castle. All inhabitants of the castle should 
  for that day and possibly henceforth be treated as ready 
  (wearing their armor, bearing arms, and not likely to be 
  caught surprised). The guards of the castle also patrol the 
  halls in greater numbers and more frequently. The chance for 
  a wandering monster doubles, and you should begin to use 
  Wandering Monster Table 10: Castle Novgorod on Alert in 
  lieu of Wandering Monster Table 9: Castle Novgorod. 
  Morwenna, if she is not busily sacrifi cing villagers of 
  Sylvanus, (see Castle Novgorod, Fourth Floor, Area 4-3 for 
  more details), is likely to scry for the location of the party 
  using her crystal ball, or even summon demons to be sent after 
  the intruders. Likewise, many of the other nobles of the house 
  will form parties to search out the characters (as expressed in 
  Wandering Monster Table 10). Many of the nobles still stay 
  in their chambers, however, going about their own business, 
  although they should be considered ready for battle. 
  
  82
  to those that approach from the road below. 
  This particular group of guards are all members of the Medhiban 
  Zealot faction (closed-face horned helmets and succubus amulets), 
  and they will disregard even the most ridiculous explanation of the 
  party’s presence on the battlements in favor of interrogating the party 
  about their loyalty to Medhiba.
  4 Demonkindred Noble Guards (Ftr 9): HD 9; HP 45 each; AC 
  2[17]; Atk 1 longsword (1d8) or longbow (1d6); Move 9; Save 6; 
  AL C; CL/XP 9/1100; Special: See in darkness 60ft, immune to 
  sleep and charm.
  Treasure: Each of these guards has a spyglass, a horn (to alert of 
  approaching armies), and several sets of dice (one weighted) and 
  cards.  All of them are currently playing with the weighted dice.
  7. Castle Bridge
  Should the party cross the bridge without guard escorts from the 
  fi rst tower, or without a disguise, they will undoubtedly draw the 
  attention of the guards in the fi rst fl oor of the guard tower (see Castle 
  Novgorod, First Floor, Area 1-1), who will sound the alarm and 
  attack.  
  novgorod
  This long bridge crosses a deep chasm, the bottom of which 
  appears to be full of jagged stones. Ahead is Castle Novgorod, 
  the fortress of the Fallen, the demonkindred. Its dark grey stone 
  and looming towers contribute to its sinister appearance. 
  
  83
  Once the PCs are inside Castle Novgorod, roll for wandering 
  monsters from Wandering Monster Table 9. Characters have a 25% 
  chance twice during the day and at twice at night of encountering a 
  wandering monster. Roll 1d10 and consult the table for results. 
  1. Gated Cave Entrance
  This entrance is behind an outcropping of boulders at the bottom 
  of the chasm, and is hidden with an illusionary wall (see Novgorod, 
  Area 2 for details). Read the following to those that disbelieve or 
  otherwise detect the illusion.
  The gate is locked. The bars are spaced an inch apart.
  2. Katael’s Lair
  This chamber is inhabited by two malcarnae, Katael and her 
  servant/sister Evrissa (see Appendix 3). The whispering sound 
  comes from the movement of large snake scales against stone, as 
  the two malcarnae approach the intruders. If any of the characters 
  are familiar with demons, their fi rst impression will likely be that the 
  pair of malcarnae are marilith-type demons, at least until they note 
  that these creatures have four arms rather than six. Note that most 
  magic-users over sixth level or so will almost certainly have seen 
  illustrations of various sorts of demons in ancient tomes. 
  The malcarnae are half-demons, spawned from a clutch of Marilith 
  eggs abandoned in the Harwood Forest after a dalliance with a 
  human demon-priest at a ceremony held in the dark of night almost 
  three centuries ago. The older sister, Katael (at least, the fi rst to 
  have hatched), is considerably more powerful than the younger, and 
  Evrissa has acted as her older sister’s servant since the two were 
  young.
  Perhaps two hundred years ago, the two malcarnae slithered their 
  way into the city of Novgorod, and were invited to stay by the 
  Novgorod family. The presence of true half-demons allied to the 
  Novgorods was seen as a way to strengthen the bloodline’s claim 
  to being more attached to demonhood than the noble bloodlines that 
  rivaled the Novgorods for power.
  At this point in time, with Medhiba’s arrival in the city’s politics, 
  matters have become a bit more complicated. Morwenna knows 
  that the malcarnae have been pursuing their own agenda in the city, 
  and they are not connected to Medhiba or Lilith in any way. The 
  Novgorod bloodline’s association with the malcarnae is now being 
  pointed to by the Medhiban Zealot faction as an “impurity” in the 
  Novgorod family, the equivalent of having traitorous associations. 
  The malcarnae are superb politicians, and they are quite aware that 
  their position in the city of Novgorod is becoming dangerous. They 
  are in secretly in close contact with the Mystics of Chaos faction, 
  but do not intend to stay in Novgorod much longer – they believe 
  (with good reason) that the religious and factional turmoil in the 
  city associated with Medhiba’s arrival will erupt in violence before 
  Medhiba is able to take fi rm control of her followers.
  Over a century ago, the Novgorods gave this large chamber to 
  Katael as a residence, since the serpentine bodies of the malcarnae 
  were too long for the castle’s smaller rooms to accommodate easily. 
  Katael is not interested in protecting the castle or the Novgorods, 
  and the last thing she wants to do is confront a band of powerful 
  slayers like the party of adventurers that has just arrived on her 
  doorstep. 
  [BEGIN TEXT BOX]
  A form that is both terrifyingly beautiful and strikingly 
  horrid emerges from the darkness, followed by a second that is 
  almost identical in appearance. The two beings have the lower 
  bodies of massive serpents, perhaps fi fteen feet in length. The 
  upper bodies are those of shockingly beautiful women, but 
  with four arms rather than two. The one in the lead shakes 
  her head at you. “This is ironic,” she says. “I was expecting 
  an execution party to come from the Novgorods, and instead 
  I fi nd a band of adventurers here to execute the Novgorods 
  instead. Tell me, how well do you believe in the idea that the 
  enemy of my enemy is my friend?”
  [END TEXT BOX]
  Katael  knows of Cybelle’s unauthorized dealings (see Castle 
  Novgorod, First Floor, Area 1-10 and Area 1-11), and is accepting 
  bribes from the young demonkindred. 
  Katael (Malcarna): HD 8; AC 3[16]; Atk 1 tail (1d8), +1 mace 
  (1d6+1), 2 longswords (1d8); Move 12; Save 5; CL/XP 10/1400; 
  Special: Magic resistance 25%, hit only by magic or silver 
  weapons, cannot be attacked by creatures of 4HD or less, others 
  must make successful saving throw to attack in any round.
  Spells: Cure light wounds x2, Hold Person
  Magic Items: +1 mace
  Evrissa (Malcarna): HD 5; AC 2[17]; Atk 1 tail (1d8) and up 
  to 3 weapons (1d8); Move 12; Save 12; CL/XP 8/800; Special: 
  Magic resistance 25%, hit only by magic or silver weapons, 
  cannot be attacked by creatures of 4HD or less, others must 
  make successful saving throw to attack in any round.
  Magic Items: +1 scimitar, +1 shield
  Treasure: The cavern contains a stash of coins and other treasure. 
  There are 500 gp, a 2,500 gp jeweled anklet (useless to the malcarnae, 
  of course), and 2 pieces of jade worth 100 gp each. There is also 
  a sheaf of parchment pages which contains blackmail information 
  about several of the noble demonkindred in Novgorod.
  Dungeons of
  Castle Novgorod
  The illusion fades away, and as your mind clears you can see 
  that what appeared a moment ago to be solid stone is actually 
  the entrance to a small cavern. It continues a short distance 
  before stopping at a heavy iron barred gate. Through the bars 
  you can see that the tunnel continues further into the depths 
  of the stone. 
  Your light illuminates a cavern chamber whose wall are hung 
  with luxurious tapestries of thick cloth weave. To the south, 
  beyond the range of your illumination, you hear a whispering 
  sound.
  
  84
  3. Stairwell 
  The stairwell ascends to the fi rst fl oor of the castle (see Castle 
  Novgorod, First Floor, Area 1-8). The circular construction is actually 
  a wall built around the shaft of the well. The shaft falls another 80 
  feet before reaching the underground cistern, and rises 10 feet (to the 
  fi rst fl oor, Area 1-7). 
  4. Food Stores
  This area houses enough food to last the castle a year in the case of 
  a large siege. There is nothing of particular value in this chamber. 
  5. Mass Grave
  Morwenna has had a mass grave dug in this chamber to contain the 
  bodies of all of her sacrifi ce victims. The number of bodies already in 
  this mass grave depends on when PCs arrive here (see the Sidebox: 
  Castle Timeline of Events in Castle Novgorod, Fourth Floor, Area 
  4-3). Should the characters have arrived here before Morwenna has 
  had time to conduct her sacrifi ces, there are only a few rotting bodies 
  in the pit. The bodies are those people of Sylvanus that have recently 
  died from the poor conditions that Morwenna forces upon them.
  6. Torture Chamber
  dungeons of castle novgorod
  This chamber houses an ascending stone stairwell. Nearby 
  is a cylindrical stone construction, about 5 feet in diameter. It 
  rises from the ceiling to the fl oor, and is completely enclosed. 
  Dozens of barrels line the walls of this large chamber. Central 
  to the chamber are scores of sacks and crates. The aroma of 
  grain and other foods fi lls the air. 
  The smell of rotting fl esh assails as the tunnel opens to this 
  chamber. A large pit about 20 feet in diameter lies in the center 
  of the room, heaping mounds of earth surrounding it. 
  This chamber houses all manner of ungodly instruments. In 
  the center of the room is a table with spikes and leather straps. 
  Metal pokers rest in a cool fi re pit with cool coals nearby. A 
  barbed whip hangs on a spike in the wall above. Elsewhere 
  is a contraption with four manacled ropes and a tightening 
  wheel, and an upright statue in the shape of a tormented Elf 
  resting against the wall. The statue is hinged, and the lid is 
  half opened. Inside are cruel-looking spikes coated in salt and 
  blood.
  
  85
  This of course is Morwenna’s torture chamber. She delights in 
  causing great pain to her foes, as do many of the other noble’s of 
  the castle. This chamber has not been used recently as the cool 
  coals attest. If the characters look around, they will fi nd a scuffed 
  and bloodied little talisman on the fl oor, depicting a green skull 
  with horns (the faction amulet carried by an insurrectionist whom 
  Morwenna tortured to death).
  If the PCs delay here the 32 hell-harpies in the next chamber (Area 
  7) might begin singing or keening, and the PCs might be in range to 
  be affected by their noise. The fallen harpies sing and keen often, 
  so their discord does not draw the attention of those in the castle 
  above. 
  7. Prison of the Hell-Harpies
  This is the prison of the hell-harpies, demonkindred that have failed 
  to please Lilith or Medhiba. From time to time, new hell-harpies are 
  found in the city and are captured by the city guards; they are either 
  brought to the castle, or to one of the many temples of Medhiba 
  throughout the city. 
  The hell-harpies are chained together in groups of fi ve. Each group 
  is then chained to the wall. Each harpy can move 5 feet in each 
  direction immediately around them, but no more due to the chains. 
  The chains are locked at the wall and on each individual’s manacles. 
  Morwenna and each of the clerics have a master key to the harpy 
  locks.
  32 Hell-Harpies: HD 7; AC 7[12]; Atk 2 talons (1d6) and 
  weapon (1d8); Move 6 (Fly 18); Save 9; AL C; CL/XP 8/800; 
  Special: Siren-song (draws those who fail a saving throw closer 
  to the harpy), Charm person by touch (saving throw negates), 
  25% magic resistance.  
  8. Tombs (EL 9)
  The door to this room is made of iron, and portrays a knightly 
  demonkindred fi gure clad in plate mail and bearing a greatsword. 
  The door is locked. Morwenna has the key to this chamber. The 
  door is trapped with a symbol (death) which infl icts 80 hit points of 
  damage, divided among all creatures in sight (saving throw for half 
  damage). 
  dungeons of castle novgorod
  Dozens of winged elven women are chained to the walls of 
  this chamber. They wear nothing save manacles and chains. 
  Their pale skin is tinged with purple, and their wings are like 
  those of bats. They begin singing a beautiful song as you 
  enter the chamber. At fi rst their songs all sound different, and 
  together discordant, but then their voices seem to unite in 
  harmony as one. 
  This large chamber is different than the rest, in that it is not 
  naturally formed, but has been cut from the stone. Two rows 
  of ornate sarcophagi fi ll this chamber. Each sarcophagus is 
  carved from a strange black stone, and the lids are carved to 
  portray demonkindred fi gures laying fl at. One sarcophagus is 
  in the center of the chamber, and has 2 large, black dragon 
  statues fl anking a portrayal of a demonkindred similar to that 
  carved on the door of this room. There is enough space at the 
  front of the chamber for another row of sarcophagi. 
  
  86
  The sarcophagi in this room are of the nobles that have passed since 
  Castle Novgorod has been founded. Most have died by unnatural 
  causes, the life of the demonkindred being violent and dangerous. 
  The central sarcophagus belongs to Vargoth, the first king of the 
  fallen elves, and founder of Novgorod. His tomb is trapped with 
  a second symbol of death identical to the one on the door (80 hit 
  points). Interestingly, Morwenna has already looted Vargoth’s tomb, 
  claiming his regalia for her own (being his direct descendent). 
  Treasure: Morwenna has already looted most of the bodies in this 
  chamber, preferring to keep the items of those long dead in the castle 
  treasure vault (see Castle Novgorod, Third Floor, Area 3-8 and Area 
  3-10). Diligent characters can, however, find two items that Morwenna 
  missed; a 1,000 gp black opal, and a 1,000 gp diamond ring. These 
  are in secret compartments in the bottoms of two sarcophagi.
  dungeons of castle novgorod
  
  87
  If it becomes necessary to determine the faction of any 
  demonkindred guards, roll 1d6: (1-3) Novgorod loyalist, no faction; 
  (4) Dominationist (5) Medhiban Zealot, (6) Secret insurrectionist 
  posing as a Novgorod loyalist.
  1-1. Guard Tower, First Floor
  There are 4 noble demonkindred positioned in this chamber at 
  all times. Should the characters walk right up to the front gate of 
  this castle without a disguise or such, the guards raise the alert and 
  ready their weapons. Once the guards above (see Castle Novgorod, 
  Second Floor, Area 2-1) are alerted they shoot arrows and drop hot 
  oil out of the towers murder holes. The drawbridge is raised and 
  lowered by a crank at the top of the castle (on the battlements, see 
  Castle Novgorod, Towers, Area 5-10). The portcullis can be raised 
  by the crank in this chamber.  None of the demonkindred guards in 
  this chamber wear a faction amulet, for all are Novgorod loyalists. 
  They are suspicious of anyone wearing a faction amulet, but their 
  suspicions about motive will actually distract them from the physical 
  appearance of a character – bad disguises with good explanations will 
  satisfy these guards, although the party might have to endure some 
  warnings and “friendly advice” about sticking with the Novgorods 
  rather than joining political or religious factions.
  4 Noble Demonkindred Fighters (Ftr7): HD 7; HP 40 each; AC 
  2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 
  8; AL C; CL/XP 7/600; Special: See in darkness 60ft, immune to 
  sleep and charm.
  10 Demonkindred Guards (Ftr2): HD 2; HP 15 each; AC 2[17]; 
  Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 13; AL 
  C; CL/XP 2/30; Special: See in darkness 60ft, immune to sleep 
  and charm.
  1-2. Barracks
  There are thirty beds in this room for the guards of the castle. Most 
  of the guards that occupy this room are about the castle at any given 
  time, as the elves’ watches alternate so that this room is never fully 
  occupied. There are usually at least 5 swordsmen in this room, either 
  sleeping or playing dice. 
  5 Noble Demonkindred spearmen (Ftr7): HD 7; HP 40 each; AC 
  2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 
  8; AL C; CL/XP 7/600; Special: See in darkness 60ft, immune to 
  sleep and charm.
  Treasure: Next to each bed is a small chest, containing the personal 
  property of the guards. The chests are typically locked. Each chest 
  contains clothing and such, and 50 gp. In addition, one chest contains 
  a 700 gp gold idol of Lilith, and in another there is a 500 gp black 
  pearl. 
  1-3. Arched Hallway, First Floor
  This hallway is often traveled through, and thus the party has a 
  double chance of encountering a wandering monster. 
  1-4. Dining Hall
  As above, this chamber is often used and thus the chance of 
  encountering wandering monsters is doubled. The nobles of the 
  castle do not generally take their meals here. Unless a large banquet 
  is underway, generally only castle guards, servants, guests and 
  apprentices use this chamber.
  The banners in this hall are fashioned with the coat of arms of the 
  Novgorods.  
  1-5. Training Hall
  Castle Novgorod,
  First Floor
  This circular chamber is the base of the castle’s southwestern 
  tower. A large portcullis blocks the entrance to the castle, as 
  does a thick drawbridge that when down, no doubt bridges 
  the chasm. There is a large crank and chain mechanism near 
  the front gate. A door leads from this room and a stairway 
  rises into the tower. The portcullis is carved and engraved 
  with many runes, and with recurrent depictions of bat-winged 
  succubi engaged in a variety of unusual, and occasionally 
  stomach-turning, activities.
  This large chamber is lined with two long rows of beds, each 
  neatly made. Beside each bed is a large chest. 
  Ebon archways line this hallway, each carved with ornate 
  runes and pictographs. The pictographs depict graphic scenes 
  of demons and other foul creatures torturing and slaying the 
  damned.   
  Long tables crafted of the same ebon stone used in the 
  construction of much of the castle fi ll this room. Benches 
  of the same material sit beside the tables. Black and white 
  banners displayed on the wall herald winged silhouettes 
  and strange runes. A number of doors lead from this large 
  chamber.  
  Practice mats and straw-fi lled dummies line the walls of this 
  room. A series of circles are painted on the fl oor, and dried, 
  crusted blood stains the mats. Both practice and steel weapons 
  rest on racks and mountings on the southern wall.
  
  88
  This room is used to train the warriors of the castle. The circles 
  in the center of the room are used for practicing one’s form when 
  fi ghting.
  The rack of practice weapons holds ten wooden swords and 
  quarterstaffs. As for steel weapons, two of each of the following can 
  be found resting on racks or mounting: battleaxes, daggers, falchions, 
  battle axes, two-handed swords, heavy fl ails, heavy maces, light 
  fl ails, light maces, spears, longswords, morningstars, scimitars, short 
  swords, sickles, rapiers, tridents, war hammers. None of the items are 
  magical, and are in fact, rather beat up from years of practice use. 
  The war master of the castle, Ivan, inhabits the adjacent room. 
  He is unlikely to hear activity in this room, but if the party does 
  something unusually loud, he will hear and investigate.
  1-6. Ivan the War Master’s 
  Chamber
  The door to this room is locked. The party can smash it open (1 in 
  6 chance) or pick the lock. If Ivan is within and hears them picking 
  the lock (3 in 6 chance), or has been alerted to their presence by their 
  noise in Area 1-5, he stands ready with his +2 longsword and +2 
  mace. Read the following as the characters enter:
  Ivan the War Master: HD 14; HP 80; AC 2[17]; Atk +2 
  longsword (1d8+2) AND +2 mace (1d6+2); Move 9; Save 4; AL 
  C; CL/XP 14/2600; Special: See in darkness 60ft, immune to 
  sleep and charm, 2 attacks per round.
  Treasure: Under the bed is a small chest containing 500 gp.
  The map on Ivan’s desk is a map of Sylvanus. Below it is a map 
  of Brookmere. The white stones on the map represent the people of 
  Sylvanus, and the black stones the orcs and demonkindred. 
  1-7. Cistern 
  [BEGIN TEXT BOX]
  A cylindrical, stone well occupies the center of this chamber. 
  A large bucket hanging on a rope is connected to a bar and 
  crank. Along the walls are fi ve large barrels. Several other 
  buckets and long ropes occupy this chamber as well.
  [END TEXT BOX]
  The well shaft goes through the lower dungeon level, and nearly 80 
  feet below the stone foundation of the castle before fi nally reaching 
  the underground cistern. Needless to say, retrieving enough water 
  for all of the inhabitants of the castle is possibly the most daunting 
  chore a servant could face. It has been the task of Camilla, a young 
  demonkindred, for some 5 years now. 
  Only two of the barrels are fi lled with water, as Camilla is running 
  behind with her other duties. The party might encounter the servant 
  castle novgorod, first floor
  A bed and desk inhabit this chamber. Many fi nely crafted 
  weapons rest upon mounting hooks in the walls. A large map 
  rests on the desk, atop which are a number of black and white 
  stones. 
  
  89
  here, pulling water from the well. More information on Camilla can 
  be found in Area 1-12. 
  Poisoning the barrels or cistern itself may seem like a good 
  idea to an unscrupulous party. Morwenna however has crafted 
  an amulet of poison detection (see Appendix 2 for more details 
  on this new item) for Camilla’s use in this area and the kitchen. 
  Should Camilla fi nd that the cistern or castle’s food stores have 
  been poisoned, she reports immediately to Morwenna. Should 
  Camilla be disposed of before she can report to Morwenna, and 
  the characters wait long enough for the inhabitants of the castle 
  to ingest the poison in their food or drink, they are partially 
  successful. The guards and other less important fi gures of the 
  castle are poisoned, but Morwenna, the clerics, and many of the 
  other important fi gures of the castle are not. They have learned to 
  trust no one in the castle or out, and test the food and drink for 
  poison before eating (either by magical means, by food-tasting 
  servants, or both). 
  1-8. Dungeon Entrance
  This leads to the dungeon level (see Dungeons of Castle Novgorod, 
  Area 3). 
  1-9. Morwenna’s Tower, 
  Base Entrance
  The door to this room is locked.
  The succubus statue is actually a stone golem, which animates and 
  attacks those that attempt to pass by without saying the password. 
  The word is currently set as “domovoi,” an ancient elven word 
  for “spirits.” Hiding and eavesdropping characters might hear the 
  password from passers-by. Otherwise, their actions animate the 
  golem, causing it to attack. Note that Cybelle is the keeper of this 
  golem, and moves to this chamber to investigate if she hears any loud 
  noises (particularly the golem animating). If she catches the party in 
  this chamber, she works with the golem to defeat them. See Area 11 
  for more information on Cybelle and her tactics. 
  Stone Golem: HD 15 (60hp); AC 5[14]; Atk 1 fi st (3d8); Move 
  6; Save 3; AL N; CL/XP 16/3200; Special: +1 or better magic 
  weapon to hit, immune to most magic.
  Treasure: The 5 ornate tapestries on the wall are masterfully done, 
  and are each worth 1,000 gp. 
  castle novgorod, first floor
  This chamber houses a narrow stairway that leads down into 
  the depths below the castle. Cobwebs line the dark, forbidding 
  passageway.
  In the center of this large, circular room is a massive black 
  statue, carved of stone to the likeness of a giant succubus. 
  Ornate tapestries line the walls of this chamber, depicting 
  scenes of the castle and the city below. Beyond the statue is a 
  staircase that twists into the tower above. 
  
  90
  1-10.  Golem Workshop
  The door to this room is locked.
  Cybelle uses this room to create her unauthorized fl esh golem. 
  She has been paying several of the city guards in Novgorod to arrest 
  comely people in the streets, and secretly bring them to her through 
  the dungeon entrance of the castle. There she murders the prisoners 
  and takes the body parts that she fi nds useful to this area. She feeds 
  the rest of the body parts to the fallen harpies in the dungeons (see 
  Dungeons of Castle Novgorod, Area 7). Cybelle knows of the 
  impending sacrifi ces, but fi nds the humans and people of Sylvanus to 
  be “ugly and brutish,” favoring the elegance and dark beauty of her 
  own race. There are 4 different arms, 6 different legs, a single torso, 
  and a single, once beautiful head of a female demonkindred. Should 
  Cybelle fi nd one or more of the characters to be an appropriate 
  addition to her golem she goes out of her way to preserve them in 
  battle (elves only; humans, as noted, are too brutish). She will order 
  the golem to attack the others while using spells that do not damage 
  or scar the character’s outer body (such as fi nger of death).  
  Treasure: On the fl oor partially covered by supplies such as thread, 
  needles, and other golem creation tools, lies a fl esh golem manual
  which Cybelle plans to use to create her golem. 
  1-11. Cybelle’s Chambers
  The door to this room is locked.
  This chamber belongs to Cybelle, the keeper of the golem, and 
  long time student of Cernowain, the archmage (see Castle Novgorod, 
  Towers, Area 5-3). She is usually in her room, as her primary duty in 
  the castle is to guard the entrance of the tower from intruders. There 
  is an 80% chance that Cybelle is in this room. She rarely leaves the 
  area, preferring to study ancient texts. 
  Cybelle, Demonkindred Sorceress (MU15): HD 9+6; HP 38; 
  AC 4[15]; Atk longsword (1d8); Move 12; Save 5; AL C; CL/
  XP 17/3500; Special: See in darkness 60ft, immune to sleep and 
  charm, +2 saving throw against any magic, spells
  Spells (5/5/5/5/4/4/2): Charm person x2, magic missile x2, sleep, 
  darkness 15ft radius, detect invisibility, invisibility, mirror 
  image, phantasmal force, dispel magic, fi reball, protection from 
  normal missiles, rope trick, slow, Confusion, dimension door, 
  ice storm x3, cloudkill, telekinesis, teleport, wall of stone, anti-
  magic shell, death spell, repulsion x2, delayed blast fi reball, 
  power word stun.
  Magic Items +1 chain mail, wand of transmute mud to rock (5 
  charges)
  Before Combat Cybelle can make the encounter with the stone 
  golem in Area 9 extremely dangerous. She uses her wand of transmute 
  mud to rock on the stone golem when it has taken substantial damage, 
  which will heal it to full hit points.
  Treasure: Aside from the items Cybelle carries, the two bookcases 
  hold 25 books on a variety of subjects, and are each worth 5 gp. 
  There is a single gem behind one of the books, a 1,000 gp ruby.
  1-12. Servant Chambers
  These rooms house a total of 7 servants, Camilla in the westernmost 
  room, fi rst described in Area 7 of this chapter, and Zabava, the 
  head mistress of the servants. There is a 20% chance for each of 
  the servants to be in their room at any given time. The servants are 
  common demonkindred forced into Morwenna’s servitude. They 
  are extremely frightened of the characters, and given the chance 
  they will alert the other inhabitants of the castle of their presence. 
  If attacked, the servants attempt to fl ee, but if forced into a corner 
  they will attempt to defend themselves. They know most areas of the 
  castle well, even Morwenna’s tower, as they are often asked to take 
  food and drink to the nobles, and clean the rooms. They bargain with 
  the characters for their lives, but simultaneously fear Morwenna’s 
  wrath, and will seek to escape as soon as the opportunity presents 
  itself. Zabava alone has keys to nearly every chamber in the castle. 
  Demonkindred Commoners: HD 2; AC 9[11]; Atk 1 weapon (1d4, 
  1d6, or 1d8); Move 12; Save 16; CL/XP 2/30; Special: None.
  Each commoner carries 1d10gp; Camilla also carries an amulet 
  of poison detection
  Zabava, Demonkindred Commoner: HD 2; HP 16; AC 9[11]; 
  Atk 1 longsword (1d8); Move 12; Save 16; CL/XP 2/30; Special: 
  None. 
  Zabava carries keys to virtually all rooms of the castle.
  Treasure: Camilla owns a small gold necklace worth 100 gp that 
  was given to her by her mother long ago. Camilla hides it in a loose 
  stone in the wall to ensure that it is not taken from her. 
  Hidden in Zabava’s room in a similar compartment is an emerald 
  pendant worth 1,000 gp. Zabava pilfered this item from Elyria’s 
  chamber. The theft has thus far gone unnoticed. 
  1-13. Stairwell, First Floor
  The staircase leads to the second fl oor (see Castle Novgorod, 
  Second Floor, Area 2-6). 
  1-14. Guest Room
  The door to this room is locked.
  castle novgorod, first floor
  The foul smell of rotting fl esh and embalming fl uid assails 
  you as you open the door to this chamber. A rusty, blood-
  encrusted hacksaw lies on the fl oor, and in the center of the 
  room is a wooden table, atop which is a horrible and grisly 
  sight. Dismembered body parts lie strewn about the table. In 
  the center is a pale, female torso with a single attached arm. A 
  spool of thick thread and a needle lies next to the torso, and it 
  is apparent by the stitching on the arm that these body parts are 
  in the process of being sewed together. 
  A small bed sits against the far wall of this room, and is 
  fl anked by two bookcases. A large tapestry of a crescent moon 
  above this castle hangs over the bed, and a shattered mirror lies 
  in pieces in the far corner. A small table sits between the door 
  and the bed, serving as some sort of altar. A brazier sits atop 
  the table, surrounded by skulls. The caps of the skulls have 
  been broken off and now serve as holders for black candles. 
  Three beds are lined in a neat row in this chamber with a 
  clothes chest sitting to the left of each. This room is overall 
  unimpressive.
  This room houses a circular outcropping of stone. The base 
  of the outcropping reveals an entrance to an enclosed, stone 
  fashioned spiral staircase. 
  
  91
  This guest chamber is currently in use by a demonkindred mercenary 
  named Bran. Morwenna hired him for the task of retrieving the 
  Axe of Tsanai, offering him a room here until she found the items 
  location. He is just packing to take his leave of the castle. Of course, 
  if the players defeated him in Tunguska, this room is empty. 
  If Bran hears anyone tampering with the door while inside he 
  readies his weapons and hides behind the door, hoping to gain a 
  surprise attack on those entering. 
  Bran, Demonkindred Thief (Th10): HD 10; HP 25; AC 5[14]; 
  Atk +1 longsword (1d8+1); Move 12; Save 6; AL C; CL/XP 
  11/1700; Special: Thief abilities: Climb 94; Delicate 70; Hear 5 
  in 6; Hide 75; Silent 80; Locks 75.
  Magic Items: Scroll of teleport, 2 potions of cure light wounds, 1 
  potion of invisibility, +1 longsword, +2 leather armor.
  Treasure: The ornate mirror described above is worth 1,000 gp, 
  although it is 4 feet tall by 2 feet wide, and is big and bulky.
  1-15. Armory
  The door to this room is locked.
  Treasure: Most of the weapons and suits of armor are mundane, 
  although there is a +1 halberd, a suit of +1 elven chainmail, and a 
  suit of +1 ring mail.  
  1-16. Kitchen
  At most times there are at least 4 servants (in this chamber preparing 
  meals and washing dishes. When the party enters, the servants are 
  cooking roast elk, loaves of bread, and a stew.
  Demonkindred Commoners: HD 2; AC 9[11]; Atk 1 weapon (1d4, 
  1d6, or 1d8); Move 12; Save 16; CL/XP 2/30; Special: None.
  1-17. Storeroom 
  The servants bring food up from the dungeon levels of the castle 
  to this chamber once a week, only bringing what is immediately 
  needed. There is nothing of value in this room, although given time 
  the characters could stock up on rations if they chose to do so. 
  1-18. Kimora’s Chamber
  The door to this room is locked.
  This chamber belongs to Kimora, Morwenna’s entertainer and 
  personal assassin. The queen enjoys the assassin’s creative songs 
  and stories very much, and especially likes hearing tales of her 
  own exploits. Kimora’s primary task, though, is to take care of 
  Morwenna’s enemies quietly and effi ciently. Kimora is a mercenary 
  at heart, however, and works for the highest bidder. If she believes 
  the party could pay her more for her services, she may switch sides. 
  Morwenna pays Kimora a great deal however, and the characters had 
  better be ready to pay a small fortune for her help. Of course, the 
  party might have killed Kimora earlier at Tunguska.
  Kimora, Demonkindred Assassin (As10): HD 10; HP 38; AC 
  6[13]; Atk  +1 poisoned scimitar (1d8) or shortbow with poison 
  arrows (1d6); Move 12; Save 6; AL C; CL/XP 11/1700; Special: 
  Thief abilities: Climb 92; Delicate 50; Hear 5 in 6; Hide 55; 
  Silent 60; Locks 55.
  Magic Items: +1 scimitar (smeared with poison), cloak of 
  elvenkind.
  Treasure: The harp is actually a harp of charming. When the harp 
  is played, anyone within hearing must make a saving throw or be 
  charmed (as per the charm person spell). The effects only last while 
  the harp is playing. Atop the desk are 50 gp, a jeweled eyepatch worth 
  1,000 gp, and a brass mug with gem inlay worth 450 gp. 
  1-19. Tower of the Moon, 
  Chamber of the Full Moon
  The door to this room is locked. 
  This is the Chamber of the Full Moon. Characters casting 
  detect magic in this room detect a general aura of strong magic. 
  Transmutation-type magic (polymorph, transmute rock to mud, etc) 
  cast in this chamber takes effect as if the caster were 3 levels higher, 
  and the effects of each spell are maximized.  
  castle novgorod, first floor
  A backpack lies before the bed of this chamber, its contents 
  half spilled upon the fl oor. Items such as a bedroll, tinderbox, 
  and rope lie in the pile. Besides the bag and bed a desk and 
  ornate mirror occupy this room. 
  Suits of armor clutter this room, most safely set on stands, but 
  others laying carelessly about the fl oor. Narrow pathways lead 
  through the mess of armor to racks of weapons that line the walls. 
  Other weapons are set on mounting hooks above the stands.   
  Barrels and large sacks of goods fi ll this room. The smells of 
  spices, vegetables and other foods fi ll this chamber.
  A delicious aroma fi lls this warm chamber. This is the kitchen 
  of the castle, as the many hearths lining the walls attest. Two 
  large cauldrons sit in the center of the chamber, and pots, pans, 
  and dishes rest in mounted cupboards and shelving. A large 
  washbasin stands in the far corner of the chamber. 
  The walls of this large, circular chamber radiate a dim, 
  blue light. The fl oor is set with white mosaic tiles, arranged 
  in circles from the center of the room out. On the far wall a 
  beautiful tapestry depicts a giant full moon above this castle. 
  Ascending before you is a twisting stone staircase. 
  A mess of clothes and blankets sit atop the bed of this 
  chamber. Beside the bed is an ornately carved desk. Coins and 
  trinkets lay scattered about the desk’s top. A beautiful harp 
  sits in the northeast corner of the room, the head of which is 
  fashioned into the shape of a beautiful siren. 
  
  92
  If it becomes necessary to determine the faction of any of the 
  demonkindred guards, roll 1d6: (1-3) Novgorod loyalist, no faction; 
  (4) Dominationist (5) Medhiban Zealot, (6) Secret insurrectionist 
  posing as a Novgorod loyalist.
  2-1. Guard Tower, Second Floor
  This station is almost identical to similar ones in the castle. The 
  cauldrons are full of boiling tar. When intruders near the castle 
  entrance the guards here use the iron device to safely tilt the cauldrons 
  so that the tar falls into the tunnels. Anyone below the tunnel spout 
  when the guards drop the hot tar takes 3d8 points of damage. A 
  successful saving throw indicates that the character managed to leap 
  aside in time, taking no damage. There are always 4 noble guards
  in this room to supervise the slaves (4 ogres) who pour the hot oil. 
  All of the four noble guardsmen are members of the Dominationist 
  faction, and wear axe-sigil amulets.
  4 Demonkindred Noble Guards (Ftr 9): HD 9; HP 45 each; AC 
  2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 
  6; AL C; CL/XP 9/1100; Special: See in darkness 60ft, immune 
  to sleep and charm.
  4 Ogre Slaves: HD 4+1; AC 5[14]; Atk 1 weapon (1d10+1); 
  Move 9; Save 13; CL/XP 4/120; Special: None.
  2-2. Arched Hallway, 
  Second Floor
  This hallway is often traveled through, and thus the characters have 
  double the normal chance of encountering a wandering monster.
  2-3. Grand Hall, Second Floor
  Posted in this chamber are 4 swordsmen and 2 stone golems. 
  Should a fi ght break out in this area the statues (actually succubus 
  shaped stone golems) spring to life and attack on the following 
  round. 
  4 Demonkindred Noble Guards (Ftr 9): HD 9; HP 45 each; AC 
  2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 
  6; AL C; CL/XP 9/1100; Special: See in darkness 60ft, immune 
  to sleep and charm.
  Stone Golems: HD 15 (60hp); AC 5[14]; Atk 1 fi st (3d8); Move 
  6; Save 3; AL N; CL/XP 16/3200; Special: +1 or better magic 
  weapon to hit, immune to most magic.
  2-4. Grand Staircase
  The 2 statues in this room are similar in appearance to those in Area 
  2-3, although they do not animate; they are merely ordinary statues. 
  The staircases lead up to the third fl oor (see Castle Novgorod, Third 
  Floor, Area 3-2). 
  Treasure: The tapestries are large and bulky, weighing over 200 
  pounds each, but if players can manage a way to retrieve them the 
  tapestries fetch 1,000 gp each. There are four such tapestries in this 
  chamber. 
  2-5. Barracks, Second Floor
  There are at least 5 demonkindred fi ghters in this room at any 
  given time, as the guard’s watches vary. Those that are not in this 
  Castle Novgorod,
  Second Floor
  Several cauldrons rest over pits of hot coals in this circular 
  chamber, a thick black liquid bubbling within. The cauldrons 
  rest above the pits on hinged iron contraptions. Built into 
  the wall before the cauldrons are tunnels that are shaped to 
  accommodate the cauldron’s form.
  This enormous, curved chamber is lavishly decorated. Ornate 
  tapestries line the curved walls, and 2 statues depicting winged 
  elven women fl ank an elaborately carved archway. The fl oor 
  is comprised of perhaps thousands of tiny black and white 
  mosaic tiles, ingeniously set to appear as the castle itself. 
  Black archways line this corridor, and images of succubi and 
  other foul demons are carved into every surface. Many doors 
  line the corridor before it opens to a large chamber. 
  This large chamber is decorated similarly to the last with 
  ornate tapestries, a mosaic fl oor, and 2 similar statues. A 
  grand, red-carpeted staircase ascends to a median platform, 
  upon where the staircase divides. The two staircases continue 
  on in opposite directions. 
  This large chamber is lined with a single row of fi fteen beds, 
  each neatly made. Beside each bed is a large chest.
  
  93
  chamber are either in the guard tower, on the castle ramparts, or 
  patrolling in and around the castle (as wandering monsters). 
  5 Noble Demonkindred Fighters (Ftr7): HD 7; HP 40 each; AC 
  2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 
  8; AL C; CL/XP 7/600; Special: See in darkness 60ft, immune to 
  sleep and charm.
  Treasure: Each chest contains clothing and such, and 50 gp. In 
  addition, one chest contains a golden music box worth 2,500 gp, 
  while another contains a pearl necklace worth 1,000 gp. 
  2-6. Stairwell
  The staircase leads to the fi rst fl oor (see Castle Novgorod, First 
  Floor, Area 1-13). 
  2-7. Library
  The books in this library are on a variety of subjects, including: 
  the history of Novgorod, the environs of Harwood Forest, arcana, 
  planes (especially concerning demonic and other non-material plane 
  type creatures), the Demon Queen Lilith, and the Demon Princess 
  Medhiba. Il Oboroten is not in this library, but is in Morwenna’s 
  chamber. In addition, in the sections concerning the history of 
  Novgorod are many texts on the origin of the demonkindred 
  (discussed at the beginning of this adventure). The books on the table 
  are primarily about the Demon Princess Medhiba..
  Treasure: The books are worth 1d10 gp each. There are roughly 
  500 books in this chamber.
  2-8. Annuvin’s Chambers
  The door to this room is locked.
  Annuvin is in the next room, retrieving more wine when the 
  characters enter. The woman on the bed is one of Annuvin’s succubus 
  lovers, Syphrilla. Annuvin quickly readies his weapons in the other 
  room if he hears anything unusual here; he is not concerned with 
  protecting Syphrilla, but assumes that if there are intruders, the two 
  of them will have a greater chance of surviving if they are not taken 
  separately.
  Syphrilla the Succubus: HD 6; HP 30; AC 9[10]; Atk 2 scratches 
  (1d3); Move 12 (Fly 18); Save 11; AL C; CL/XP 9/1100; Special: 
  70% magic resistance, immune to non-magic weapons, cause 
  darkness in a 10ft diameter, kiss drains one level of experience, 
  summon other demons, charm person, ESP, clairaudience, 
  suggestion, change shape.
  Annuvin the Black (Demonkindred): HD 14; HP 100; AC 9[10]; 
  Atk +2 two-handed sword, poisoned (1d10+3); Move 12; Save 4; 
  AL C; CL/XP 14/2600; Special: See in darkness 60ft, immune to 
  sleep and charm.
  Magic Items: +2  two-handed sword (currently coated in poison), 
  amulet of spell resistance (conveys 10% magic resistance for 1d6 
  rounds when commanded, using one charge, or creates an anti-magic 
  shell for 1d10 rounds, using 2 charges. It contains 25 charges)
  Treasure: Syphrilla wears a golden circlet with aquamarines worth 
  3,500 gp. She also wears a jeweled anklet on her left ankle worth 
  2,500 gp. These were both given to her by Annuvin. There are 4 
  tapestries in this room, each worth 200 gp. Up to 8 jewels (golden 
  yellow topaz worth 500 gp each) can be pried out of the statues. 
  There are 10 golden candle holders about the room, each worth 100 
  gp. Resting upon the table are 4 jeweled silver goblets worth 200 gp 
  each, and 2 silver trays worth 50 gp each.
  Annuvin is Morwenna’s most trusted warrior (and son), and thus 
  is afforded many luxuries that others in the castle are not (such as 
  succubus lovers and valuable trappings). He worships Medibha as 
  fervently as the clerics, devoting his skills to her cause. 
  2-9. Annuvin’s Hoard
  This room serves as Annuvin’s personal storage and treasury. He 
  prefers to keep the heads of each of his victims in this room, spiking 
  them through the forehead and to the stone wall. There are over 30 
  heads in this chamber, many recent additions. The race of the heads 
  varies from humans to fallen elves. 
  Treasure: Of value in Annuvin’s treasure hoard are a suit of +2 
  plate mail, a +1 battle axe, 3 suits of plate mail fashioned to look like 
  bestial creatures, and a jeweled two-handed sword (1,000 gp). The 
  wines are of wonderful vintage, and the collection (of 20 bottles), is 
  worth 1,000 gp.  
  2-10. Morwenna’s Tower, 
  Second Floor
  The door to this room is locked. 
  Should the party carefully examine the frescos, they can easily 
  castle novgorod, second floor
  This room houses a circular outcropping of stone. The base 
  of the outcropping reveals an entrance to an enclosed, stone 
  fashioned spiral staircase. 
  Many rows of stone shelves are carved from the walls of 
  this room, upon which are messes of disorderly books and 
  scrolls. A large table sits in the center of this room. It looks as 
  if someone has recently studied here, for dozens of books lie 
  strewn about the table.
  This chamber is comfortable and lavishly decorated. A brazier 
  fi lled with hot coals sits in a center pit. Tapestries and jeweled 
  statues carved in the likeness of demons act as decorations, 
  and lit candles rest in gold holders. At the northeast end of the 
  room is another door, which is slightly ajar. An oak table sits 
  in the north corner, atop which sit silver trays and goblets full 
  of food and wine. Besides the smells of food a musky odor 
  fi lls the room. A large bed complete with silks and pillows 
  sits against the far wall. A beautiful woman with disturbing 
  leathery wings lies on the bed. She smiles seductively as you 
  enter. 
  This circular chamber is empty save for its decorations. The 
  walls are masterfully painted as continuous frescos, and seem 
  to tell a story. 
  The stench of death assails you as you enter this room. Skulls 
  and a great many heads with still decaying fl esh are staked to 
  the wall of this room with thick iron spikes. Various weapons 
  and armors lie about the room, many fashioned to portray 
  demons and other ungodly creatures. A cupboard on the far 
  wall of the chamber holds a great many bottles of wine. 
  
  94
  understand the story behind each. The frescos detail as follows: The 
  fi rst fresco depicts Caer Myrrdin, the elven kingdom to the north of 
  Myrridon. The second depicts two factions of elves disputing with 
  one another. The third depicts a war between the two elven factions. 
  The fourth depicts the smaller of the factions being driven from the 
  kingdom. The fi fth depicts the elves entering a vast, dark forest. 
  The sixth depicts the elves burying a small child alive. The story 
  continues with frescos in the room immediately above on the third 
  fl oor (see Castle Novgorod, Third Floor, Area 3-5).   
  2-11. Zahmadr’s Chambers
  The door to this room is locked.
  Zahmadr is a demonic knight (see Appendix 3), a being that 
  arrived unbidden in the city of Novgorod some time ago along with 
  its associate Gholdrazuk. Although the creatures are not sane by any 
  standard of the material planes, their objective is to take advantage 
  of the instability and chaos that currently holds Novgorod in its grip 
  with the coming of Medhiba’s promises to the demonkindred. The 
  two demonic knights are not presently bound to the service of any 
  demon lord, and if they see the right opportunity here, they will 
  declare allegiance and bind themselves to Medhiba’s overlordship. If 
  events go badly in Novgorod (and the knights have seen this happen 
  in other places in other times), they will draw energy and amusement 
  from the slaughter and riots they expect might take place. If some 
  other power of Chaos steps in to trump Medhiba’s play for the 
  demonkindred, so be it; the demonic knights will see to it that they 
  side with the winner.
  Zahmadr, Demonic Knight: HD 9; HP 50; AC -3[22]; Atk +3 
  longsword (1d8+3); Move 9; Save 6; AL C; CL/XP 11/1700; 
  Special: detect magic, see invisibility, wall of ice; dispel magic, 
  fi reball, fear, breath of unlife, create spawn, summon demons
  The spider idol is made of a non-earthly substance, and is worth 
  3,000 gp.
  2-12. Gholdrazuk’s Chambers
  The door to this room is locked.
  These are the chambers of Gholdrazuk, the second demonic knight 
  who is present to take advantage of the chaos in Novgorod.
  Goldrazuk, Demonic Knight: HD 9; HP 50; AC -3[22]; 
  Atk +3 longsword (1d8+3); Move 9; Save 6; AL C; CL/XP 
  11/1700; Special: detect magic, see invisibility, wall of ice; 
  dispel magic, fi reball, fear, breath of unlife, create spawn, 
  summon demons.
  castle novgorod, second floor
  There is little more than a bed and dresser in this chamber. 
  A small, black idol crafted into the shape of a spider sits atop 
  the dresser. 
  A bed and dresser occupy this chamber. A tray of half-eaten 
  food and a half full bottle of wine sit on the top of the dresser. 
  A backpack and bedroll sit in the corner of the room. 
  
  95
  Treasure: In addition to the possessions on his person, Goldrazuk 
  owns a handy haversack (the backpack lying in the corner). It 
  contains six jars of paste (poisonous if eaten), an unholy symbol of 
  chaos, and four black candles.
  2-13. Tower of the Moon, 
  Stairwell
  The door to this room is locked.
  This chamber is meant to represent the dark side of the moon on 
  this fl oor. It serves as little more than a stairwell.  
  2-14. Tower of the Moon, 
  Chamber of the 
  Waning Gibbous
  The door to this room is locked. 
  This chamber is the ritual room for protective magic. Protective 
  magic cast in this chamber takes effect as if the caster were 3 levels 
  higher, and the effects of each spell are maximized. 
  castle novgorod, second floor
  This crescent shaped chamber contains little more than a 
  stairwell. The fl oor however, is tiled with hundreds of tiny 
  stones, forming a black mosaic without pattern.
  This chamber is tiled with white mosaic stones, and the walls 
  radiate a dim, blue light. An ornate tapestry hangs on the far 
  wall depicting a gibbous moon over this castle.
  
  96
  If it becomes necessary to determine the faction of any of the 
  demonkindred guards, roll 1d6: (1-3) Novgorod loyalist, no faction; 
  (4) Dominationist (5) Medhiban Zealot, (6) Secret insurrectionist 
  posing as a Novgorod loyalist.
  3-1. Guard Tower, Third Floor
  This room is normally occupied by at least 5 advanced 
  archers. There are 10 bows hanging on the wall (none magical 
  or masterwork), and a total of 500 arrows stacked in this room (in 
  case of a siege). 
  5 Demonkindred Noble Guards (Ftr 9): HD 9; HP 45 each; AC 
  2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 
  6; AL C; CL/XP 9/1100; Special: See in darkness 60ft, immune 
  to sleep and charm.
  Treasure: Each of the guards carries a black pearl worth 1,000 gp
   
  3-2. Grand Stairway, 
  Third Floor
  The demonkindred woman depicted in the fl oor mosaic and 
  in the statues is of course Morwenna. The statues are of an 
  uncanny likeness to her, while the motif on the fl oor is only a 
  demonkindred silhouette. The staircase rises to the fourth fl oor 
  (see Castle Novgorod, Fourth Floor, Area 4-2) and descends 
  to the second fl oor (see Castle Novgorod, Second Floor, Area 
  2-4). 
  Treasure: The tapestries on the walls are each extremely well 
  crafted and ancient, and are worth 1,000 gold pieces each. PCs 
  wishing to loot the items must have a way to carry them (such as 
  a bag of holding), for the tapestries are each 10 feet by 5 feet, and 
  weigh nearly 200 pounds each. 
  3-3. Grand Hall, Third Floor
  Gabriell is one of Morwenna’s servants, summoned here by 
  the queen and coaxed to enlist in her ranks. Gabriell seeks to 
  gain a position of power on this plane, and has been promised by 
  Morwenna that she may rule over a portion of the realm when her 
  plans of conquest are realized. Of course, Morwenna does not intend 
  to give any part of her kingdom to the marilith, but hopes instead to 
  destroy the creature when she is no longer of use. Gabriell suspects 
  such, but has her own plans as well.
  Gabriell, Fifth-category (Marilith) Demon: HD 8; AC –3[22]; 
  Atk 6 weapons (1d8), tail (1d8); Move 12; Save 8; CL/XP 
  13/2300; Special: Constrict, Magic resistance (80%), +1 or 
  better magic weapon required to hit, charm person, levitate, 
  and polymorph self at will, immune to fi re.
  Treasure: Gabriell holds a wand of polymorph others (20 
  charges, cannot be recharged). She also wears a 10,000 gp emerald 
  and ruby tiara, a 3,000 gp jeweled bracelet, and a 1,000 gp platinum 
  necklace. Gabriel keeps her possessions in holding rings on a belt 
  around her waist. The belt has sheaths for her six weapons as well 
  as for her wand, scroll, and other trinkets.
  3-4. Throne Room
  The throne room is empty, and there is nothing to harm the 
  adventurers here save the chance of a wandering monster. 
  The tapestry depicts Vargoth Novgorod, the fi rst king of the 
  demonkindred after their exile. 
  There is a secret door behind and to the south of the throne leading 
  to Area 3-6. 
  Castle Novgorod,
  Third Floor
  This chamber is fashioned as a half circle. Bows hang on the 
  straight wall, and quivers of arrows lie stacked below them. In 
  the curved walls of the chamber are many arrow slits, aimed 
  down at the bridge below. 
  Ebon arches rise some 30 feet to the ceiling of this chamber. 
  A grand staircase leads down to the second fl oor and continues 
  from this fl oor to the fourth as well. The fl oor of this chamber is 
  made of thousands of tiny mosaic stones, forming patterns out 
  of black and white. The stones create intricate designs around 
  a central winged-female motif. On the walls of the room are 
  eight large tapestries woven of gold and silver threads to 
  form abstract depictions of battles. Two identical statues of 
  a beautiful woman with large wings tucked behind her back 
  fl ank an archway leading to the next room.
  The mosaic from the grand stairway continues into this 
  enormous chamber, but then yields to an ornate black and gold 
  carpet. More tapestries line this chamber, but you have little 
  time to examine them. At the side of the room is a horrible 
  beast. The creature’s top half is that of a beautiful woman, 
  albeit one with 6 arms. The bottom half of the creature is that 
  of an enormous serpent. She slithers toward you, brandishing 
  a cruel weapon in each of her arms. 
  Six black columns rise 30 feet to the vaulted ceiling of this 
  room, fl anking a black and gold, intricately woven carpet. The 
  focal point of this lavish chamber is an onyx throne. The arms 
  of the throne are carved into black dragons, their maws open 
  as if in challenge. The back and head of the throne are carved 
  in the likeness of a succubus. Flanking the throne are 2 statues 
  of winged women. A large tapestry of a black dragon with a 
  demonkindred rider hangs above the throne. 
  
  97
  3-5. Morwenna’s Tower, 
  Third Floor
  Serafi na (Erinyes Demon): HD 6; AC 2[17]; Atk 2 whips 
  (2d6); Move 12 (Fly 24); Save 11; CL/XP 9/1100; Special: 
  Magic resistance (25%), fear, immune to fi re and cold.
  Serafi na’s whips, in addition to causing damage with a 
  successful hit, will disarm the victim (automatically) and cause 
  paralysis for 1d6 full turns if a saving throw fails, and for 2 
  rounds if the saving throw succeeds.
  The blurring around Seraphina is due to her mastery of 
  shadows – any attack directed at her has a 10% chance to fail 
  due to being aimed at the wrong place.
  Summoning a Shadow: Seraphina can summon a shadow every 
  second round without concentrating. These will disappear if 
  Seraphina is killed.
  Shadow: HD 3+3; AC 7[12]; Atk 1 touch (1d4 + strength 
  drain); Move 12; Save 14; CL/XP 4/120; Special: Drain 1 
  point str with hit, hit only by magic weapons.
  Seraphina is one of Medhiba’s servants, sent to assist Morwenna. 
  Seraphina especially enjoys studying the frescos in this chamber, 
  and thus often chooses to guard this area from those that would 
  assault Morwenna’s tower.  
  The frescoes painted on the walls of this room continue the story 
  began in the room immediately below on the second fl oor (see Castle 
  Novgorod, Second Floor, Area 2-10). PCs carefully examining the 
  frescoes can understand the story presented in each. The frescos 
  depict as follows: The seventh depicts the elves building a city over 
  the child’s grave. The eighth depicts a succubus speaking with a 
  wary band of elves. The ninth depicts the elves worshipping the 
  succubus, and offering sacrifi ces. The tenth depicts elves going 
  through painful transformations, growing wings and horns. The 
  eleventh depicts the greataxe, medb, held by a fallen elven woman. 
  The twelfth depicts the fallen elves conquering Caer Myrrdin. The 
  last 2 frescoes look as if they were recently painted.
  There are two secret doors in this chamber (one leading to Area 
  3-6, and the other to Area 3-9), painted over by the ninth and 
  eleventh frescoes. 
   
  3-6. Secret Room 
  This secret room is rarely used by any other than Morwenna. 
  She uses this chamber to move quickly between her tower and the 
  throne room. The chamber is of course dusty because it is a secret 
  chamber and as such the servants never clean here. 
  The bookshelves house journals and accounts of the business and 
  meetings conducted in the throne room. All are written in the elven. 
  castle novgorod, third floor
  On the walls of this chamber are many masterfully painted 
  frescos. In the center of the room is a beautiful woman with 
  large bat-like wings. She brandishes a thorny whip in each 
  hand and cracks both as you enter. She smiles and moves into 
  a fi ghting stance as her outline begins to blur at the edges.
  This room is dark and musty, and covered in cobwebs. 
  Several shelves of thick tomes line the western walls of this 
  chamber. A thin layer of dust has settled on the fl oor, disturbed 
  by several sets of footprints.
  
  98
  Most of the tomes include mundane items of business, such as tax 
  tallies in the city of Novgorod and ledgers totaling the moneys in 
  the treasure vaults at different times. PCs specifi cally searching for 
  the most recent tome can fi nd some relevant (if not entirely useful) 
  information. The tome includes records of Morwenna’s payment to 
  the Irontooth clan and to the mercenaries in the castle (whom she 
  sent to Tunguska to retrieve the axe). If the mercenaries retrieved 
  the axe, and the characters did not intercept it, then there is a record 
  of payment to the mercenaries, totaling 100,000 gold pieces in 
  treasure and magical items.  
  If the party examines the tracks, they will decide that all of the 
  sets were probably made the same person (a ranger can tell this 
  with certainty). The tracks lead to the secret door in Area 3-5, and to 
  the door leading to Area 3-7 as well, but they must be backtracked 
  closely and carefully to determine their actual pathway.
  3-7. Trapped Hall
  The door leading to this hall is trapped with a symbol of death (80 
  hit points of damage divided among those nearby.
  There are no footsteps in the dust of this area as Morwenna uses 
  teleport to get to Area 3-8 rather than risk the trapped hall.
  As the name implies, this corridor contains a trap. The fi rst person 
  to step into this corridor has a 1 in 6 chance to be caught in the trap, 
  the second person has a 2 in 6 chance, and so on. If anyone gets 
  halfway across the corridor with no one having been caught in the 
  trap, then the fi rst person to get halfway across has a 1 in 6 chance, 
  the next a 2 in 6 chance, etc. If, still, no one has been caught in the 
  trap by the time someone reaches the end of the corridor, then the 
  fi rst person to reach the end of the corridor will automatically be 
  caught in the trap.
  The trap is the sudden materialization of a globe of fi re that forms 
  around the character (no saving throw), and begins rolling madly 
  around in the corridor. By rolling, it will make a to-hit roll as a 9HD 
  creature against one other character in the corridor each round, and 
  the exterior of the globe causes 2d6 points of fi re damage if it hits. 
  Inside the fi re-globe, the temperature rises, causing 1 hit point of 
  damage in the fi rst round, 2 in the second, 3 in the third, and then 
  remains at 3 hit points per round. A salamander forms inside the 
  globe, summoned from the elemental plane of fi re. If the character 
  inside kills the salamander, the globe is dispelled. Other characters 
  can attempt to hit the salamander while the combat is going on, but 
  they have a 25% chance that a to-hit roll directed at the salamander 
  will go astray and actually hit the character inside. Spells cannot 
  be cast inside the globe, and the exterior of the globe is 75% magic 
  resistant. The globe’s magical force prevents either the captured 
  character or the salamander from escaping until one or the other 
  dies. All attacks within the globe are made at –1 to hit, because the 
  globe is rolling madly around, and it is diffi cult to maintain footing. 
  This is not an issue for the salamander, since it has the lower body 
  of a serpent and is thus quite stable.
  Salamander: HD 7; HP 25; AC 5 [14] (torso); 3[16] (serpent 
  body); Atk Touch and constrict (2d8 + 1d6 heat), 1 weapon 
  (1d6); Move 9; Save 9; AL C; CL/XP 8/800; Special: Heat, 
  castle novgorod, third floor
  This long corridor is as dusty as the one prior to it. It looks 
  as if nobody has entered this chamber for many years. The 
  corridor is 30 feet wide and continues for about 120 feet 
  before narrowing. 
  
  99
  constrict.
  The trap “resets” within one hour.
  3-8. Southern Treasure Vault
  The door to this room is consistently warded with a spell that 
  mentally alerts Morwenna when any creature enters this chamber 
  (the spell is a small, invisible rune that can be detected by either 
  detect magic or a cleric’s fi nd traps spell, and which can be 
  dispelled). Should the spell be set off, Morwenna immediately 
  sends Vladimir (see Castle Novgorod, Fourth Floor, Area 4-5) and 
  a group of 5 swordsmen to the area to investigate. The group arrives 
  in 1d10 rounds, and hunts the characters down from there. Looting 
  the castle treasury is a risky business indeed, and after having gone 
  through the trapped hall, players may need to run rather than face 
  Vladimir and the guards. 
  Vladimir Chosen of Medhiba: HD 12; HP 60; AC 0[19]; Atk 
  1 longsword (1d8); Move 9 (Fly 18); Save 6; AL C; CL/XP 
  13/2300; Special: See in darkness 60ft, immune to sleep and 
  charm, may cast Cone of Cold (8d8, save for half damage) 
  once per hour, 20% magic resistance.
  Magic Items: Wand of Fear (10 charges), +1 plate mail, +2 shield
  5 Demonkindred Noble Guards (Ftr 9): HD 9; HP 45 each; AC 
  2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 
  6; AL C; CL/XP 9/1100; Special: See in darkness 60ft, immune 
  to sleep and charm.
  This chamber holds most of the coin, monetary goods of the 
  castle, and many magical items. PCs can fi nd the following treasure 
  in this vault: a staff of wizardry, a staff of striking, an arcane scroll
  inscribed with clone, anti-magic shell, and wish, 10,000 gp, 2,000 
  gp blue star rubies (x2), 1,000 gp fi ery yellow corundums (x2), 
  a 900 gp white opal, an 800 gp aquamarine, 700 gp black pearls 
  (x2), a 500 gp alexandrite, 400 gp corals (x2), 200 gp jets (x2), 
  200 gp jade pieces (x4), 75 gp onyx pieces (x5), 50 gp bloodstones 
  (x3), 50 gp moonstones (x5), 30 gp blue quartz pieces (x3), 10 gp 
  moss agates (x2), a 4,000 gp jeweled scepter, a 1,200 gp jet comb 
  with succubus designs, a 1,000 gp silver plated mirror, an 800 gp 
  statuette of Vargoth on a black dragon, a 600 gp jeweled longsword, 
  a 300 gp golden wrought tankard, a 200 gp gold chalice, a 150 gp 
  gem ring, and 100 gp silks. 
  3-9. Forbidden Corridor
  A spell of Forbiddance is cast on this chamber, disallowing 
  teleport spells and the like, and causing 1d8 points of damage to 
  anyone not of Chaotic alignment who enters the room.
  3-10. Northern Treasure Vault
  The door to this chamber is trapped with a wail of the banshee 
  trap that causes all within 50ft to make a saving throw or die. The 
  door to this room is also warded with a spell that mentally alerts 
  Morwenna when any creature enters the chamber (the spell is a 
  small, invisible rune that can be detected by either detect magic or 
  a cleric’s fi nd traps spell, and which can be dispelled). Should the 
  spell be set off, Morwenna immediately sends Vladimir (see Castle 
  Novgorod, Fourth Floor, Area 4-5) and a group of 5 swordsmen to 
  the area to investigate, as detailed in Area 3-8. 
  The party can fi nd the following treasure in this vault: Figurine 
  of the Golden Lion, a ring of water breathing, a scroll containing 
  each of the second level magic user spells, 3 healing potions, 1,600 
  pp, 9,000 gp, 1,000 gp emeralds (x2), a 1,000 gp black opal, an 800 
  gp alexandrite, a 650 gp deep blue spinel, 500 gp violet garnets 
  (x2), a 300 gp tourmaline, a 200 gp brown-green garnet, a 70 gp 
  chrysoprase, a 60 gp chalcedony, a 40 gp hematite, a 30 gp tiger 
  eye turquoise, 20 gp pieces of lapis lazuli (x2), a 2,000 gp jeweled 
  masterwork greatsword, a 2,000 gp jeweled masterwork greataxe, 
  1,500 gp jeweled masterwork longswords (x3), a 1,000 gp tapestry 
  of Lilith’s castle,  600 gp tapestries of Novogorod castle (x2), 400 
  gp tapestries of the city of Novgorod (x2), and 100 gp silks.
  3-11. Stairwell
  The door to this room is locked. 
  3-12. Perun’s Chamber
  The door to this room is locked. 
  Cernowain’s pupil, Perun, calls this chamber his home. Perun is 
  the lowest of Cernowain’s students, and has no intention of fi ghting 
  the characters unless he must. He instead talks to the party, hoping 
  to save his skin. He offers information (whatever he can think of) 
  in exchange for his life. Perun is one of the very rare demonkindred 
  who are not chaotic but are neutrally-aligned; he wishes only to 
  stay out of the way of this ensuing battle. Perun guides the party 
  if they decide to take him prisoner, but if mistreated he attempts to 
  castle novgorod, third floor
  Mounds of gold and platinum fi ll this chamber. Various 
  items and treasures sit atop, and chests overfl ow with jewels 
  and jewelry. 
  This long corridor is fi lled with cobwebs, and a thin layer 
  of dust coats the fl oor. It looks as if nobody has entered this 
  chamber for many years. The corridor is 30 feet wide and 
  continues for about 60 feet before narrowing. 
  Chests overfl ow with coins and jewels in this chamber. Rolled 
  tapestries and other items are neatly stacked against the wall. 
  Many wondrously crafted weapons are mounted above them. 
  This chamber serves as little more than a stairwell. The fl oor 
  is tiled with black mosaic stones, and 2 doors lead from the 
  chamber. The stairwell continues to rise into the heights of 
  the tower. 
  A strong odor of incense assails you as you enter this room. 
  Awkwardly pushed against a curved wall rests a small bed. A 
  table sits between the bed and the door, upon which are stacks 
  of many thick tomes. Quill and ink rest atop an open book on 
  the table, and incense burns in a brass censer nearby. At the 
  table sits a relatively young-looking demonkindred. He looks 
  up from his tome and stairs at you in horror. 
  
  100
  turn the tables and lure them into a trap, if possible. 
  Perun, demonkindred warlock (MU 8): HD 8; HP 30; AC 
  7[12]; Atk 1 staff (1d6); Move 12; Save 8; AL C; CL/XP 
  9/1100; Special: See in darkness 60ft, immune to sleep and 
  charm, spells.
  Spells: Level One: Charm Person x2, Protection from Evil, 
  Sleep; Second Level: Invisibility, Levitate, Web; Third 
  Level: Dispel Magic, Fireball, Fly; Fourth Level: Confusion, 
  Polymorph Self 
  Magic Items: 1 potion of complete healing (restores all lost hit 
  points).
  There is little of value in this chamber save the items that Perun 
  carries with him. 
  3-13. Tower of the Moon, 
  Chamber of the Waning 
  Half Moon
  The door to this room is locked. 
  This chamber is the ritual room for Divination magic. Divination 
  magic cast in this chamber takes effect as if cast at a character level 
  3 higher, and the effects of each spell are maximized.
  castle novgorod, third floor
  This chamber is tiled with white mosaic stones, and the walls 
  radiate a dim, blue light. An ornate tapestry hangs on the far 
  wall depicting a half moon over this castle.
  
  101
  If it becomes necessary to determine the faction of any of the 
  demonkindred guards, roll 1d6: (1-3) Novgorod loyalist, no faction; 
  (4) Dominationist (5) Medhiban Zealot, (6) Secret insurrectionist 
  posing as a Novgorod loyalist.
  4-1. Guard Tower, Fourth Floor
  There are always 5 demonkindred nobles in this chamber, keeping 
  a watch on the grounds, and readying their bows in case of an attack. 
  As attacks on the castle are few and far between, the guards are likely 
  to be playing cards at the central table, fashioning arrows, or doing 
  something else to pass the time. 
  5 Demonkindred Noble Guards (Ftr 9): HD 9; HP 45 each; AC 
  2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 
  6; AL C; CL/XP 9/1100; Special: See in darkness 60ft, immune 
  to sleep and charm.
  4-2. Grand Stairway, 
  Fourth Floor
  The succubus images all depict Medhiba. The oaken doors are 
  locked, and lead to Area 4-3. The grand stairway in this room 
  descends to the third fl oor (see Castle Novgorod, Third Floor, Area 
  3-2).
  4-3. Temple of Medhiba
  This chamber has several different possibilities, depending on the 
  past actions and successes of the characters. Three scenarios are 
  presented here for this room. The fi rst scenario should be used if 
  Morwenna’s mercenaries escaped Tunguska with the Axe of Tsanai, 
  and if Morwenna has not yet completed the ritual to free Tsanai (see 
  the Sidebox: Castle Timeline of Events at the end of this area). The 
  second scenario should be used if Morwenna’s mercenaries escaped 
  Tunguska with the Axe of Tsanai, and if Tsanai has been freed from 
  the axe. The third scenario should be used if party has managed to 
  keep the Axe of Tsanai from Morwenna’s clutches. 
  First Scenario (Morwenna has the axe and 
  has not completed the ritual)
  You may wish to read or paraphrase the player text in the third 
  scenario to players to give them a feel for the setup of the room 
  before them. 
  In this scenario the players come upon one of Morwenna’s sacrifi ces 
  just in time. It is up to you to decide how many have already been 
  sacrifi ced this day, but considering that Morwenna sacrifi ces 100 
  people daily, there is a good chance that a grisly scene of blood and 
  bodies awaits the party. The bodies of those sacrifi ced on previous 
  days are moved to a mass grave in the dungeon (Dungeons of Castle 
  Novgorod, Area 5). 
  5 Hell-Harpies: HD 7; HP 40, 30, 28, 28, 25; AC 7[12]; Atk 2 
  talons (1d6) and weapon (1d8); Move 6 (Fly 18); Save 9; AL C; 
  CL/XP 8/800; Special: Siren-song (draws those who fail a saving 
  throw closer to the harpy), Charm person by touch (saving 
  throw negates), 25% magic resistance.
  Morwenna, Queen of Novgorod, Chosen of Medhiba: HD 14; 
  HP 110; AC 2[17]; Atk +5 Axe of Tsanai (1d8+6); Move 9; 
  Save 3; AL C; CL/XP 15/2900; Special: 10% magic resistance, 
  immune to non-magic weapons, cause darkness in a 10ft 
  diameter, kiss drains one level of experience, command hell-
  harpies, teleport twice per day, spells
  Spells: First Level: Cure Light Wounds x2; Second Level: Hold 
  Person x2; Third Level: Prayer; Fourth Level: Sticks to Snakes
  Magic Items: Rod of Absorption (10 spell levels ready for use, 
  room to absorb 10 more), wand of dispel magic (15 charges), 
  Cloak of Displacement (bonus 3 to AC), Axe of Tsanai, Crown of 
  the Fallen (see Appendix 2).
  Morwenna carries keys that open any door in the Castle.
  Sophia, Chosen of Medhiba (CL 10): HD 9+1; HP 30; AC 
  2[17]; Atk mace (1d6); Move 9; Save 6; AL C; CL/XP 11/1700; 
  Special: 10% magic resistance, immune to non-magic weapons, 
  Castle Novgorod,
  Fourth Floor
  A barred window overlooks the grounds below. Around the 
  window are arrow slits, fashioned into the curved walls of the 
  chamber. Arrows are heaped in piles about the room, and bows 
  hang from the walls. A small table sits in the center of the 
  room. 
  The ceiling of this large chamber is masterfully painted, 
  portraying fi ery scenes of demons torturing the damned. 
  Before you are four semicircular nooks, each housing an 
  identical statue of a succubus. Ahead are two large, oaken 
  doors, each of which is carved a succubus relief. 
  Screams of horror greet you as you enter what is obviously 
  a temple dedicated to Medhiba, the vile goddess of the 
  demonkindred. Three demonkindred clad in black vestments 
  stand in a semicircle, chanting. Chained to the walls nearby 
  are many beautiful, winged women with the lower bodies of 
  a taloned bird. They sit staring up at you as you enter. At the 
  far end of the temple is a black altar, atop which is strapped 
  a young maiden, bound with leather ties. A demonkindred 
  woman stands poised above her, bearing a wicked, black 
  lacquered axe, the head of which is shaped as a succubus. Her 
  visage is that of a madwoman, twisted in a maniacal grin of 
  hate and bloodlust. She stands ready to strike but halts upon 
  seeing you. “Takal ‘il nemshe!” She shouts. The black-vested 
  clerics draw their weapons from the hidden folds of their robes 
  and move to attack. 
  
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  cause darkness in a 10ft diameter, kiss drains one level of 
  experience, command hell-harpies, spells
  Spells (3/3/3/3/3)
  First Level: Cure Light Wounds x3; Second Level: Hold Person 
  x2, Silence 15ft Radius; Third Level: Cure Disease, Prayer, 
  Remove Curse; Fourth Level: Cure Serious Wounds x3; Fifth 
  Level: Finger of Death x3
  Magic Items: Staff of Healing
  Varia, Chosen of Medhiba (CL10): HD 9+1; HP 30; AC 2[17]; 
  Atk +1 mace (1d6+1); Move 9; Save 6; AL C; CL/XP 11/1700; 
  Special: 10% magic resistance, immune to non-magic weapons, 
  cause darkness in a 10ft diameter, kiss drains one level of 
  experience, command hell-harpies, spells
  Spells (3/3/3/3/3)
  First Level: Cure Light Wounds x2, Detect Magic; Second 
  Level: Hold Person x2, Silence (15ft radius); Third Level: 
  Locate Object, Prayer, Remove Curse; Fourth Level: Cure 
  Serious Wounds x2, Speak with Plants; Fifth Level: Insect 
  Plague x3
  Magic Items: Boots of Speed, +1 mace
  Vladimir, Chosen of Medhiba (CL10): HD 9+1; HP 30; AC 
  1[18]; Atk +1 mace (1d6+1); Move 9; Save 6; AL C; CL/XP 
  11/1700; Special: 10% magic resistance, immune to non-magic 
  weapons, cause darkness in a 10ft diameter, kiss drains one level 
  of experience, command hell-harpies, spells
  Spells (3/3/3/3/3)
  First Level: Cure Light Wounds x2, Detect Magic; Second 
  Level: Hold Person x2, Silence (15ft radius); Third Level: 
  Locate Object, Prayer, Remove Curse; Fourth Level: Cure 
  Serious Wounds x2, Speak with Plants; Fifth Level: Finger of 
  Death, Insect Plague x2
  Magic Items: +1 mace, ring of protection +1
  Tactics: Upon seeing the characters enter the temple, Morwenna 
  will teleport to her chamber (see Castle Novgorod, Towers, Area 
  5-12), confi dent that the others will handle the battle. There she 
  uses her crystal ball to scry on the battle, and prepare for the fi nal 
  confrontation with the party. Sophia, Varia and Vladimir use all of 
  the abilities at their disposal to destroy the player characters. Sophia 
  immediately moves to free the hell-harpies, allowing them to act on 
  subsequent turns. She then acts as the backup, casting healing spells 
  on her companions when they are hurt, or casts offensive magic on 
  the PCs if little or no harm has befallen her companions. 
  Second Scenario (Morwenna has gotten 
  the Axe, and freed Tsanai by completing 
  the ritual)
  You may wish to paraphrase the details of this chamber, presented 
  in the player text in the third scenario, to the players. The bodies of 
  the victims sacrifi ced have all been disposed of, moved to the mass 
  grave in the dungeons below the castle (see Dungeons of Castle 
  Novgorod, Area 5). The mirror was the focus that was needed to 
  castle novgorod, fourth floor
  The fl oors and walls of this chamber are smeared in blood. 
  A large black altar rests at the head of the chamber, its surface 
  and cruel leather straps soaked in the crimson substance. A 
  large mirror lies shattered at the end of the chamber.
  
  103
  free Tsanai from the axe. When she was freed, she came through the 
  mirror, shattering it in the process.  
  Given this scenario Tsanai herself resides in the temple of Medhiba. 
  Since she was freed from the axe she has stayed in this room, praying 
  to Medhiba and plotting her revenge upon the world. 
  Tsanai (Sixth-Category Demon, non-Baalroch): HD 9; HP 90; 
  AC 1[18]; Atk Axe (1d12) and 1 whip (1d8 + disarm); Move 
  6 (15 ﬂ y); Save 6; CL/XP 13/2300; Special: Magic Resistance 
  (60%), surrounded by domination magic, magic weapon 
  required to hit, unaffected by spells from casters lower than 6th 
  level.
  Tsanai’s aura of domination requires anyone within 10ft 
  to make a saving throw each round or be charmed by the 
  demoness. When she hits with her whip, the target is not only 
  damaged, but is also automatically disarmed; Tsanai can twitch 
  the weapon away to lie at her feet, within the area of her aura of 
  domination.
  Third Scenario (Party has kept Morwenna 
  from getting the Axe)
  Given this scenario the chamber is empty (except for the chance of 
  a wandering monster). There are 2 secret chambers in this room, each 
  leading to separate dungeons where the people of Sylvanus are kept 
  (see Area 4-4). The doors are both locked. Morwenna and each of the 
  clerics have a key to these areas. 
  4-4. Prisoners of Sylvanus
  You will have to adapt the player text below according to your 
  players’ situation (as the people of Sylvanus may have already been 
  sacrifi ced). Where appropriate, read or paraphrase the following text 
  to players entering this area: 
  If the players kept the axe out of Morwenna’s clutches, the people 
  of Sylvanus are still in this room. Morwenna plans on using them as 
  slaves throughout Novgorod until she can get the axe back (a task she 
  plans to go about relentlessly). Otherwise, they are being sacrifi ced 
  at a rate of 100 per day. There were originally over 700 hostages 
  between these two chambers. If Morwenna has the axe she sacrifi ces 
  100 a day to Tsanai, releasing her from her prison in a week. 
  The prisoners are chained and locked together. There is one large 
  lock per ten chained prisoners. Morwenna and the clerics each have 
  a master key to these locks. 
  In the northern prisoners chamber is a secret door leading to the 
  hallway in Morwenna’s tower (Varia’s chamber, Area 4-8). Morwenna 
  and the clerics each have keys to this area.
  4-5. Vladimir’s Chamber
  The door to this room is locked. 
  castle novgorod, fourth floor
  The most striking feature of this chamber is the colorful 
  succubus mosaic on the fl oor. It spans the majority of the 
  chamber, and is a stunning portrayal of what must be the 
  demonkindreds’ succubus goddess Medhiba. Around the fi gure 
  are many benches, carved into the walls of the chamber. A 
  large, black altar rests at the head of the temple. Leather straps 
  are built into the altar, no doubt to tie down sacrifi cial victims. 
  A chandelier fashioned of skulls and bones hangs from the 
  ceiling above, supporting a massive number of black candles. 
  Similar sconces line the walls of the temple, each topped with 
  a skull fashioned to act as a torch holder. At the end of the 
  chamber is a large, polished mirror, held in a black and ornate 
  frame, carved with images of succubi. The presence of the 
  mirror makes this place appear twice as large as it already is.  
  Castle Timeline of Events
  Should Morwenna’s cohorts have returned the Axe of Tsanai 
  from Tunguska, Morwenna begins the ritual sacrifi ces the 
  following day. Everyday henceforth she sacrifi ces 100 of the 
  villagers with the axe. Thus, the party has 7 days until Tsanai 
  is freed from the axe. 
  Experience: The players should be awarded an extra 500 
  experience points to be split between them for each 100 
  villagers they save from Morwenna, and safely return to 
  Sylvanus. 
  Escaping from Novgorod 
  with the People of Sylvanus
  Should the party manage to save the prisoners of Sylvanus 
  (or some of them) they still have a diffi cult task ahead. Getting 
  the prisoners out of Novgorod is a challenge itself, as the 
  castle is in the center of the city. It should take the characters 
  some effort to smuggle the villagers out. Let them think of an 
  ingenious plan. If the party simply escorts the prisoners through 
  the city without some sort of plan or disguise, they are certain 
  to run into trouble. If the party has any demonkindred helping 
  them out, the demonkindred will offer the obvious (and likely 
  workable) plan of keeping the prisoners in their chains and 
  pretending to be slavers leaving the city.
  Characters that use Divination magic to try to fi nd a means 
  of escape for the prisoners have a much easier time. They can 
  learn that the best way to escape the confi nes of Novgorod 
  is by using a Teleportation Circle. Characters can also learn 
  that the Archmage, Cernowain, has a scroll of the spell in his 
  chambers (see Castle Novgorod, Towers, Area 5-3), and that 
  the material component for the spell (1,000 gp of Amber Dust) 
  can be found in the Tower of the Moon storeroom (see Castle 
  Novgorod, Towers, Area 5-7). This allows the characters a 
  means of escaping with all of the prisoners intact. 
  This enormous corridor is oddly shaped, and holds a vast 
  number of chained prisoners. The area reeks of bodies and 
  refuse long locked in a tight space. The prisoners look upon 
  you fi rst with fear and then upon realizing that you are not of 
  the ranks of the demonkindred, with surprise and glee.
  The décor of this room is terrible to behold. Hanging from 
  the walls are many fl ayed skins. Both human and elven faces 
  alike stare at you through empty sockets, the disfi gured 
  visages bereft of sensory organs, their mouths forever twisted 
  in grotesque snarls. In the center of the chamber is a large, 
  four-poster bed, its curtains pulled closed. A nightstand and a 
  large chest fl ank the bed. Atop the nightstand is a small golden 
  fi gurine of a winged elf, no doubt an effi gy of the foul goddess 
  of the fallen elves. 
  
  104
  The fl ayed skins hanging from the walls are the victims of Vladimir. 
  He enjoys fl aying them alive, and adding their features to his wall as 
  a reminder of battle’s past. Medhiba seems to approve of the practice, 
  and has granted him features similar to hers (demonic wings and 
  other incubus features) as a token of her approval. If Vladimir has 
  not already been encountered or defeated in the temple of Medhiba 
  (see Area 4-3) or elsewhere, he is reclining on the bed. If alerted to 
  the party’s presence (either from the castle alert or from hearing them 
  outside of the room) he holds his sword and hopes to gain a surprise 
  attack by springing at the characters from within the curtains of the 
  bed. 
  Vladimir, Chosen of Medhiba (CL10): HD 9+1; HP 30; AC 
  1[18]; Atk +1 mace (1d6+1); Move 9; Save 6; AL C; CL/XP 
  11/1700; Special: 10% magic resistance, immune to non-magic 
  weapons, cause darkness in a 10ft diameter, kiss drains one level 
  of experience, command hell-harpies, spells
  Spells (3/3/3/3/3)
  First Level: Cure Light Wounds x2, Detect Magic; Second 
  Level: Hold Person x2, Silence (15ft radius); Third Level: 
  Locate Object, Prayer, Remove Curse; Fourth Level: Cure 
  Serious Wounds x2, Speak with Plants; Fifth Level: Finger of 
  Death, Insect Plague x2
  Magic Items: +1 mace, ring of protection +1
  Treasure: The golden Medhiba statuette on the nightstand is worth 
  500 gp. The chest by Vladimir’s bed is locked and trapped with a 
  poison needle trap. Contained within are 200 pp. 
  4-6. Vesilisa’s Chamber
  The door to this room is locked. 
  Vesilisa formerly occupied this chamber (see Sylvanus, Area 4). 
  She is believed to be dead by Morwenna and the other clerics, and 
  as such they have had her room emptied. It is currently unoccupied. 
  There is little of note in this room other than a letter in the desk 
  drawer. The desk is locked. Give players Handout 4 when they fi nd 
  the note. 
  4-7. Sophia’s Chamber
  The door to this room is locked. 
  If Sophia was not already defeated in the temple of Medhiba, she is 
  in this chamber. Her guardian and pets, 2 basilisks, act as guardians 
  of the room. The statues are the remains of 2 unfortunate servants of 
  the castle that carelessly entered Sophia’s room. If Sophia is pressed 
  in combat, she will shout the command word to the statuette in an 
  attempt to summn a succubus.
  2 Basilisks: HD 6; HP 16, 15; AC 4[15]; Atk 1 bite (2d6); Move 
  12; Save 11; CL/XP 8/800; Special: Petrifying gaze.
  Sophia, Chosen of Medhiba (CL 10): HD 9+1; HP 30; AC 
  2[17]; Atk mace (1d6); Move 9; Save 6; AL C; CL/XP 11/1700; 
  Special: 10% magic resistance, immune to non-magic weapons, 
  cause darkness in a 10ft diameter, kiss drains one level of 
  experience, command hell-harpies, spells
  Spells (3/3/3/3/3)
  First Level: Cure Light Wounds x3; Second Level: Hold Person 
  x2, Silence 15ft Radius; Third Level: Cure Disease, Prayer, 
  Remove Curse; Fourth Level: Cure Serious Wounds x3; Fifth 
  Level: Finger of Death x3
  Magic Items: Staff of Healing
  Treasure: the succubus statuette has a 30% chance to summon a 
  succubus, once per day, when the command word is spoken. The 
  command word is inscribed on the bottom of the statuette. The 
  succubus will only assist the summoner if the summoner is of Chaotic 
  alignment, and will often demand some sort of payment for help.
  Sophia was born blind (as her glazed eyes attest), but has learned to 
  rely on her other senses. As such she does not suffer from the usual 
  penalties for her blindness. The addition of this ability takes the place 
  of one of Sophia’s feats.
  Treasure: The chest is locked. Within are 500 gp, and a painting of 
  a city square in Novgorod worth 1,000 gp. 
  4-8. Varia’s Chambers 
  The door to this room is locked. 
  castle novgorod, fourth floor
  Two statues of elves fl ank the door inside this chamber. 
  Beyond, a chest and desk both sit beside a four-poster bed. 
  Upon the chest is a small golden statuette of a succubus, with 
  small gemstone eyes. Lying on the fl oor at the foot of the bed 
  are two large, spiny, reptilian creatures. Upon seeing you they 
  stand on their 8 clawed legs and hiss. 
  A large, four-poster bed dominates this chamber. The frame 
  and the posters of the bed are comprised of large bones, possibly 
  of giant origin. A thin black curtain surrounds the bed. Hanging 
  from the ceiling of the room is a horrid chandelier wrought of 
  human bone. Human skulls serve as holders for black candles, 
  the caps of the skulls being cut off and the candles placed 
  within. Candlelight escapes from the eye sockets of the skull, 
  illuminating the chamber with an eerie light. 
  This room holds little more than a four-poster bed and a 
  small desk. The bed is neat, and the room looks uninhabited. 
  
  105
  Varia collects the bones of her victims and puts them to use as 
  furniture in this room. If Varia has not already been defeated in the 
  temple of Medhiba or elsewhere, she is in this room. If alerted to 
  the party’s presence in the castle, she has her armor and gear ready. 
  Otherwise, she does not have her armor readied, but has her mace 
  nearby. A succubus named Asmoderia, who is present whether Varia 
  is or not, rests on the bed behind the curtain. Beside the bed is a secret 
  door that leads to Area 4-4. It locks from this room, however, so it 
  can be unlatched without picking it.
  Asmoderia the Succubus: HD 6; HP 30; AC 9[10]; Atk 2 
  scratches (1d3); Move 12 (Fly 18); Save 11; AL C; CL/XP 
  9/1100; Special: 70% magic resistance, immune to non-magic 
  weapons, cause darkness in a 10ft diameter, kiss drains one 
  level of experience, summon other demons, charm person, ESP, 
  clairaudience, suggestion, change shape.
  Varia, Chosen of Medhiba (CL10): HD 9+1; HP 30; AC 2[17]; 
  Atk +1 mace (1d6+1); Move 9; Save 6; AL C; CL/XP 11/1700; 
  Special: 10% magic resistance, immune to non-magic weapons, 
  cause darkness in a 10ft diameter, kiss drains one level of 
  experience, command hell-harpies, spells
  Spells (3/3/3/3/3)
  First Level: Cure Light Wounds x2, Detect Magic; Second 
  Level: Hold Person x2, Silence (15ft radius); Third Level: 
  Locate Object, Prayer, Remove Curse; Fourth Level: Cure 
  Serious Wounds x2, Speak with Plants; Fifth Level: Insect 
  Plague x3
  Magic Items: Boots of Speed, +1 mace
  If reduced to 25% of her hit points, Varia tries to retreat and gain 
  the assistance of other denizens of the castle rather than take on the 
  PCs alone.
  Treasure: Many of the skulls about the room have gems inlayed 
  in their eye sockets. Each searcher has a 5 in 6 chance per turn spent 
  searching to fi nd 2 red spinels worth 100 gp each (total of 20). Under 
  the bed is a small lockbox with 250 gp inside. 
  4-9. Tower of the Moon, 
  Chamber of the Waning 
  Crescent
  The door to this room is locked. 
  This chamber is the ritual room for Illusion magic. Characters 
  casting Illusion magic in this chamber cast as if they 
  were 3 levels higher, and the effects of each spell are 
  maximized.
  4-10. Belun’s Chamber
  The door to this room is locked. 
  The wizard Belun occupies this room. He is often found in his 
  chamber studying thick tomes. Otherwise he can be found in the 
  tower storeroom (see Castle Novgorod, Towers, Area 5-7) gathering 
  components, or the library (see Castle Novgorod, Second Floor, Area 
  2-7) doing research. Belun’s familiar, a bat named Belorust, hangs 
  from the ceiling of this chamber, and keeps a close watch over the 
  area. Allow each member of the party a 1 in 6 chance to see the 
  bat. Belorust immediately alerts his master of any intruders in his 
  room. Belun then alerts other inhabitants of the Tower of the Moon, 
  and moves to attack the party by surprise. When fi ghting powerful 
  opponents, Belun is a proponent of the strategy of hitting fast and 
  then retreating immediately to heal up damage.
  Belun, demonkindred wizard (MU 12): HD 9+3; HP 30; 
  AC 9[11]; Atk 1 staff (1d6); Move 12; Save 5; AL C; CL/XP 
  14/2600; Special: See in darkness 60ft, immune to sleep and 
  charm, +2 saving throws vs any magic, spells.
  Spells (4/4/4/4/4/1)
  Level One: Charm Person, Magic Missile, Light, Sleep; Second 
  Level: Darkness 15ft Radius, Invisibility, Mirror Image, Web; 
  Third Level: Dispel Magic, Fireball x2, Rope Trick; Fourth 
  Level: Charm Monster, Confusion x2, Fear; Fifth Level: Cloudkill 
  x2, Teleport x2; Sixth Level: Repulsion
  Belorust the Bat Familiar: Belorust has 15 hit points, but will get 
  out of harm’s way at top speed as soon as possible. However, if the 
  party pays him no attention, he will not draw attention to himself by 
  leaving, until it looks like fi reballs might start fl ying.
  Treasure: The tapestry of the moons is worth 500 gp. 
  4-11. Transmuter’s Chamber
  The door to this room is locked, and there is a small but very 
  powerful mechanical whistle in the lock (a trap that can be removed 
  by a thief).
  If Chernobog is alerted to the PCs (either thanks to a castle alert 
  or by hearing the PCs attempting to unlock his door, he begins by 
  casting invisibility and mirror image. Chernobog put the spikes in 
  the ceiling himself so that he might cast reverse gravity and infl ict 
  more damage in case of intruders (see Chernobog’s tactics for more 
  details). The 3 other statues are each of fallen elves, all enemies that 
  invoked Chernobog’s wrath in some way. Chernobog cast stone to 
  fl esh on these unfortunates, and moved the resulting statues to his 
  chamber; he enjoys seeing the horrifi ed looks immortalized on his 
  enemies’ faces. The snake in the cage was once an elven adventurer 
  traveling through Harwood forest. The meeting of Chernobog and 
  the elf inevitably led to a wizard’s dual. Chernobog proved to be the 
  victor, successfully transmuting the elf into a snake. The change is 
  a permanent one, and cannot be undone without the use of similar 
  magic. Chernobog keeps the snake in a small cage to cause it as 
  much misery as possible. 
  Chernobog, demonkindred wizard (MU 14): HD 9+5; HP 32; 
  AC 9[11]; Atk 1 staff (1d6); Move 12; Save 5; AL C; CL/XP 
  15/2900; Special: See in darkness 60ft, immune to sleep and 
  charm, +2 saving throws vs any magic, spells.
  Spells (5/5/5/4/4/3/1)
  castle novgorod, fourth floor
  This chamber is tiled with white mosaic stones, and the walls 
  radiate a dim, blue light. An ornate tapestry hangs on the far 
  wall depicting a waning crescent moon over the castle.
  A small bed and desk occupy the majority of this chamber. 
  Several thick tomes lie open on the desk, their open pages 
  portraying arcane signs and text. A tapestry hangs on the wall 
  above the desk, portraying a lone tower with 8 moons, each 
  of a different phase, in the sky above surrounding the tower 
  in a semicircle.
  A statue stands in each of the four corners of this room, each 
  carved in the likeness of an elf. A bed rests beside the far wall 
  of the room, beside which is a desk. Atop the desk is an iron 
  barred cage holding a large snake. The confi nes of the cage 
  are much too small to hold the creature comfortably. Above 
  the bed is a tapestry of a tower, above which is a full moon. 
  The ceiling of this chamber is an oddity, holding protruding 
  spikes of iron. 
  
  106
  Level One: Charm Person, Magic Missile x4; Second Level: 
  Darkness 15ft Radius, Invisibility x2, Mirror Image, Web; Third 
  Level: Dispel Magic, Fireball x2, Lightning Bolt, Rope Trick; 
  Fourth Level: Charm Monster, Confusion x2, Fear; Fifth Level: 
  Cloudkill x2, Teleport x2; Sixth Level: Anti-magic shell, Death 
  Spell, Repulsion; Seventh Level: Reverse Gravity
  Treasure: The tapestry is worth 500 gp. Chernobog has a secret 
  compartment in the wall behind his desk in which Chernobog keeps 
  500 gp and 1,000 gp emeralds (x3). Chernobog keeps his spellbook 
  hidden in a well-camouflaged tile in the floor.
  castle novgorod, fourth floor
  
  107
  If it becomes necessary to determine the faction of any of the 
  demonkindred guards, roll 1d6: (1-3) Novgorod loyalist, no faction; 
  (4) Dominationist (5) Medhiban Zealot, (6) Secret insurrectionist 
  posing as a Novgorod loyalist.
  5-1. Tower of the Moon, 
  Chamber of the New Moon
  This chamber is the ritual room for Necromancy magic. Characters 
  casting Necromancy magic in this chamber cast as if they were 3 
  levels higher, and the effects of each spell are maximized.
  5-2. Tower of the Moon, 
  Chamber of the Waxing 
  Crescent
  The door to this room is locked. 
  Castle Novgorod,
  Towers
  This chamber is dark and tiled with black mosaic stones. An 
  ornate tapestry hangs on the far wall depicting a black sky 
  above the castle.
  This chamber is tiled with white mosaic stones, and the walls 
  radiate a dim, blue light. An ornate tapestry hangs on the far 
  wall depicting a waxing crescent moon over the castle.
  
  108
  This chamber is the ritual room for Evocation magic. Characters 
  casting Evocation magic in this chamber cast as if they were 3 levels 
  higher, and the effects of each spell are maximized. 
  5-3. Cernowain the 
  Archmage’s Chambers
  The door to this room is trapped with a symbol of death. The symbol 
  is set to trigger whenever one enters this chamber without saying the 
  password, “Dvoeverie,” without which, the symbol will be activated 
  and deal 80hp damage, divided among all those nearby. The door 
  to this room is locked. Read the following as players approach the 
  door: 
  Cernowain is the archmage of the Tower of the Moon, and to make 
  things worse, he is an accomplished necromancer. 
  The skeleton sconces are merely utilitarian decorations. They serve 
  no other purpose than to hold the torches. The workbenches are set 
  up for creating different types of magical items. 
  Cernowain, Demonkindred Necromancer (MU18): HD 9+9; HP 
  31; AC 1[18]; Atk 1 staff (1d6); Move 12; Save 5; AL C; CL/
  XP 20/4400; Special: See in darkness 60ft, immune to sleep and 
  charm, Spells.
  Spells (7/7/7/6/6/6/3/2/2)
  First Level: Charm Person, Detect Magic, Hold Portal, Magic 
  Missile x2, Protection from Law, Shield; Second Level: Darkness 
  15ft Radius, Detect Invisibility, ESP, Invisibility, Levitate, Mirror 
  Image, Phantasmal Force; Third Level: Dispel Magic, Fireball, 
  Lightning Bolt, Rope Trick, Slow x2, Suggestion; Fourth Level: 
  Confusion, Dimension Door, Fear, Ice Storm, Polymorph Other, 
  Polymorph Self; Fifth Level: Animate Dead, Cloudkill x2, 
  Feeblemind, Teleport, Wall of Stone; Sixth Level: Anti-magic Shell, 
  Death Spell x4, Repulsion; Seventh Level: Delayed Blast Fireball, 
  Limited Wish, Power Word Stun; Eighth Level: Mass Charm, 
  Power Word Blind; Ninth Level: Gate, Prismatic Sphere.
  Magic Items: Staff of Beguiling, Ring of Protection +2; Bracers of 
  Defense AC 3[16].
  Cernowain will begin any combat by casting Prismatic Sphere, 
  and then will gate in a Third-Category Demon (a Glabrezu). From 
  behind the protection of the prismatic sphere, he will cast his various 
  protective magics (mirror image, detect invisibility, shield) and will 
  then begin casting his attack spells. He will not teleport out of the 
  combat, for he will remain convinced until the last second that he 
  will prevail and crush these inferior beings who have disturbed him.
  Third-Category Demon: HD 10; AC –3[22]; Atk 2 pincers 
  (2d6), 2 claws (1d3), 1 bite 1d4+1; Move 9; Save 5; AL C; CL/
  XP 11/1700; Special: Magic resistance (60%), cause darkness 
  (10ft radius), immune to fi re, cause Fear at will, levitate at will, 
  polymorph self.
  Treasure: The books on the shelves are each worth 1d20 gp. 
  There are nearly 100 books in this chamber. There are also a number 
  of scrolls: (1) one of each fi rst level spell, (2) one of each second 
  level spell, (3) teleportation circle (allows a large number of people 
  to be teleported at one time), (4) Fireball x3, (5) Time Stop, (6) 
  Reincarnation, (7) Clone. Potions include Healing x3, Invisibility, 
  Dragon Control, Fire Resistance. There is a small unlocked chest 
  containing 200 small gems worth 10gp each.
  The teleportation circle scroll deserves special note, as it can 
  be used to help the characters escape the castle with the people 
  of Sylvanus (see the Sidebox: Escaping from Novgorod with the 
  People of Sylvanus in Area 4-4 for more details).  The spell requires 
  a material component that can be found in Area 5-7.
  5-4. Tower of the Moon, 
  Chamber of the Waxing Half
  The door to this room is locked. 
  This chamber is the ritual room for Enchantment magic. Characters 
  casting Enchantment magic in this chamber cast as if they were 3 
  levels higher, and the effects of each spell are maximized.
  5-5. Elyria’s Chamber
  The door to this room is locked. 
  The cat is Darkelia, Elyria’s familiar. If Elyria is not here Darkelia 
  mentally alerts her master of the party’s presence. Elyria then arrives 
  at the room 1d6 minutes later, and attempts to surprise the characters 
  with a magical attack. The books are tomes on alchemy and creating 
  potions and other magical items. 
  If Elyria was successful in the raid on Brookmere (in retrieving 
  Il Oboroten), or in retrieving the Axe of Tsanai, the party might 
  not have encountered her after having been raised to one of 
  Medhiba’s Chosen. If Elyria failed to retrieve either Il Oboroten
  or the Axe of Tsanai, use the statistics for “Disgraced” Elyria, 
  below. 
  castle novgorod, towers
  An ancient rune is carved into the door before you. It radiates 
  a sickly green light as you approach. 
  The stench of death assails you as you enter this chamber. 
  Although there is a large bed at the far end of the room, this area 
  would more suitably serve as a dungeon than a bedchamber. 
  The chamber is dank and dark, lit only by a few torches held 
  in horrible sconces. Standing skeletons hold the torches in 
  outstretched hands, their skeletal faces forever grinning. 
  Tables and workbenches with strange implements, tomes 
  and skeletal decorations occupy most of this large chamber’s 
  space. Bookshelves fi lled with thick tomes and coated with 
  dust and cobwebs line the walls. Atop a central table sit two 
  skulls serving as holders for black candles. A demonkindred 
  with pale skin, long black hair and fl owing black robes looks 
  up from reading a thick tome as you enter. He grips an obsidian 
  staff tight in his hand and rises upon seeing you. “It is quite 
  foolish of you to enter here unbidden. But do not be afraid. I 
  will kill you quickly, and you may fi nd that you are allowed to 
  stay upon this mortal plane to serve me, even in death.” 
  This chamber is tiled with white mosaic stones, and the walls 
  radiate a dim, blue light. An ornate tapestry hangs on the far 
  wall depicting a waxing half moon over the castle.
  Colored light streams into this room from stained glass 
  windows. A workbench set with alchemical materials and 
  other strange magical implements is central to this room. A 
  small table sits beside the area, upon which are several thick 
  books, opened to instructional pages. Quill and ink rest atop a 
  book in progress. Set away from the work area is a large bed, 
  lavishly decorated with silks sheets and pillows. A small black 
  cat sits atop the pile of pillows. It looks up at you and voices 
  a soft “meow.”  
  
  109
  castle novgorod, towers
  
  110
  Disgraced Elyria (MU10): HD 9+1; HP 30; AC 7[12]; Atk +1 
  staff (1d6+1); Move 12; Save 6; AL C; CL/XP 12/2000; Special: 
  Spells 4/4/3/2/2
  Spells: Detect Magic, Read Languages, Read Magic, Shield, 
  Invisibility x2, Locate Object, Phantasmal Force, Protection 
  From Normal Missiles, Dispel Magic, Suggestion, Ice Storm, 
  Confusion, Teleport, Cloudkill.
  Magic Items: wand of lightning bolt (25 charges), +1 staff, ring 
  of protection +2, ring of feather falling.
  Chosen Elyria (MU 11): HD 9+2; HP 31; AC 7[12]; Atk +1 
  staff (1d6+1); Move 12; Save 5; AL C; CL/XP 13/2300; Special: 
  See in darkness 60ft, immune to sleep and charm, 10% magic 
  resistance, immune to non-magic weapons, cause darkness in 
  a 10ft diameter, kiss drains one level of experience, command 
  hell-harpies.
  Spells (4/4/4/3/3): Detect Magic, Read Languages, Read Magic, 
  Shield, Invisibility x2, Locate Object, Phantasmal Force, 
  Protection From Normal Missiles, Dispel Magic, Fireball, 
  Suggestion, Ice Storm x2, Confusion, Teleport, Cloudkill x2.
  Magic Items: wand of lightning bolt (25 charges), +1 staff, ring 
  of protection +2, ring of feather falling.
  Elyria is willing to talk if she doesn’t have to fi ght, especially if it 
  is getting clear that the party has broken the power of the Novgorods. 
  If a conversation takes place, it will fi ll in any gaps in the party’s 
  understanding of what is going on.
  If it appears that the party intends to kill her, Elyria will try to 
  teleport away and join Morwenna. 
  Treasure: There are a total of 5 tomes on the workbench, each of 
  which are worth 100 gp. Elyria also has a secret panel in the fl oor of 
  her chamber that contains an emerald and sapphire necklace worth 
  5,000 gp.
  5-6. Tower of the Moon, 
  Chamber of the Waxing 
  Gibbous
  The door to this room is locked. 
  This chamber is the ritual room for Conjuration magic. Characters 
  casting conjuration-type magic in this chamber cast as if they were 3 
  levels higher, and the effects of each spell are maximized.
  5-7. Storeroom
  The door to this room is locked. 
  The shelves of this room hold a number of components for spells 
  and alchemical work, many of which are valuable, but they are 
  mixed in with vast quantities of the more mundane supplies used 
  in magic and alchemy. If the characters are specifi cally looking 
  for the spell component for the Circle of Teleportation spell, they 
  have a 10% chance per character searching, per turn, to locate the 
  component rather than getting a random result. Random searching 
  will also turn up interesting things: For each turn spent searching, 
  each character will discover something interesting, although these 
  will not necessarily be the valuable things. Once 20 searches have 
  been conducted, the room is ransacked and no more rolls will turn up 
  anything of value.
  Container in which Substance is Discovered (1d6):
  1. Small barrel
  2. Large bottle or jug
  3. Small bottle or vial
  4. Wooden box, casket, or coffer
  5. Bag or sack
  6. Dish or bowl
  Contents (1d4):
  1. Liquid (in small fl asks if not already in bottle)
  2. Mineral (rocks, dust, granules, etc)
  3. Plant matter (dried, paste, liquefi ed, oil, etc)
  4. Animal matter
  Liquid (1d6):
  1. Random potion, roll 1d6. (1) animal control, (2) Clairvoyance,
      (3) Diminution, (4) Gaseous Form, (5) Giant Strength, (6) 
      Healing.
  2. Flammable oil or essence, possibly exploding (10% chance)
  3. Poisonous (if ingested)
  4. Soap or antiseptic liquid
  5. Waste products from research, unpleasant
  6. Emits gas, 10% chance to be poison, 10% chance to cause
      paralysis, 10% chance to smell wonderful
  Mineral (1d4):
  1. Gems, 1d20, worth 1d100gp each
  2. Powdered precious stone, 1d10 pounds, worth 200gp per pound
  3. Ingots (1d10+3), roll 1d6: (1) iron, (2) lead, (3) gold (200gp
      each), (4) silver (50gp each), (5) pressed plant matter,
      hallucinogenic (500gp each), (6) copper (5gp each)
  4. Rocks of assorted types, worthless
  Plant Matter (1d4):
  1. Dried plants (20% chance to be worth 1d1000gp)
  2. Distilled oil of plants (20% chance to be worth 1d1000gp)
  3. Living plants (20% chance to be worth 1d1000 + 100gp)
  4. Pollen or roots (50% chance to be worth 1d10gp)
  Animal Matter (1d6) (each has a 20% chance to be rare, worth 
  1d100gp):
  1. Pickled animal eyes
  2. Pickled animal organs
  3. Dried powder of animal organs
  4. Horns, hoofs, or teeth (roll 1d3)
  5. Mummifi ed animal parts (hand, foot, etc)
  6. Bones or skulls
  5-8. Guard Tower, Fifth Floor
  The door at the top of the ladder leads to the battlements (see 
  Area 5-10). The door leading into the octagonal chamber leads to 
  Area 5-9, the chambers of Mikhail, and is locked.  If the characters 
  examine the octagon and make a successful secret door check, they 
  will discover hidden panels in the octagon, but only a class with thief 
  skills can automatically open them from the outside; other classes 
  have a 10% chance to be able to open one with any given attempt. 
  castle novgorod, towers
  This chamber is tiled with white mosaic stones, and the walls 
  radiate a dim, blue light. An ornate tapestry hangs on the far 
  wall depicting a waxing half moon over the castle.
  The walls of this chamber are lined with shelves full of jars, 
  bottles, and assorted odd trinkets. A human skull sits atop one 
  of the shelves, grinning at you. A thin layer of dust has settled 
  on the fl oor, disturbed by several sets of recent footprints.
  Central to this circular chamber is another enclosed, 
  octagonal chamber, crafted of stone. On the eastern side of 
  the octagon is a ladder, rising up to a small square door in the 
  ceiling. On the south of the octagon is a door into the chamber. 
  Arrow slits surround the outer tower walls. Arrows lie stacked 
  in piles near many of the slits.
  
  111
  Noisy or careless characters in this area attract Mikhail’s attention. If 
  they attempt to unlock the door or open one or more of the panels to 
  Mikhail’s chamber, there is a 1 in 6 chance for him to become aware 
  that something untoward is taking place. If alerted Mikhail, opens 
  the appropriate arrow slit from within the octagon, and prepares to 
  fi ght.
  5-9. Mikhail’s Chambers
  The square indentations are small panels that Mikhail had 
  crafted in the walls of his chamber. He can move them aside and 
  fi re out at intruders from within his room, while enjoying total 
  cover (natural 20 required to hit, unless the attack is with a spell). 
  See Area 5-8 for details on opening the panels from outside of 
  this chamber.
  Mikhail crafts many of the castle’s bows and arrows in this room. 
  Those described in the player text are non-functional and worth little, 
  if anything, as they have not yet been completed. 
  Mikhail, Demonkindred Bowman (Ftr11): HD 9+6; HP 60; AC 
  2[17]; Atk 1 longsword (1d8) or +3 longbow (1d6+3); Move 12; 
  Save 4; AL C; CL/XP 11/1700; Special: See in darkness 60ft, 
  immune to sleep and charm.
  Magic Item: +3 longbow, 4 arrows of slaying, 10 +2 arrows, 10 +1 
  arrows.
  5-10. Battlements
  The crank and chain is for lowering and raising the drawbridge 
  of the castle. Sitting nearby are 5 noble demonkindred, 
  awaiting orders from below for when the bridge is to be raised 
  and lowered. The guards near the crank both have spyglasses 
  and horns to search for intruders and alert the castle in case of 
  their presence.
  4 Demonkindred Guards (Ftr 9): HD 9; HP 45 each; AC 2[17]; 
  Atk 1 longsword (1d8) or shortbow (1d6); Move 9; Save 6; AL 
  C; CL/XP 9/1100; Special: See in darkness 60ft, immune to 
  sleep and charm.
  castle novgorod, towers
  A small bed occupies the center of this octagonal chamber. 
  Beside the bed are many arrows and bows, most not yet 
  completed, but in the process of being crafted. There are small, 
  square indentations on each wall around the room.
  You stand on the battlements of the castle, and can see all 
  of the city of Novgorod below. Catapults are readied with 
  piles of large stones beside them, partially hidden behind the 
  crenellations. Toward the entrance of the castle is a large crank 
  and chain.
  
  112
  5-11. Morwenna’s Tower, 
  Summoning Circle 
  The creature is a nalfeshnee named Glabrefost, and he has in 
  fact agreed to serve Morwenna in return for a few sacrifices. He 
  is an intelligent creature, and plans to trick the characters into 
  believing that he is no friend of Morwenna, and is trapped in 
  her summoning circle. The circle on the floor is the circle that 
  Morwenna used to summon the demon here, but part of it has 
  been intentionally rubbed out so that Glabrefost is actually free 
  to move as he wishes. Players specifically mentioning that their 
  characters look carefully at the circle (from afar) will notice 
  some remaining grains of the black sand (where a line has been 
  removed). Any character other than a fighter will know that for 
  a creature to be imprisoned within such a circle, the circle must 
  remain intact. 
  Glabrefost speaks to the party, trying to learn who they are and 
  what their business is in the castle (pretending to be an enemy of 
  Morwenna, she being the one that summoned him). Glabrefost 
  waits until the best possible moment to attack, waiting for 
  the party to pass by. If the players themselves appear to be 
  completely fooled by the act, Glabrefrost will be able to attack 
  by surprise.
  Fourth-category Demon: HD 11; AC –1[20]; Atk 2 claws 
  (1d4), 1 bite (1d6+2); Move 9 (Fly 14); Save 4; CL/XP 
  13/2300; Special: +1 or better magic weapon needed to hit, 
  magic resistance (65%), +2 on to-hit rolls, immune to fire, 
  cause fear as per the spell (at will), polymorph self (at will), 
  dispel magic (at will).  They can create a symbol of discord 
  once per day.
  5-12. Morwenna’s Chamber
  Morwenna and Varuna, her incubus lover, wait within this 
  chamber. The door is trapped with a symbol of insanity. (up to 100HD 
  stricken with insanity). The symbol is set to trigger whenever one 
  enters this chamber without saying the password, “Fel’onial,” the 
  maiden name of Morwenna’s great grandmother. The door to this 
  room is locked as well. Read the following to the players as their 
  characters approach the door: 
  castle novgorod, towers
  A large, grotesque creature, its height nearly reaching the 
  15-foot ceiling of this chamber, stands before you. Its head is 
  a horrid mess of protruding horns and tusks with a snout and 
  beady red eyes. Tufts of greasy fur sprout from its warty fl esh, 
  and two small, oily feathered wings protrude from its back. It 
  does not move as you enter this room, instead standing still 
  within a strange circle on the fl oor. The circle is crafted of 
  black sand to form a strange linear design within the center. 
  The demon seems to be taking great pains not to touch any 
  of the lines. “Who dares enter this chamber uninvited? More 
  minions of the elf queen that summoned me against my 
  will?”   
  
  113
  This chamber has a spell cast upon it, blocking teleport and 
  similar spells, which may not be used to gain access to this chamber. 
  Characters not of Chaotic alignment take 1d10 points of damage 
  from the spell upon entering the room. 
  Read or paraphrase the following as the party enters this chamber. 
  Note that you may need to alter some of the text below (according 
  to whether or not the characters kept the Axe of Tsanai out of 
  Morwenna’s clutches). 
  Morwenna, Queen of Novgorod, Chosen of Medhiba: HD 14; HP 
  110; AC -1[20]; Atk +5 Axe of Tsanai (1d8+6); Move 9; Save 3; 
  AL C; CL/XP 15/2900; Special: 10% magic resistance, immune 
  to non-magic weapons, cause darkness in a 10ft diameter, kiss 
  drains one level of experience, command hell-harpies, teleport 
  twice per day, spells
  Spells: First Level: Cure Light Wounds x2; Second Level: Hold 
  Person x2; Third Level: Prayer; Fourth Level: Sticks to Snakes
  Magic Items: Rod of Absorption (10 spell levels ready for use, 
  room to absorb 10 more), wand of dispel magic (15 charges), 
  Cloak of Displacement (bonus 3 to AC), Axe of Tsanai, Crown of 
  the Fallen (see Appendix 2).
  Morwenna carries keys that open any door in the Castle.
  Varuna the Incubus: HD 6; HP 30; AC 2[17]; Atk 1 longsword 
  (1d8); Move 12 (Fly 18); Save 11; AL C; CL/XP 9/1100; Special: 
  70% magic resistance, immune to non-magic weapons, cause 
  darkness in a 10ft diameter, summon other demons, charm 
  person, ESP, clairaudience, suggestion, change shape.
  Note that as an incubus, Varuna wears armor but cannot drain 
  levels. His honeyed words are more powerful than normal, 
  however, and the saving throw against his suggestion power is 
  made at a penalty of –2. 
  Treasure: This chamber is fi lled with riches. Five tapestries of 
  various places in the city of Novgorod line the walls, each worth 
  1,000 gp. Each of the 5 statues are set with ruby eyes which can be 
  pried free, each worth 1,000 gp. Beside the bed is a locked chest 
  containing a crystal ball, the missing text from Brookmere (Il 
  Oboroten), 100 pp, 1000 gp, an emerald inlayed chalice worth 7,000 
  gp, a jeweled idol of Medhiba worth 3,000 gp, a golden music box 
  decorated with elves worth 2,500 gp, and a lapis lazuli inlayed harp 
  worth 1,000 gp. The armoire is fi lled with brilliant silk dresses and 
  clothing, the value of which total 10,000 gp.  
  castle novgorod, towers
  An ancient rune is carved into the door before you. It radiates 
  a soft blue light as you approach. 
  The aroma of perfume lingers in the air of this large, circular 
  chamber. The room before you is lavishly decorated. Ornate 
  tapestries hang upon the walls and a large four-poster bed with 
  red silk curtains rests in the center of the room. The wood 
  of the bed frame is carved in the likeness of fl owing dragons 
  and demon women. An armoire stands nearby carved in a 
  similar fashion. Beside it is a small table, atop which sits a 
  carafe of wine and a silver tray overfl owing with fruits. Five 
  statues stand evenly spaced around the walls of the chamber, 
  each carved in the likeness of a succubus. The silk curtains 
  of the bed part and a woman steps out. She has long fl owing 
  hair, pale skin, and radiates a ghostly beauty. She wears an 
  elegant black and gold robe and holds a cruel, black-lacquered 
  greataxe in one hand as if it weighed little more than a dagger. 
  In the other hand she holds a scepter topped with a brilliant 
  ruby. Resting atop her head is an elegant, jeweled crown. She 
  fans her leathery black wings before again letting them rest 
  at her back. “You have come far to lay your lives down at my 
  feet. For your efforts you will not be rewarded. All that awaits 
  you is death by my hand.”  
  
  114
  This adventure has several different outcomes, and the conclusion 
  depends on the party’s success. Should the players defeat Morwenna 
  and retrieve the Axe of Tsanai, the threat of invasion is quelled. 
  The city of Novgorod is likely to break apart into riot and internal 
  warfare as the Novgorod family’s influence collapses. However, the 
  collapse of Novgorod would mean the creation of several splinter-
  groups, all vying to become the predominant “chaos power” in the 
  region. Although the threat of an invasion would be eliminated for 
  the time being, the number of small raids might actually increase 
  while Novgorod is falling apart, since each of the splinter groups 
  would be trying to establish power bases and demonstrate their 
  strength to the other Chaotic factions. Should the players return the 
  survivors of Sylvanus they become known as great heroes, and are 
  given land holdings and titles. If the players return empty handed 
  but have destroyed the evil (Tsanai and Morwenna), they should 
  still be rewarded for their efforts upon reiterating their story to Lord 
  Thorbold.    
  Given the above scenario players are likely to have possession of 
  the Axe of Tsanai. If Tsanai is still trapped within the axe, she works 
  to corrupt the owner, and feeds off of the souls taken by the blade. 
  Tsanai continues to work away at the wielder, sowing corruption and 
  waiting for the day she has feasted upon enough innocent souls to win 
  her freedom. Tsanai also communicates telepathically, and thus can 
  call upon evil beings nearby, pleading for them to be her champion. 
  The owner of the axe should often be confronted by those that would 
  seek to claim the Axe of Tsanai for themselves. Demonkindred in 
  particular should seek far and wide for the fabled axe, having heard 
  of its resurfacing. If Novgorod has collapsed into chaos and factions, 
  holding the axe would be the best way for a Chaotically-aligned 
  leader to claim leadership. The party should expect to suffer constant 
  attacks, ambushes, and assassination attempts from such would-be 
  leaders of Novgorod. 
  If Tsanai is not still trapped in the axe, but has been destroyed, 
  ownership of the axe would still be a powerful symbol of leadership in 
  Chaotic Novgorod, even though it is now little more than a symbol.
  If the players are unsuccessful in their quest, then the ramifications 
  are great. If Morwenna is not defeated, and retains the Axe of Tsanai, 
  then she will complete the ritual (either with the rest of the people 
  from Sylvanus, or by raiding another town for sacrifices). Tsanai is 
  freed from the axe, the Novgorod family crushes their opponents in 
  the city of Novgorod, and the demonkindred will begin their attempt 
  to dominate the region. Several of the demonkindred will be raised 
  to demonhood by Medhiba. Tsanai and Morwenna will lead their 
  demonic army westward in an attempt to enslave these new regions. 
  Their victory is not guaranteed, especially if the players continue to 
  be involved, but the region will definitely be plunged into chaos and 
  bloody war.
  If Morwenna is not defeated, but Tsanai is (after having been 
  released from the axe), then the Novgorod family is likely to fall 
  from its predominant role in Novgorod. The factions will fight it out 
  for control, with the demon princess Medhiba looking on. Medhiba’s 
  plans will have failed, in terms of conquering more land, but she will 
  still have her new followers, a war to watch, and the possibility that 
  a new leader will arise in her service. 
  Concluding the  
  Adventure
  
  115
  Appendix 1: 
  Wandering Monsters
  Wandering Monster Table 1: 
  Blackstump Forest
  Characters have a 10% chance per day and night of 
  encountering a wandering monster while in Blackstump 
  Forest. Roll 1d10 and consult the following table for results. 
  1-2  Lumberjacks (1d10); see Blackstump Forest, Area 1
  3-4  Serena of Blackstump Lake and Squiggles the giant
   
  octopus (only if the characters are near water,
   
  otherwise reroll); see Blackstump Forest, Area 2. 
  5-6 
  Grumsky and 1d2 trolls; see Blackstump Forest, 
   
  Area 9.
  7-8  Orcs of the Irontooth clan (1d20+30)
  9-10  Deathmaw; see Blackstump Forest, Area 11.
  Wandering Monster Table 4: 
  Sylvanus
  Characters have a 15% chance per day and a 25% chance per 
  night of encountering a wandering monster while in Sylvanus. 
  Roll 1d10 and consult the following table for results.
  1-2  Jonas Firestorm; see Sylvanus, Area 3
  3-4  Hell-harpies (1d4) and harpies (1d10); see Sylvanus,
   
  Area 5.
  5-6  Myrrdivar (vampire); see Sylvanus, Area 4.  
  7-8  Vasalisa (vampire); see Sylvanus, Area 4.
  9-10  Vulchlings (2d10); see Appendix 3
  Wandering Monster Table 2: 
  Road to Sylvanus
  Characters have a 10% chance per day and night of 
  encountering a wandering monster while on the Road to 
  Sylvanus. Roll 1d10 and consult the following table for 
  results.
  1-2  Centaurs (1d10); see the Sidebox: Brighteyes 
   
  Centaur Clan
  3-4  Basilisks (1d3)
  5-6  Hill Giants (1d6)
  7-8  Lamias (1d10)
  9-10 Calista; see Garden Statuary, Area 1.
  Wandering Monster Table 5: 
  Harwood Forest
  Characters have a 15% chance twice per day and night of 
  encountering a wandering monster while in Harwood Forest. 
  Not following the trails of Harwood is especially dangerous. 
  There is a 30% chance of encountering a wandering monster 
  instead of the usual 15% while not on the trails. Roll 1d10 
  and consult the following table for results.
  1-2  Demonkindred
  1d6 Demonkindred Nobles (Ftr 9): HD 9; HP 45 each; 
  AC 2[17]; Atk 1 longsword (1d8) or shortbow (1d6); 
  Move 9; Save 6; AL C; CL/XP 9/1100; Special: See in 
  darkness 60ft, immune to sleep and charm.
  2d6 Demonkindred Soldiers: HD 2; HP 16 each; AC 
  2[17]; Atk 1 spear (1d6) or longbow (1d6); Move 9; Save 
  16; AL C; CL/XP 2/30; Special: See in darkness 60ft, 
  immune to sleep and charm.
  3-4  Ironwood Treants (1d2)
  5-6  Wraiths (1d4+2)
  7-8  Dobrynya; see Dobrynya’s Tree, Eighth Floor, 
   
  Area 8-1.
  9-10  Baba Yaga; see Baba Yaga’s Cabin, Area 5.
  Wandering Monster Table 3: 
  Mount Bloodstone
  Characters have a 12% chance per day and night of 
  encountering a wandering monster while on Mount Bloodstone. 
  Roll 1d10 and consult the following table for results.
  1-2  Yetis (1d10); see Mount Bloodstone, Area 3.
  3-4  Stone Giants (1d3)
  5-6  Stone Giants (1d2+4)
  7-8  Wyverns (1d3)
  9-10 Roc (1)
  
  116
  appendix 1: wandering monsters
  Wandering Monster Table 6: 
  Annwn, The Land of the Dead
  Characters have a 10% chance day and night of 
  encountering a wandering monster while in Annwn. Roll 
  1d10 and consult the following table for results.
  1-2  Death’s Head Moths; see Phoenix Cave or 
   
  Appendix 3.
  3-4  Lotus Flowers; see Isle of the Phoenix, Area 5.
  5-6  Pig-Men (2d4); see Isle of the Phoenix, Area1. (Only
   
  if characters are on Isle of the Phoenix, otherwise 
   
  re-roll).
  7-8  Wraiths; see Isle of the Phoenix, Area 4.
  9  
  Orbus; see Entering Annwn, The Land of the Dead,
   
  Area 1 
  10  
  Circe; see Isle of the Phoenix, Area 2.
  Wandering Monster Table 7: 
  Tunguska
  Characters have a 15% chance day and night of 
  encountering a wandering monster while in Annwn. Roll 
  1d10 and consult the following table for results.
  1-2  Trolls (1d4+3)
  3-4  Purple Worm (1)
  5-6  Frost Giants (1d4)
  7-8  Demonkindred Patrol (mounted)
  10 Demonkindred Soldiers: HD 2; AC 2[17]; Atk 1 spear 
  (1d6) or longbow (1d6); Move 9; Save 16; AL C; CL/XP 
  2/30; Special: See in darkness 60ft, immune to sleep and 
  charm.
  2 Demonkindred Sergeants: HD 4; AC 2[17]; Atk 1 spear 
  (1d6) or longbow (1d6); Move 9; Save 13; AL C; CL/XP 
  4/120; Special: See in darkness 60ft, immune to sleep 
  and charm.
  1 Demonkindred Noble Guard (Ftr 9): HD 9; HP 45; AC 
  2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 
  9; Save 6; AL C; CL/XP 9/1100; Special: See in darkness 
  60ft, immune to sleep and charm.
  1 Demonkindred Mage (MU5): HD 5; HP 18; AC 9[11]; 
  Atk 1 staff (1d6); Move 12; Save 11; AL C; CL/XP 6/400; 
  Special: See in darkness 60ft, immune to sleep and 
  charm, spells.
  Spells (4/2/1): Magic Missile x2, Charm Person x2, 
  Mirror Image, Invisibility, Fly
  9-10  Stirges (1d20 +30)
  Stirge: HD 1+1; AC 7[12]; Atk 1 proboscis (1d3); Move 
  3 (Fly 18); Save 17; CL/XP 1/15; Special: blood drain 
  (1d4), +2 to hit bonus.
  Wandering Monster Table 9: 
  Castle Novgorod
  Characters have a 25% chance twice during the day and 
  a 25% chance twice at night of encountering a wandering 
  monster while in Castle Novgorod. Roll 1d10 and consult 
  the following table for results.
  1-2  Wandering Noble Patrol.
  2d6 Demonkindred Nobles (Ftr 9): HD 9; HP 45 each; 
  AC 2[17]; Atk 1 longsword (1d8) or shortbow (1d6); 
  Move 9; Save 6; AL C; CL/XP 9/1100; Special: See in 
  darkness 60ft, immune to sleep and charm.
  3-4  Regular Patrol.
  1d4 Demonkindred Nobles (Ftr 9): HD 9; HP 45 each; 
  AC 2[17]; Atk 1 longsword (1d8) or shortbow (1d6); 
  Move 9; Save 6; AL C; CL/XP 9/1100; Special: See in 
  darkness 60ft, immune to sleep and charm.
  2d6 Demonkindred Soldiers: HD 2; HP 16 each; AC 
  2[17]; Atk 1 spear (1d6) or longbow (1d6); Move 9; Save 
  16; AL C; CL/XP 2/30; Special: See in darkness 60ft, 
  immune to sleep and charm.
  5-6  Main Patrol. As above, but the patrol is accompanied
   
  by a demonkindred magic-user.
  1 Demonkindred Mage (MU5): HD 5; HP 18; AC 9[11]; 
  Atk 1 staff (1d6); Move 12; Save 11; AL C; CL/XP 6/400; 
  Special: See in darkness 60ft, immune to sleep and 
  charm, spells.
  Spells (4/2/1): Magic Missile x2, Charm Person x2, 
  Mirror Image, Invisibility, lightning bolt
  7-8  Vladimir and Nobles (see Castle Novgorod, Fourth
   
  Floor, Area 4-5).
  Vladimir Chosen of Medhiba: HD 12; HP 60; AC 0[19]; 
  Atk 1 longsword (1d8); Move 9 (Fly 18); Save 6; AL C; 
  CL/XP 13/2300; Special: See in darkness 60ft, immune 
  to sleep and charm, may cast Cone of Cold (8d8, save for 
  half damage) once per hour, 20% magic resistance.
  Magic Items: Wand of Fear (10 charges), +1 plate mail, +2 
  shield
  5 Demonkindred Noble Guards (Ftr 9): HD 9; HP 45 
  each; AC 2[17]; Atk 1 longsword (1d8) or shortbow 
  (1d6); Move 9; Save 6; AL C; CL/XP 9/1100; Special: See 
  in darkness 60ft, immune to sleep and charm.
  9-10  Servants.
  1d6 Demonkindred Servants: HD 2; HP 8 each; AC 
  9[10]; Atk 1 dagger (1d4); Move 12; Save 16; AL C; CL/
  XP 2/30; Special: See in darkness 60ft, immune to sleep 
  and charm.
  
  117
  appendix 1: wandering monsters
  Note: this table is also presented in the description of the city. 
  Characters have a 60% chance during the day and a 40% chance 
  at night of encountering a wandering monster while in the City of 
  Novgorod. Roll 1d6 and consult the following table for results.
  1) Slavers. Armored demonkindred with long whips lead chained 
  lines of slaves down the street. There is a 90% chance that the 
  slaves are simply enslaved demonkindred, but the city has 
  begun taking human and goblinoid slaves as well, so there is a 
  5% chance that the slaves are goblins, orcs, or ogres, and a 5% 
  chance that they are human. If the slaves are human, and the 
  party communicates with them in some way, the characters will 
  learn that these humans are not from Sylvanus, but were captured 
  from some other village or settlement.
  2) Confrontation between factions (see sidebar). Noble and 
  commoner demonkindred of two factions have squared off against 
  each other. The most likely confrontation is between Medhiban 
  Zealots (Succubus symbol) and Chaos Mystics (8-pointed arrow 
  symbol).
  3) Murder. Murders are common on the streets of Novgorod, 
  especially in these days when the demonkindred have become 
  split into factions. The factions most involved in murder and 
  assassination, rather than open conflict, are the insurrectionists. 
  In this case, a member of the insurrectionist faction (green skull 
  symbol) glides behind a Novgorod loyalist and shoves a knife 
  into his back. He walks away, laughing, and the crowd pays little 
  attention. There is a 10% chance that the event has been observed 
  by loyalists of the Novgorod bloodline, in which case they will 
  try to catch and kill (or interrogate) the insurrectionist. If there 
  are also other insurrectionists in the area (another 10% chance), 
  then the situation might escalate into an open battle in the street 
  between the insurrectionists and the loyalists.
  4) Demonic fervor. In the tide of mad glee that has accompanied 
  Medhiba’s promise to restore the status and power of the 
  demonkindred, it is becoming common to see impromptu 
  “festivals” of praise to the demoness. In some cases, groups of 
  demonkindred will even seize upon some unfortunate commoner 
  or slave of their own kind, and sacrifice him (or her) to Medhiba 
  in the middle of the street. These sorts of things are often led 
  by members of the Medhiban Zealot faction. By contrast, the 
  demonic fervor of the Chaos Mystics tends to take shape as 
  processions bearing the eight-pointed star of Chaos down the 
  streets, shoving aside anyone who gets in the way or appears 
  disrespectful.
  5) Noble Patrol. Although “keeping order on the streets” is 
  an alien concept to the demonkindred, “keeping things under 
  control” is well understood. With all the factions trying to exert 
  control, and in particular with the threat of the insurrectionists, 
  the Novgorod bloodline is doing everything possible to prevent 
  the city from exploding into a pointless bloodbath that might even 
  lead to the overthrow of the Novgorods. If one of these patrols 
  passes by, they are looking very carefully for anything unusual. 
  There will be 2d6 nobles in the patrol. Roll 1d6 to determine their 
  faction, but if the roll is a 1 (insurrectionist), then the nobles will 
  instead be of the Novgorod loyalists, not of any street-faction. 
  Regardless of the die roll, whatever faction is determined for the 
  nobles in the patrol, there is a 90% chance that 1d6 of the nobles 
  are secretly members of the insurrectionist faction.
  2d6 Demonkindred Nobles (Ftr 9): HD 9; HP 45 each; AC 
  2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 9; 
  Save 6; AL C; CL/XP 9/1100; Special: See in darkness 60ft, 
  immune to sleep and charm.
  6) Medhiban Zealotry. Bands of the Medhiban Zealots roam 
  the streets looking for those who might endanger the “demonic 
  rebirth” of the demonkindred. If the party draws their attention, 
  they will be harassed and questioned. This is a dangerous 
  situation if the party is trying to stay under cover.
  1d6 Medhiban Zealot Nobles (Ftr 9): HD 9; HP 45 each; AC 
  2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 9; 
  Save 6; AL C; CL/XP 9/1100; Special: See in darkness 60ft, 
  immune to sleep and charm.
  2d6 Medhiban Zealot Commoners: HD 2; HP 16 each; AC 
  2[17]; Atk 1 spear (1d6) or longbow (1d6); Move 9; Save 16; 
  AL C; CL/XP 2/30; Special: See in darkness 60ft, immune to 
  sleep and charm.
  Wandering Monster Table 8: City of Novgorod
  
  118
  Characters have a 50% chance twice during the day and a 
  50% chance twice at night of encountering a wandering monster 
  while in Castle Novgorod when on alert. Roll 1d10 and consult 
  the following table for results.
  1-2  Alerted Noble Patrol.
  2d6+3 Demonkindred Nobles (Ftr 9): HD 9; HP 45 each; AC 
  2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 9; 
  Save 6; AL C; CL/XP 9/1100; Special: See in darkness 60ft, 
  immune to sleep and charm.
  3-4  Regular Patrol.
  1d4+1 Demonkindred Nobles (Ftr 9): HD 9; HP 45 each; AC 
  2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 9; 
  Save 6; AL C; CL/XP 9/1100; Special: See in darkness 60ft, 
  immune to sleep and charm.
  2d6+5 Demonkindred Soldiers: HD 2; HP 16 each; AC 
  2[17]; Atk 1 spear (1d6) or longbow (1d6); Move 9; Save 16; 
  AL C; CL/XP 2/30; Special: See in darkness 60ft, immune to 
  sleep and charm.
  5-6  Main Patrol. As above, but the patrol is accompanied by a
   
  demonkindred magic-user and a cleric.
  1 Demonkindred Mage (MU5): HD 5; HP 18; AC 9[11]; 
  Atk 1 staff (1d6); Move 12; Save 11; AL C; CL/XP 6/400; 
  Special: See in darkness 60ft, immune to sleep and charm, 
  spells.
  Spells (4/2/1): Magic Missile x2, Charm Person x2, Mirror 
  Image, Invisibility, lightning bolt
  1 Demonkindred cleric (Clr9): HD 9; HP 30 each; AC 5[14]; 
  Atk 1 longsword (1d8) or light crossbow (1d6); Move 12; 
  Save 7; AL C; CL/XP 10/1400; Special: See in darkness 60ft, 
  immune to sleep and charm, spells.
  Each priest carries the same spells.
  Spells (3/3/3/2/2):
  First Level: Cure Light Wounds x3; Second Level: Hold 
  Person x2, Silence 15ft radius; Third Level: Locate 
  Object, Prayer, Remove Curse; Fourth Level: Cure 
  Serious Wounds, Sticks to Snakes; Fifth Level: Finger of 
  Death x2
  7-8  Vladimir and Nobles (see Castle Novgorod, Fourth Floor,
   
  Area 4-5).
  Vladimir Chosen of Medhiba: HD 12; HP 60; AC 0[19]; Atk 
  1 longsword (1d8); Move 9 (Fly 18); Save 6; AL C; CL/XP 
  13/2300; Special: See in darkness 60ft, immune to sleep and 
  charm, may cast Cone of Cold (8d8, save for half damage) 
  once per hour, 20% magic resistance.
  Magic Items: Wand of Fear (10 charges), +1 plate mail, +2 
  shield
  5 Demonkindred Noble Guards (Ftr 9): HD 9; HP 45 each; 
  AC 2[17]; Atk 1 longsword (1d8) or shortbow (1d6); Move 
  9; Save 6; AL C; CL/XP 9/1100; Special: See in darkness 
  60ft, immune to sleep and charm.
  9-10  Belun and Nobles
  Belun, demonkindred wizard (MU 12): HD 9+3; HP 30; 
  AC 9[11]; Atk 1 staff (1d6); Move 12; Save 5; AL C; CL/XP 
  14/2600; Special: See in darkness 60ft, immune to sleep and 
  charm, +2 saving throws vs any magic, spells.
  Spells (4/4/4/4/4/1)
  Level One: Charm Person, Magic Missile, Light, Sleep; 
  Second Level: Darkness 15ft Radius, Invisibility, Mirror 
  Image, Web; Third Level: Dispel Magic, Fireball x2, Rope 
  Trick; Fourth Level: Charm Monster, Confusion x2, 
  Fear; Fifth Level: Cloudkill x2, Teleport x2; Sixth Level: 
  Repulsion
  1d4 Demonkindred Noble Guards (Ftr 9): HD 9; HP 45 
  each; AC 2[17]; Atk 1 longsword (1d8) or shortbow (1d6); 
  Move 9; Save 6; AL C; CL/XP 9/1100; Special: See in 
  darkness 60ft, immune to sleep and charm.
  Wandering Monster Table 10: Castle Novgorod on Alert
  appendix 1: wandering monsters
  
  119
  New Magical Items
  Baba Yaga’s Cauldron 
  This enormous cauldron (weighing nearly 1,000 pounds and rising 
  four feet from the ground) is wrought of some strange black metal, 
  into which are carved runic designs. The cauldron is supported by 
  three large pig-like feet, each wrought of the same strange black 
  metal. Baba Yaga uses the cauldron to brew potions, although its 
  intrinsic powers allow it to be used for much more spectacular 
  purposes. When the remains of a deceased being are placed in the 
  cauldron, and upon speaking the proper command word, the being 
  is reanimated as if by the resurrection spell. The revived character 
  suffers the loss of a level. This ability may be used once per week. 
  Baba Yaga’s Flying Mortar and Pestle
  This enormous (500 pound) mortar bowl and pestle are made of 
  granite stone, and look much like the smaller versions of such items. 
  When one sits inside the mortar and uses the pestle as if rowing, 
  the mortar can fly at a movement rate of 30. The user of Baba 
  Yaga’s mortar and pestle can direct the item’s movement simply by 
  concentrating.
  Baba Yaga’s Spectral Door
  This seemingly ordinary door is a feature of Baba Yaga’s cabin. The 
  door has the ability to transport beings to another plane of existence. At 
  each planar location there is another door, much like the one in Baba 
  Yaga’s hut. The door need not be attached to anything, and indeed 
  might be a lone door in the middle of an isolated natural area. 
  To properly use Baba Yaga’s Spectral Door (causing it to open to a 
  desired plane) requires the key which is in Baba Yaga’s possession. 
  Otherwise, the Door opens to a random place and plane. Roll 1d12 
  and consult the following table.  
  1) Astral Plane
  2) Ethereal Plane
  3) A Plane of Shadows
  4) Elemental Plane of Air
  5) Elemental Plane of Earth
  6) Elemental Plane of Fire
  7) Elemental Plane of Water
  8) A Plane of Chaos 
  9) A Plane of Law
  10) An alternate world or reality
  11) The Land of the Dead (Annwn)
  12) A far moon or planet
  Cloak of the Nereid
  This cloak is a beautiful ivory, and made from the shawls of nereids 
  who have returned to the water and need them no longer. The cloak 
  allows its wearer to breathe water and to swim with a movement rate 
  of 18. 
  Crown of the Fallen
  This elegant crown is bejeweled with ten odd but beautiful opaque, 
  black diamonds. The wearer of this crown may emit a horrible 
  keening sound. All characters that hear the horrible wailing (except 
  for the wearer) must succeed at a saving throw or fall dead. After 
  keening, the bearer of the crown cannot do so for another three 
  hours. Each time the wearer of the crown uses this power, one of 
  the diamonds in the crown grows translucent (although still shaded 
  black). This signifies an expelled charge from the crown. The crown 
  has 10 charges (black diamonds) when created, and when all of the 
  charges are expelled, the crown crumbles to worthless dust. 
   
  Music Box of Silence
  This beautiful golden music box plays a haunting melody 
  when wound. When playing its song, the rest of the world seems 
  to fall silent. One can still hear the tune of the music box, but 
  all other noise is drowned out. The effect of the box is as the 
  spell silence, but creatures are allowed a saving throw to negate 
  the silencing effect. When first created the music box has 50 
  charges, and when all of the charges have been used, it crumbles 
  to worthless dust.
  Runestone of Sustare  
  (Major Artifact)
  This large rock is carved with many mystical druidic runes, and 
  it has immense powers. The item holds as many as 50 charges. The 
  Runestone can be used for any of four purposes, each called a Weird 
  (meaning “doom” or “destiny”). The Four Weirds can be invoked 
  by any person touching the Runestone, and a druid who knows the 
  proper rites and ceremonies can also prepare glyphs that will invoke 
  a particular Weird if the glyph, rather than the stone, is disturbed. 
  The Runestone communicates mentally with any person who touches 
  it, which can be very dangerous to those who are not druids. Such 
  a non-druid will immediately be affected by one of the Weirds 
  (roll 1d4 randomly) unless the character makes a successful saving 
  throw. If the saving throw succeeds, the non-druid can invoke the 
  Runestone’s power, but will be in constant danger of being mentally 
  dominated by the stone. Each week that the stone is in a non-druid’s 
  possession, there is a cumulative 10% chance that the Runestone has 
  gained a foothold in the character’s mind. Once the foothold is taken, 
  the character must make a saving throw at the full moon and the new 
  moon (roughly every 2 weeks) or be persuaded to undertake a quest 
  (as per the clerical spell by that name). The quests of the Runestone 
  will generally have to do with retaking desecrated, conquered, or 
  forgotten druidic holy places, but might also involve rescuing druids 
  from peril or answering prayers of druidic worshippers in need of 
  help.
  The Weird of Wood: all flesh (other than that of a druid) and metal 
  in a half-circle of 30ft radius in front of the stone is changed to oak 
  (a saving throw is permitted for flesh and enchanted metal). Expends 
  three charges.
  The Weird of Wings: each non-druid in a radius of 30ft is turned 
  into three bats (a saving throw is permitted). The bats are normal 
  bats, and will fly away unless restrained; it is generally impossible 
  to reconstitute a victim without possession of all three bats. Expends 
  three charges.
  Appendix 2: 
  New Items and Spells
  
  120
  The Weird of Crystal: any non-druid in a half-circle of 30ft radius 
  in front of the stone is changed to salt (saving throw is permitted). 
  Expends three charges.
  The Weird of Warding: each non-druid in a radius of 30ft loses 
  all mental volition other than to guard the Runestone from the touch 
  of non-druids (saving throw applies). If the Weird is invoked in a 
  druidic holy place, the victim will adopt the entire sanctified area as 
  a place to be guarded. No more than seven such guardians can exist 
  at a given time; older guardians are released from service if they are 
  replaced by newer guardians. However, the older guardian will flee 
  from the holy place for seven days and seven nights in supernatural 
  dread before being fully released from the dweomer. Expends three 
  charges.
  A fifth power of the Runestone is to reverse any of the effects it 
  can cause, even if the Runestone was not the source of the original 
  transmutation. Thus, the Runestone can reverse any transmutation of 
  flesh and metal into wood, reverse any transmutation of a human into 
  an animal (not specifically a bat), reverse any transmutation of flesh 
  into stone (not specifically salt), and can free a person from the Weird 
  of Warding. These powers each require the use of three charges.
  Once the Runestone is empty of charges it is useless until it is 
  recharged, which requires the use of a phoenix’s tear. If a phoenix 
  tear is dropped on the Runestone, the stone absorbs it, and is restored 
  to 50 charges (no matter how many charges were previously in it).
   
  Squiggles, Figurine of 
  Wondrous Power  
  (Giant Octopus)
  This black onyx figurine is carved in the likeness of a miniature 
  octopus. However, when one throws the figurine into the water and 
  utters the command word, the figurine summons forth a giant octopus 
  named Squiggles. The bearer of this object may call Squiggles 
  once every day, for up to one hour each time. If killed while on the 
  material plane, Squiggles cannot be called again for a minimum of 
  three days.
  Giant Octopus: HD 7; HP 35; AC 7[12]; Atk 8 tentacles (1d3); 
  Move 2 (Swim 10); Save 9; AL N; CL/XP 10/1400; Special: 
  constriction and pinioning.
  New Non-magical Items
  Il Oboroten
  This text is bound in the flesh of an elf, the facial features of the 
  dead being stretched over the cover in grotesque fashion. Written 
  thousands of years ago, within its pages are detailed the fate of 
  Tsanai, Lilith’s greatest servant, the location of her axe which she is 
  now imprisoned within, and the rites required to free Tsanai from the 
  axe. The word “Oboroten” is used in ancient elvish to describe those 
  that have been condemned to inhabiting another form (in this case 
  the Axe of Tsanai). 
  Phoenix Tear
  A phoenix tear is imbued with the phoenix’s inherent healing 
  properties. Besides being a rare and powerful spell component, 
  if a phoenix tear touches the body of a dead character, the body 
  absorbs the tear and brings the character back from the dead, as the 
  spell resurrection. In addition, if a phoenix tear touches a ghost, 
  or character turned spectral while in the Land of the Dead (see the 
  sidebox: Annwn, The Land of the Dead), the ghostly character is 
  made living and corporeal once again, as they were before turning 
  spectral. 
  Appendix 2: New items and spells
  
  121
  ANIMATED TREE
  Hit Dice: 4
  Armor Class: 7 [12]
  Attacks: 2 branches (1d6)
  Saving Throw: 13
  Special: Vulnerable to fire
  Move: 6
  Alignment: Neutrality
  Challenge Level/XP: 4/120
  Trees animated by treants or by other magical means. They are 
  not intelligent, acting either on reflex or by the command of the one 
  who animated them. All animated trees take double damage from 
  fire. An animated tree that acts entirely on reflex or some inherent 
  animus will retreat immediately in the face of fire. Animated trees 
  that are controlled by the will of another will not retreat until they 
  are allowed to do so.
  CORRUPTED LAMMASU
  Hit Dice: 6+2
  Armor Class: 6 [13] 
  Attacks: 2 claws (1d6)
  Saving Throw: 9
  Special: Invisibility at will, dimension door, emanates protection 
  from Law 10ft radius, spells
  Move: 12 (Fly 24)
  Alignment: Chaotic
  Challenge Level/XP: 9/1100
  A corrupted lammasu is an extraordinarily rare being, and the one 
  in this adventure, Yadavashi, might very well be a unique creature. 
  Lammasu are creatures of Law, servants of the cosmic force of 
  civilization, and turning one to the service of Chaos would be 
  virtually impossible except in situations like the one in Tunguska, 
  where the lammasu was trapped with a demon of considerably 
  greater power for a thousand years. The description of the corrupted 
  lammasu from the adventure itself gives a good idea of the internal 
  corruption that would be worked upon a creature of Law by such a 
  transformation:
  “…a strange beast, its huge body that of a lion with large eagle-
  like wings. The creature’s head is that of a bearded man. The 
  creature is coated in some oily, black substance, and is missing 
  many tufts of fur, leaving sickly bald spots. It smiles at you, bearing 
  blackened, rotting teeth...”
  DEATH’S HEAD MOTH OF ANNWN
  Death’s-head moths drop a thin layer of dust from their wings 
  while in flight (known as ghost dust). If inhaled by a living creature 
  while in the Land of the Dead, the dust raises the chance to become 
  spectral by 3% (see the Sidebox: Annwn, The Land of the Dead 
  for more details). Other than the ghost dust ability, the moths are 
  considered normal insects.
  DEMON, SUCCUBUS
  Hit Dice: 6
  Armor Class: 9 [10]
  Attacks: 2 scratches (1d3)
  Saving Throw: 11
  Special: 70% magic resistance, immune to non-magic weapons, 
  cause darkness in a 10ft diameter, kiss drains one level of experience, 
  summon other demons, charm person, ESP, clairaudience, suggestion, 
  change shape.
  Move: 12 (18 fly)
  Alignment: Chaotic
  Challenge Level/XP: 9/1,100
  A succubus (the male form of this demon is called an incubus) 
  is a creature of demonic lust, a drinker of souls who offers fatal 
  temptation to mortals that fall into the trap of her deadly embraces. 
  A succubus is always female, just as an incubus is always male. 
  The demon’s form is that of a supernaturally beautiful woman, 
  curvaceous and alluring, but whose furled bat wings and delicate 
  horns betray her true nature. Small white fangs gleam from behind 
  the demoness’s full lips, and when she is enraged the pupils of her 
  eyes will contract and shift into those of a vicious serpent.
  A succubus can “cast” charm person whenever desired, as well as 
  ESP, clairaudience, and suggestion. They can change shape at will, 
  but only into human or human-like forms. Succubi also have the 
  ability to call forth (by gate) other demons. A succubus can summon 
  a demon prince (40% chance to succeed), but the demonesses 
  will seldom do so, for the price to be paid afterwards is generally 
  significant and unpleasant. However, a succubus can summon a 
  Baalrochs demon or a Nalfeshnee (fourth-category demon), again, 
  with a 40% chance of success regardless of the category of demon 
  Appendix 3: 
  New Creatures
  
  122
  being summoned. If a succubus does not specify the sort of male 
  demon she is summoning, there is a 5% chance that the respondent 
  will be a demon prince, and if not, there is a 75% chance that the 
  demon will be of the fourth category, a Nalfeshnee.
  Succubi almost never rely upon physical attacks; they use their 
  charm and suggestion abilities to allow them to bestow their deadly 
  kisses upon opponents.
  DEMONIC KNIGHT
  Hit Dice: 9
  Armor Class: -3 [22]
  Attacks: 1 +3 longsword (1d8+6) or 2 fists (1d6+2)
  Saving Throw: 6
  Special: detect magic, see invisibility, wall of ice; dispel magic, 
  fireball, fear, breath of unlife, create spawn, summon demons
  Move: 9
  Alignment: Chaotic
  Challenge Level/XP: 11/1700
  The demonic knight—known by some as a death knight—is 
  rumored to be the creation of the great demon prince Orcus, the 
  Prince of the Undead. Some sages doubt the validity of such 
  a claim, since the demonic knights are not undead. Though no 
  link has been proven, however, it is known that three of the most 
  powerful demonic knights (Baruliis, Caines, and Arrunes) make 
  their home on the same plane of the Abyss as the Prince of the 
  Undead within
  the shadows of his great citadel. The true origins of the demonic 
  knights lie hidden deep in the stinking pits of the Abyss, and those 
  brave few who have dared search for these secrets have never 
  returned. The demonic knights serve their master (whomever it may 
  be) with unswerving loyalty. They never question their orders and 
  never question their superiors. 
  They are often sent to the Material Plane to recruit new troops 
  for their master’s next plot or deception, or to punish those that 
  have offended their liege demon lord. On some occasions, they are 
  simply sent to another plane to corrupt and slay those that are just 
  and good (to the delight of their master). A demonic knight appears 
  as a 6-foot tall humanoid dressed in black iron half-plate armor. Its 
  head is completely hidden beneath a helmet that it never removes. 
  A black iron longsword is slung at its hip. Some demonic knights 
  don capes and other decorations as a badge of station. It is unknown 
  exactly how many demonic knights exist.
  At will, a demonic knight can cast detect magic, see invisibility, 
  and wall of ice; twice per day it can dispel magic; once per day it 
  can cast a fireball. These abilities are cast at the 20th level of ability. 
  In addition to these, the demonic knight can cause fear, exhale 
  strength-stealing mists, and summon demons to its aid:
  Fear: The demonic knight generates fear with but a word. Those 
  within 30 feet that hear it speak must succeed at a saving throw or 
  flee in terror for 2d4 rounds.  This word may be spoken but once per 
  day.
  Breathe Mist: Once every1d4 rounds, the demonic knight can 
  exhale a cone of undeathly mist to a range of 10 feet. Creatures 
  in the area must succeed at a saving throw or take 2d4 points of 
  temporary Strength damage. Any creature reduced to Strength 0 by 
  a demonic knight dies.
  Any humanoid slain by a demonic knight’s breath of unlife 
  becomes a shadow demon in 2d4 rounds. The shadow demons are 
  under the command of the demonic knight that created them, and 
  remain enslaved until its death. They do not possess any of the 
  abilities they originally had in life.
  Summon demons: Once per day, a demonic knight can attempt 
  to summon 1d4 shadow demons, two glabrezus or hezrous, or 1 
  marilith, with a 50% chance of success.
  15. Copyright Notice
  Author Scott Greene.
  DEMONKINDRED
  Hit Dice: 2 or by class
  Armor Class: 9 [10] or by armor
  Attacks: by weapon
  Saving Throw: 18 or by class
  Special: See in darkness 60ft, immune to sleep and charm.
  Move: 12
  Alignment: Chaotic
  Challenge Level/XP: 2/30
  Information given above reflects a normal member of the 
  demonkindred race. These commoners represent only about three-
  quarters of the race, however. The rest of the demonkindred are not only 
  more powerful, but are much more powerful. Essentially, the race is 
  divided into these commoners, not much stronger than humans, and the 
  nobility, who often have the abilities of seventh level characters or higher.
  The initial resemblance to elves is very strong, and in poor light 
  the demonkindred could easily be mistaken for tall elves (except 
  by an elf, who would see the difference immediately). However, in 
  addition to being at least six feet in height, the demonkindred bear 
  other signs and stigmata of their demonic heritage. Most have small 
  horns, or at least knobs of bone, at the sides of their foreheads. 
  Their canine teeth are large – not fangs, but a bit disturbing 
  nonetheless. Finally, although this might never be noticed by the 
  characters, their tongues have a very slight bifurcation at the end – 
  they literally have forked tongues.
  Most of the demonkindred are fanatic servants of the demon-
  princess Medhiba, who has promised them her patronage and 
  protection, and that the greatest of them will be raised to full 
  demonhood as members of her retinue. In mortal form, the sign (or 
  stigmata) of Medhiba’s favor already shows on many of the nobles 
  of the demonkindred: bat wings, the ability to command hell-
  harpies (see the entry on hell-harpies), and the ability to kiss with 
  almost the same deadly effect of a true succubus.
  FEATHERED HOUND OF MEDIBHA
  Hit Dice: 1d6hp
  Armor Class: 3 [16]
  Attacks: 1 bite (1d3)
  Saving Throw: 18
  Special: Appearance causes confusion, Invisibility
  Move: 6 (18 fly)
  Alignment: Chaotic
  Challenge Level/XP: 3/60
  Feathered hounds of Medibha are crow-like creatures with a 
  rudimentary but malign intelligence. They are normally invisible, 
  but as they begin attacking their invisibility evaporates for 2 rounds, 
  and during this time, anyone looking directly at it risks being 
  immobilized in confusion for 1d6 rounds (saving throw applies). 
  In order to work in concert with other creatures, which is really 
  the only way in which they are terribly dangerous except to lone 
  or relatively weak humans, the Feathered hounds must be trained 
  from fledglinghood, which makes them a fairly rare opponent. If the 
  trainer is killed, the hounds will generally lose any discipline they 
  have, lose interest in a fight, and return to the wilderness.
  FORBIDDEN SOULS
  Hit Dice: 3
  Armor Class: 5 [14]
  Attacks: 1 claw (1d6 + xp drain)
  Saving Throw: 14
  Special: XP drain (1,000), hit only by magical or silver weapons
  Move: (Fly 9)
  Alignment: Neutral or Chaotic
  Challenge Level/XP: 4/120XP
  Forbidden souls are the incorporeal remnants of souls denied 
  passage into the afterlife, marooned on the close shores of the 
  Rivers of the Dead. These undead creatures do not ordinarily have 
  access to the material world unless some sort of gateway is opened 
  to permit their re-entry into the realm of the living. Forbidden souls 
  resemble wraiths, but are neither as substantial nor as powerful.
  appendix 3: new creatures
  
  123
  A forbidden soul cannot enter the afterlife (generally this is a 
  particular, Lawfully-aligned afterlife) because its heart has been 
  judged and found to be weighed down with the influence of Chaos. 
  In consequence, when a forbidden soul is loosed in the material 
  realm its sole obsession is to obtain a heart to bring back to the 
  afterlife, in an attempt to gain entry by deception.
  Some forbidden souls result from a transformation in the lands 
  of the dead, rather than from the weighing of their hearts. These 
  creatures are Neutrally aligned rather than Chaotically aligned, and 
  do not seek hearts. However, they grasp only the shreds of their 
  original sanity, and have a high likelihood of attacking mortals 
  without provocation to drink their power.
  The claws of a forbidden soul drain the victim’s life force on a 
  successful hit, although not so much as a wraith or a wight. If the 
  creature hits, and the victim fails a saving throw, he loses 1,000 
  experience points.  If a character is killed by a forbidden soul, the 
  creature will viciously remove the victim’s heart and return to the 
  shores of the afterlife with its prize.
  Forbidden souls are turned as mummies.
  HELL-HARPIES
  Hit Dice: 7
  Armor Class: 7 [12]
  Attacks: 2 talons (1d6) and 1 weapon (1d8)
  Saving Throw: 9
  Special: Siren-song, charm-touch, 25% magic resistance
  Move: 6 (18 fly)
  Alignment: Chaotic
  Challenge Level/XP: 8/800
  Hell-Harpies are minor servants of Lilith, the leaders of her countless 
  vast flocks of regular harpies that wheel and dive around her great 
  castle Neëriel. Medibha also possesses many of these creatures in her 
  service, and has gifted several of them to the demonheirs, children of 
  the Fallen Kashverai demons. The hell-harpies are followers of Lilith 
  or Medibha that have in some way displeased one of these demonesses; 
  most of Lilith’s hell-harpies are failed clerics or those that aspired to 
  become clerics without the proper true reverence.
  Hell-Harpies, unlike their foul, weaker kin, are beautiful and sleek, 
  having the torso of a woman and the lower body of a great, taloned 
  bird. As can normal harpies, hell-harpies can call mortals to them with 
  their enchanting song (saving throw applies), and the power to enchant 
  with their touch (as if with a charm person spell). Regardless of how 
  the GM normally handles regular harpies, the touch of a hell-harpy has 
  a charm person influence even when the creature is attacking with its 
  talons. Hell-harpies also have 25% resistance to magic.
  IRONWOOD HUMANOIDS
  Hit Dice: 2
  Armor Class: 4 [15]
  Attacks: 1 blow (1d6)
  Saving Throw: 16
  Special: Immune to fire, blunt weapons, piercing weapons
  Move: 0
  Alignment: Neutrality
  Challenge Level/XP: 3/60
  Ironwood humanoids are people that have been transmuted into wood 
  and then animated by foul magic to become semi-intelligent servitors 
  of their creator. They have no memory of their former lives, although 
  they closely resemble the person who was originally turned to wood. 
  In many respects they are like zombies under the control of their 
  creator, but they are not, obviously, actual undead. The substance of the 
  creatures is harder than normal wood, and is not vulnerable to ordinary 
  fire. Saving throws against magical fire are made at +4 (they incur only 
  half damage if there is no saving throw against the magical fire).
  Ironwood humanoids are weak combatants, fighting with clumsy 
  claw attacks or grappling when opponents come within their reach.
  IRONWOOD TREANTS
  Hit Dice: 7
  Armor Class: 2 [17]
  Attacks: 2 strikes (2d6) or stomp (3d6)
  Saving Throw: 9
  Special: Control trees, throw rocks
  Move: 6
  Alignment: usually Chaotic
  Challenge Level/XP: 7/600
  Ironwood treants are not a normal state for treants; the condition 
  only arises with the intervention of magic, usually on a captured 
  and unwilling treant by a spell caster of Chaotic alignment. The 
  alteration affects the treant’s mind as well as its body, twisting and 
  warping its mind, usually into a Chaotically-aligned mindset. 
  An ironwood treant can animate any trees within 180 feet at will, 
  controlling up to two trees at a time. It takes 1 full round for a tree 
  to uproot itself. If the ironwood treant that animated it terminates 
  the animation, moves out of range, or is incapacitated, the tree 
  immediately takes root wherever it is and returns to its normal state.
  Ironwood treants can throw rocks for 3d6 points of damage, 
  provided that they are not using their branches to strike at 
  opponents. If the treant is trampling nearby opponents, it can throw 
  rocks at the same time (but not at opponents close enough to be 
  trampled; some distance is needed for rock-throwing).
  LEGS OF BABA YAGA’S CABIN
  Hit Dice: 9 (36hp)
  Armor Class: 5 [14]
  Attacks: 1 stomp (3d8)
  Saving Throw: 4
  Special: 25% magic resistance
  Move: 12
  Alignment: Neutrality
  Challenge Level/XP: 9/1100
  Baba Yaga has constructed magical legs that spring forth from the 
  bottom of the cabin when intruders near, lifting her domicile high 
  into the air. Each leg is 20ft tall.
  The legs are much like golems, and their animating force is a pair 
  of earth elementals. The elementals are bound within the legs, and 
  appendix 3: new creatures
  
  124
  enslaved to act as Baba Yaga commands. The elementals cannot be 
  dispelled or rescued in any way short of a wish.
  MALCARNA
  Hit Dice: 5
  Armor Class: 3 [16]
  Attacks: 1 tail (1d8) and up to 3 weapons (1d8);
  Saving Throw: 12
  Special: Magic resistance 25%, hit only by magic or silver 
  weapons.
  Move: 12
  Alignment: Chaotic
  Challenge Level/XP: 8/800 
  Malcarnae are female creatures with a four-armed human torso and 
  the lower body of a great, writhing serpent, fifteen feet long. These 
  horrible creatures are one of the many possible teratomorphs that may 
  result from human congress with demons, most commonly an incubus. 
  In some cases they may also be hatched from clutches of eggs laid by 
  Marilith demons following events too hideous to contemplate. When 
  they are born into any but the most depraved human societies they 
  are usually killed at birth, so they are seldom found upon the material 
  planes. Malcarnae generally arm themselves with a shield and three 
  weapons, and can also attack with their lashing tails for 1d8 points of 
  damage. Despite the horrible shape of these creatures, they are obscenely 
  beautiful; creatures of fewer than 4 hit dice cannot attack them, and 
  opponents with 4 or more hit dice must make a saving throw to succeed 
  with any attempted physical attack. They are immune to normal weapons 
  (other than silver ones) and have magic resistance of 25%. The human 
  parentage of the malcarnae prevents them from being turned by a cleric. 
  Some malcarnae may have clerical spell casting ability. 
  The Malcarna first appeared in Footprints magazine, and is 
  authored by Matt Finch.
  MOREVNA
  Hit Dice: 8
  Armor Class: 2 [17]
  Attacks: None
  Saving Throw: 8 
  Special: Devour; 50% magic resistance
  Move: 12
  Alignment: Chaos
  Challenge Level/XP: 10/1400
  Morevna’s main attack is the ten glowing, green, ectoplasmic 
  tentacles that stretch out like striking serpents from her hood to attack 
  a target (all of the tentacles attack the same target, and collectively 
  make one to-hit roll). If the tentacles hit, the victim must succeed at 
  a saving throw or be sucked into Morevna’s hood. The last thing the 
  character’s companions will see is the character’s body turning semi-
  transparent as its shape distorts and twists upward along the tentacles 
  and into the hood, with a disgusting slurping noise (equipment is left 
  behind). Morevna can attack in this fashion once per melee round. 
  It is particularly disturbing since Morevna is no larger than a normal 
  human, and can devour people bigger than she is without even bulging.
  A devoured character sits as an egg-shaped piece of glowing 
  ectoplasm inside Morevna’s stomach for 1d6 days before the 
  soul is devoured, leaving behind only an emerald worth 2,000 
  gp. A remove curse, restoration, or raise dead spell cast upon the 
  ectoplasm will return the character to life in the original body.
  Morevna is turned as a lich (but cannot be turned in the chamber 
  where she is encountered in the adventure).
  NEREID
  Hit Dice: 4
  Armor Class: 9 [10]
  Attacks: Spit poison 20ft
  Saving Throw: 13
  Special: transparency, water form, magic resistance, kiss, shape 
  water, water mastery, spit poison
  Move: 12 (Swim 14)
  Alignment: Neutral or Chaos
  Challenge Level/XP: 6/400
  Nereids are female water creatures related to the elves and nature-
  fey. The nereid’s true form is that of a small pool of water. They 
  can assume humanoid form at will and usually take the form of a 
  very beautiful female with long golden hair, pearly white skin, and 
  green, almond-shaped eyes. Many sailors, seafarers, pirates, and 
  other sea-goers have met their ends at the hands of the nereid. The 
  supernatural beauty of these creatures lures men to their doom, for 
  behind the beauty of the “honeyed ones” lies certain death for any 
  creature that tries to steal a glance or kiss from the nereid.
  A creature of the opposite sex seeing a nereid must make a saving 
  throw or be instantly beguiled by the creature’s devastating beauty. A 
  beguiled creature seeks to steal a kiss from the Nereid; and this kiss 
  means instant death unless the mortal succeeds in making a saving throw.
  A nereid can form water into a shape of a lash, which acts 
  independently and is treated as a separate monster with AC 4[15] 
  and 15hp. The lash attacks as a 4HD monster (the same as the 
  Nereid), and the Nereid does not need to concentrate to maintain its 
  presence. If the nereid dies, the lash collapses into normal water.
  The nereid’s shawl contains a portion of her lifeforce. If it is ever 
  destroyed, the nereid immediately and forever dissolves into formless 
  water.
  When a nereid is attacked (including both weapons and grappling 
  attacks), she can attempt a saving throw, and if she succeeds, instantly 
  transform her body into her natural water form and flow away unharmed.
  Nereids shy away from combat and flee at the first sign of conflict 
  if possible. If a nereid encoun ters only female opponents, she 
  assumes the shape of a hand somely striking male hu manoid. Her 
  powers of deceit are not as effective in this form, however, and the 
  saving throw against the nereid’s beauty is made at a +2 bonus.
  15. Copyright Notice
   
  Author Scott Greene, based on original material by Gary Gygax.
  OCTOPUS OF THE STYX
  Hit Dice: 7
  Armor Class: 4 [15]
  Attacks: 8 tentacles (1d4)
  Saving Throw: 9 
  Special: Constriction and pinioning; 25% magic resistance; 
  regenerate 6hp/round.
  Move: 2 (Swim 10)
  Alignment: Chaotic
  Challenge Level/XP: 12/2000
  After a giant octopus hits with a tentacle, it does 1d6 points of 
  damage per round, automatically, instead of the initial 1d3.  Also, 
  there is a 25% chance that the tentacle “hit” pinions one of the 
  victim’s limbs (roll randomly for left/right arms and legs to see 
  which is immobilized).
  PHOENIX OF ANNWN, The
  Hit Dice: 10
  Armor Class: 5 [14]
  Attacks: 2 tentacles (2d6), bite (4d6)
  Saving Throw: 5
  Special: Swallow whole, immune to fire
  Move: 6
  Alignment: Chaotic
  Challenge Level/XP: 11/1700
  The Phoenix of Annwn might or might not be a unique creature in 
  the vast warrens and cracks of the many planes of existence, but she 
  is definitely not the bird of legend. Rather, she is a vast mass of slimy 
  blubber with thick leathery skin, roughly the size of a small cottage. 
  She has two long tentacles that cause damage more from heat than from 
  anything else – a character who is immune to fire will suffer only 1d3 
  hit points of damage when hit. Her great mouth, which is invisible until 
  it gapes open to show ridges of sharp bone within, inflicts 2d6 points of 
  damage to a character who is immune to fire, 4d6 otherwise. On a roll 
  of 19 or 20, the mouth swallows its target whole – in which case the 
  swallowed character will begin cooking in the heat of the creatures guts, 
  taking damage at a rate of 1d6 hit points per round, +1 more hit point for 
  appendix 3: new creatures
  
  125
  each round the character has already been cooking (i.e., 1d6+1 on the 
  second round, 1d6+2 on the third, etc.). A swallowed character can attack 
  from within, but attacks and damage are at a –4 penalty.
  PIG-MEN
  Hit Dice: 6
  Armor Class: 4 [15]
  Attacks: 2 weapons (1d8)
  Saving Throw: 10
  Special: None
  Move: 12
  Alignment: Chaotic
  Challenge Level/XP: 6/400
  Pig-men are ogre-sized humanoids with pig-like features, 
  including small ripping-tusks that protrude from their mouths. 
  The pig-men are created by the sorceress, Circe, on the Isle of the 
  Phoenix, in the Land of the Dead. There she uses her powers to 
  transmute travelers that are unfortunate enough to cross her path. 
  Once transmuted, the pig-men grow enthralled by Circe, and serve 
  her without question.
  SLEEPWOOD FUNGUS
  Hit Dice: usually about 2 per patch
  Armor Class: immune to weapons
  Attacks: none
  Saving Throw: 19
  Special: Sleep spores
  Move: 0
  Alignment: Neutrality
  Challenge Level/XP: n/a
  Treading atop sleepwood fungus ruptures the fungal material, 
  releasing sleeping spores into the air. Anyone inhaling sleeping 
  spores must make a saving throw or fall into a peaceful sleep. 
  This purplish fungus grows in cool, damp areas. Colonies of 
  sleepwood fungus form into puffballs, tiny spheres, that when 
  disturbed explode, loosing spores into the air. Although the spores 
  are to be avoided in most situations, many cultures utilize the 
  fungus to aid those plagued by insomnia and nightmares.
  The fungus is essentially immune to weapon damage, but can 
  easily be killed with fire or other similar attacks (acid, electricity, 
  weed-killer, etc).
  SPIRIT TOADS
  Hit Dice: 4 to 9
  Armor Class: 3 [16]
  Attacks: 2 claws (1d6) and 1 bite (1d6)
  Saving Throw: varies by hit dice
  Special: Spell-like powers, 25% magic resistance, immune to non-
  magical weapons, see invisibility, displacement
  Move: 12
  Alignment: Neutrality
  Challenge Level/XP: varies by hit dice and magic powers
  Spirit toads dwell in the Land of the Dead, and are denizens of 
  the banks of the River Styx. They are somewhat larger than normal 
  toads, being about the size of a cat or a chicken. Spirit toads are 
  curious but placid creatures, observers by temperament. They are 
  generally cordial if spoken to, but accept no form of ridicule or 
  derision, being proud and powerful beings in their own right. The 
  toads place themselves in interesting locations so they may observe 
  as events unfold. Occasionally there will be large numbers of them 
  on particularly interesting banks of the river of death, watching.
  Spirit toads vary considerably in their powers, though all of them 
  have some sort of magical capabilities. Their abilities are spirit-
  powers rather than true spells, but the older and more magical of 
  them have capabilities that rival the spells of a powerful wizard. 
  When a spirit toad calls forth its power, its eyes glow with a color 
  that does not exist in the material planes.
  These beings are partially magic resistant (25%), are immune to non-
  magical weapons, always see invisibility (including the ability to see 
  into the Astral and the Ethereal planes of existence), and are not always 
  exactly where they appear to be. This latter feature of the toads’ reality 
  means that any attack against one of the spirit toads has a 50% chance 
  to miss before a to-hit roll is even attempted. Spells also have a 50% 
  chance of being directed to the wrong place, but the toad is generally 
  no more than 3ft from its apparent location, so spells such as lightning 
  bolt or fireball will come close enough to do normal damage.
  Spirit toads have the same spell-casting abilities as a Magic-
  User of the same level as the toad’s hit dice, but with two 
  additional spells per level. Since these are spirit-powers, however, 
  the toad cannot have more than two particular spells in any given 
  level. For example, a toad that can cast three first level spells 
  might carry detect magic and charm person x2 (two particular 
  spells), but could not carry detect magic, charm person, and read 
  magic, because that would be three different spells.
  WOOD WEIRD
  Hit Dice: 12
  Armor Class: 0 [19] 
  Attacks: 2 branches (1d10)
  Saving Throw: 3
  Special: turn flesh to wood, 25% magic resistance, immune to non-
  magic weapons, immune to fire and cold.
  Move: 6 on earth, 12 on wooden surfaces
  Alignment: Chaos
  Challenge Level/XP: 15/2900
  A wood weird is a thing from beyond the material plane, but 
  linked to it in somewhat the same way as an elemental is related 
  to the realms of normal reality. However, a wood weird is drawn 
  from deeply within nature’s Chaotic and predatory elements. These 
  beings are virtually unknown on the material planes, for the secret 
  of summoning them is one of the higher mysteries of druidism and 
  it is seldom done – the creatures are as much demonic as elemental, 
  depending on how one might choose to classify them. Their 
  summoning is one of the darker and more unpleasant of druidic 
  secrets and ceremonies.
  If a wood weird hits with an attack, the defender must make a 
  saving throw or be turned to wood. As there is no well-known 
  spell that turns wood to flesh, this is a very difficult condition to 
  remedy, although a considerable amount of praying by a temple full 
  of clerics might manage it as a boon, and a group of druids could 
  achieve the reversal of the effect with fairly little effort (although a 
  number of druids would have to participate).
  In addition to its other properties, a wood weird has 25% magic 
  resistance, and is immune to non-magic weapons, fire, and cold.
  VULCHLING
  Hit Dice: 1
  Armor Class: 7 [12]
  Attacks: 1 bite (1d4+1) or 2 talons (1d4)
  Saving Throw: 17
  Special: None
  Move: 6 (6 Fly)
  Alignment: Chaotic
  Challenge Level/XP: 1/15
  Vulchlings are a malevolent race of avian creatures akin to the 
  vulture. Their faces, though bird-like, seem to have an almost 
  human quality to them. They resemble 6- foot tall vultures with 
  black feathers, gray beaks, and gray or brown talons. Unlike normal 
  vultures, vulchlings are not only scavengers but predators, and they 
  feed on living prey as well as carrion. Vulchlings can occasionally 
  be found in the company of harpies or vrocks, but most of their 
  time is spent in their lairs — usually large nests found in desolated 
  places, or even deep within the earth.
  Vulchlings prefer to attack from secret or ambush by lying in wait 
  for their prey and then swooping in to attack with their razor-sharp 
  talons and beak. Slain opponents are carried back to the vulchlings’ 
  lair and fed to the young vulchlings.
  15. Copyright Notice
  Author Scott Greene, based on original material by Gary Gygax, 
  converted for Swords & Wizardry by Matt Finch.
  appendix 3: new creatures
  
  126
  Player Handout 4:  
  Letter to Vasilisa
  Envelope Penned to Vasilisa,
  Sister, it is your honor and privilege to aid in the 
  defeat of the pitiful human settlement, Sylvanus. 
  You are to aid our younger sister Elyria of the 
  Moon Tower in conquering the village, and taking 
  a number of prisoners. As you know I must spill 
  the blood of seven hundred innocents with the axe 
  to free Medb. As such, it is your job to see that at 
  least that amount of the humans be kept alive and 
  returned to Castle Novgorod. The remainder of 
  the humans may be destroyed or taken as slaves 
  — I care not of their fate. Take five chains of the 
  keening fallen and go with Elyria and the war band 
  to Sylvanus. May Lilith favor you on your journey. 
  Morwenna Novgorod
  Player’s Handout 3:  
  Pryderi’s Riddle
  It yields to all
  But is never defeated
  And often those that underestimate its power
  Succumb to its depths. 
  At times it rages with mighty force
  And at other times it is calm. 
  Armor is useless against it, 
  In fact it is a detriment, 
  As those with the most armor are the worst off
  When battling this foe
  Player Handout 1:  
  Map of Blackstump Forest
  Player Handout 2:  
  Letter From Sylvanus
  Lord Thorbold of Brookmere,
  It is in great distress that I write this letter to thee. 
  I pray to all of the gods of light that it will safely 
  be received in Brookmere by your Lordship. Our 
  town of Silvanus is in dire need of your assistance. 
  Several bands of orcs and other foul beasties have 
  come down from the mountains and raided our 
  town, killing much of our guard. They linger on 
  the edge of the forest and base of the mountains 
  rather than return to their homes. We have little 
  defense and I fear that it will not be long before 
  they strike again. Scouts report other dark beings 
  at the forest edge, and people go missing in the 
  night. Please Thorbold, I beg thee to send help to 
  our town. May the gods of light smile upon thee.  
  Mayor Gareth of Silvanus
  Appendix 4: 
  Player Handouts
  
SOURCE: textdata/thevault/Necromancer - Frog God Games/Swords & Wizardry/S&W - FGG1, Fane of the Fallen (Lvl 9).pdf