TEXT: 145
  the tomb of abysthor
  ISBN 978-1-62283-198-2
  
  1
  ©2013 Frog God Games & Necromancer Games.
  Clark Peterson and Bill Webb
  Additional Material by Erica Balsley, Greg A. Vaughan, James Redmon, 
  Matthew J. Finch and Skeeter Green
  Developers
  Ken Cliffe and Skeeter Green
  Editors
  Ed McKeogh James Redmon, Matthew J. Finch, 
  Erica Balsley, and Skeeter Green
  Electronic File Conversion
  Karen McDonald (God-Empress of the Universe),  
  Jai Erwin, and Skeeter Green
  Art Director
  Richard Thomas with Matt Milberger and  
  Clark Peterson
  Layout and Book Design
  Charles A. Wright
  Interior Artists
  Michael Bielaczyc, Paul Bielaczyc, Andrew DeFelice, 
  Steve Ellis, John Massé, MKUltra Studios, Jason Sholtis
  Front Cover Art
  Artem Shukayev
  Cartography
  Conan Venus and Robert Altbauer
  Front & Back Cover Design
  Charles A. Wright
  Original Playtesters
  C.J. Land, David Peterson, John Ackerman,  
  Mike Weber, Chip Schweiger, Joe Weimortz,  
  Gene Cotton, John Birk, Mike Nisco, Christopher  
  Laurent, Conrad Claus, Timothy Laurent, Karl Harden, 
  Nicolas Laurent, Ken Hommel, Ken Chan, Dale Haines, 
  John Murdoch, Ian Thompson, J.P. Johnston, Louis Ro-
  berts, Karl Johnson, Roger and Marc Cram, Jesse  
  Briggs, Sean Jones, Jennifer Chalfan and “Betty”,  
  and Scar the Cat plus Jeffrey Klingbeil, Angelina  
  Mohr, Steve Vogel, John Sostarich, Art Braune,  
  Chris Sladowski, Yanda Bushfield, Todd Rooks and the 
  rest of the GenCon 2001 Demo Team.
  Special Thanks
  Stephan Wieck and everyone at White Wolf. Ryan 
  Dancey at Wizards of the Coast for pioneering the D20 
  license, bringing our favorite game back to life and 
  providing third-party publishers the ability to support 
  the game we all love. Eric Rowe and Dustin Right at the 
  Wizard’s Attic for helping us get off the ground. Jason 
  Klank, Kyle Charon, Hyrum Savage, Mac Golden, Brad 
  Thompson, John Bacon, Alec Burkhardt, Tim Duggar 
  and everyone on the D20/OGL lists. Skeeter Green 
  would like to say a special thanks to all the fans who 
  clamored for this update. This book wouldn’t have hap-
  pened without the tireless support of the Necromancer 
  Games fans from the messageboards (everyone who 
  posted in the “Tomb of Abysthor Errata” thread; Duke 
  Omote, brvheart, DestyNova1, magoo, peteasman, 
  and mostly eyelessgame, hats off to you!)
  Skeeter Green would like to say a special  
  thanks to James Redmon, who always comes to  
  the rescue, and Matthew Finch, who gave us  
  Swords & Wizardry.
  
  The lost lands": Stoneheart Valley
  2
  Table of Contents
  Credits ............................................ p. 1
  Foreword .......................................... p. 3
  The Wizards Amulet .......................... p. 5
     Act I: A Safe Haven .......................... p. 6
     Act II: A Bird in the Hand ................. p. 7
     Act III: Vortigern’s Trap ................... p. 8
  The Crucible of Freya ......................... p. 12
     Areas of Adventure ........................... p. 13
     The Crucible .................................. p. 40
        Act I: The Crucible Stolen .............. p. 41
        Act II: Hot Pursuit ........................ p. 42
        Act III: Assault on the Keep ............. p. 44
        Act IV: Return to Fairhill ............... p. 46
     Supplemental Information .................. p. 47 
   
  The Tomb of Abysthor ....................... p. 50
     The Wilderness Areas ....................... p. 53
     Entrance Level: The Burial Halls ......... p. 60
     Level 1: The Upper Caves .................. p. 66
     Level 2: The Lesser Caves and  
                  Dark Natasha’s Lair ............... p. 71
     Level 2A: Balcoth’s Lair and  
                     The Priest Barracks ............. p. 80
     Level 3: The Greater Burial Chambers ... p. 86
     Level 4: The New Temple of Orcus ..... p. 92
     Level 5: The Great Cavern and  
                  The Temple of the Frog ......... p. 102
     Level 5A: Tomb, Blood and Stone ........ p. 117
     Level 6: The Deep Caverns ................. p. 125
  Appendix .......................................... p. 132
  Legal Appendix .................................. p. 140
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder
  Greg A. Vaughan
  V. P. of Marketing & Sales
  Rachel Ventura
  Art Director
  Charles A. Wright
  Just Ran Out of Gum
  Skeeter “I am smiling” Green
  FROG GOD GAMES IS
  
  3
  the lost lands: Stoneheart valley
  What’s the Stoneheart Valley?!?
  Some long-time fans of Frog God Games and Necromancer Games 
  before are well familiar with the Tomb of Abysthor, Fairhill, and the 
  environs described in this adventure. And, if you are one, you are likely 
  asking yourself what exactly is this Stoneheart Valley that we speak of. 
  Sure there are valleys in the region of Bard’s Gate. There’s the Lyre 
  Valley north of the city and the Valley of the Shrines that leads to the 
  entrance of Abysthor’s tomb, but Fairhill lies along the Tradeway 
  between Reme and Bard’s Gate, and no valley was ever mentioned in 
  regards to it.
  To you good folk we say, “Bravo, true fans!” and “Hang with us for a 
  minute here while we explain.” Your observations are correct, and if you 
  have been with us a long a time, then you’re probably familiar with the fan-
  made map by The Lone Goldfish that provided our first real glimpse of an 
  attempt to link together some of sites presented in various adventures in 
  the early days of the company. Of course, it shows no geographic feature 
  called the Stoneheart Valley, nor does the later attempt to canonize and 
  expand upon that map in K6: Shades of Gray by Necromancer Games. 
  Rest assured, we are well aware of this and have taken it into account 
  in the naming of this adventure. And since you’re such great fans and 
  sticklers for details, I’m going to give you some spoilers. So stop reading 
  this if you don’t want to know.
  Still here? Okay, you asked for it; here goes:
  It’s been no great secret that we’ve been talking about creating the 
  official Frog God Games campaign setting (to include the material 
  from Necromancer Games as well, of course), and you’ve probably 
  even heard that it’s going to be called The Lost Lands—hence the title 
  of this book. Well, everything in The Lost Lands starts with The Lone 
  Goldfish map and grows from there. You’ll notice that there was no scale 
  on The Lone Goldfish map, which is good because The Lost Lands are 
  big…way bigger than the scale on the K6 map would indicate. We’ll still 
  incorporate the Shades of Gray map into the final product, but it’s going 
  to require some modification and scaling to make it fit. Another thing 
  you’ll notice is that The Lone Goldfish map only covers a narrow stretch 
  of territory running from Reme to Freegate—the Stoneheart Mountains 
  look like an itty-bitty little range, and there’s basically nothing south of 
  Bard’s Gate.
  So here’s our philosophy in the development of The Lost Lands 
  (you’ve probably already seen it posted elsewhere, but I’ll repeat here for 
  anyone that came late). The Lost Lands will directly incorporate every 
  book released by Necromancer Games and Frog God Games…yes, all 
  of them…with a couple exceptions as outlined here: 
  We can’t include the Judges Guild books; Judges Guild owns that 
  Intellectual Property, and the Wilderlands of High Fantasy setting is 
  complete in its own right. If you want to plop it down in your Frog God 
  Games campaign world, that’s fine, but we won’t be writing it directly 
  into the setting.
  Though Bill and Clark were involved in the some of the early Sword 
  & Sorcery Studios titles—particularly the Creature Collections—that 
  material will not be incorporated into the setting either. The Scarred 
  Lands is its own entity and property and will not be incorporated for the 
  same reason given above.
  Robert J. Kuntz’s Maze of Zayene series will not be included. That’s 
  part of Robert’s game world that he let Necromancer Games play around 
  in, but it will not appear within The Lost Lands.
  Morten Braten’s Ancient Kingdoms: Mesopotamia is geographic Earth, 
  so it will not be directly included, but all of Morten’s stuff is fantastic, and 
  we will certainly be indirectly incorporating it as much as possible.
  Foreword
  A Word from the Paladin
  
  4
  The lost lands": Stoneheart Valley
   “There have been many names for our world: Kala, Eorthe, Midgard, Erce the Mother. The Khemitians call it Geb; the ancient Hyperboreans,—who 
  were giants among men, conquerors and builders—called it Boros after their homeland under the Pole Star. The Daanites, the last remnant of that 
  ancient and noble race by their own reckoning, call it Lloegyr, which in their tongue means the Lost Lands and, I suppose, in a way that’s really what 
  it is…lands that once felt the tread of civilization’s true grandeur and now exist as but a shadow of that former glory.  But for most it has no real name 
  at all; it is just the earth we live on, and toil upon, and call home, and to whose embrace we one day return.
  These Lost Lands exist on three known continental landmasses, with two great oceans beyond which none have ever explored. The Tempest Meridians, 
  a line of storms and rough seas where navigational techniques fail and ships founder that exists in each direction across the seas from the known 
  continents, bar safe passage and hold their secrets close. He that braves the oceans Uthaf or Oceanus to successfully chart the Tartaren Passage to that 
  green sea of darkness beyond will surely know much renown and be remembered in history as the greatest of explorers.
  The center of modern civilization as we know it resides on the largest continent, Akados, seat of the former Borean Monarchy of the Foerdewaith 
  (now our fractured Kingdoms of Foere) and long-lost home of the ancient Hyperborean Empire, that glorious bastion of civilization that was and is no 
  more. To the north lies the frozen polar continent of Boros from which the Hyperboreans first descended to bring their learning to the world and where, 
  perhaps, they returned when their time of ascendance ended. To the east, across the Gulf of Huun, lies the second-largest continent, Libynos, where the 
  Triple Kingdom of Khemit, the Ammuyad Caliphate, and the city-states of the Crusader Coast hold sway, though the dark interior of endless jungle and 
  svelte knows many other cultures barely glimpsed in the west.
  The blessed light of Rana, the Sun, holds court in the firmament during the hours of the day, rising in the east and setting in the west, and the night 
  sky of Lloegyr serves as the abode for the moons Narrah, the Pale Sister, and smaller Sybil, the Dark Sister, as they weave their intertwining course 
  sunwise through the darkness. A multitude of stars add their jeweled illumination to the Sisters, the brightest of which is Oliarus, the winking Pole 
  Star that hovers above the northern homeland of the Hyperboreans, ever awaiting their return. Other stars of note that travel across the night sky are 
  Mulvais the Red Star, Cyril the Blue Chariot, and Xharos the Black Star, though the astrologers of ancient Hyperborea tell us that these are actually 
  planets like our own world, spinning in emptiness thousands of leagues away, as preposterous as that may sound. Their ancient scrolls also hint that 
  there may be other worlds unseen even farther away. Better to leave such fancies to god-touched fools and the mad.
  Time in these Lost Lands is guided by the dance of our moon Sisters as they transit the Thirteen Houses of the Zodiac. Each year is comprised of 
  thirteen moons, each of which consists of four weeks, composed of seven days, for a total of 364 days a year. The hours of the day number 24 after the 
  blessed Tesseract. The seasons rely upon the dance of these moons to guide them in at the proper hour and recede in the presence of the new season as 
  it arrives. All beings on Lloegyr revere the twin Sisters in some form or fashion as the key to life upon the earth…”
  — from Illuminatus Geographica by Master Scrivener Drembrar of Bard’s Gate
  Gary Gygax’s Necropolis is set in the Earth analog of Khemit. We will be 
  incorporating it as part of the world so you can run that adventure seamlessly.
  John Stater’s Hex Crawl Chronicles are set in their own self-
  encompassed world that John is fleshing out himself, so those adventures 
  from Frog God Games will not be directly incorporated into The Lost 
  Lands either (though look for some future indirect connections with his 
  own opus campaign, the Land of Nod).
  What does that leave? Well…everything else published by the Frog 
  God or the Necromancer. It will all be included and, though there may be 
  a necessary tweak here and there to make it all fit, it will be faithful to its 
  original intent…Barakus, the Gray Citadel, Darkmoon? It’s all there, and 
  it will also include newcomers like the Razor Coast, the Northlands, and 
  Richard Pett’s forthcoming The Blight city setting. It’ll all be in there.
  So what should you expect from the Lost Lands? Well, like I said, it’s 
  big…really big. As I mentioned, we took The Lone Goldfish map and 
  started from there. We took the Stoneheart Mountains to be true to their 
  name and made them a geographic lynchpin—the range is huge and is 
  considered the “backbone” of the world. Everything spreads out from there 
  with Bard’s Gate and the Stoneheart Valley holding a central location. 
  Oh, that’s right, we were talking about the Stoneheart Valley earlier. 
  The Stoneheart Valley encompasses the area of the central Tradeway 
  including Fairhill to the west and the foothills all the way to Bard’s Gate 
  to the east. It’s really more of a gap or basin in the range between the main 
  body of the mountains and their southern terminus than a true valley. As 
  a result, only the northern portion of the Stoneheart Valley is seen on the 
  maps in the adventures included herein or on The Lone Goldfish map.
  With the fact that we’re building a world around the one whose framework 
  we already have in mind, now I’ll give you one more spoiler if you’re 
  still game. Though the work itself is still in progress, what follows is the 
  introduction to the forthcoming The Lost Lands campaign setting. Enjoy.
  — Greg A. Vaughan
  April 26, 2013
  
  5
  The wizard's amulet
  Adventure Overview
  The Wizard’s Amulet is a short, introductory adventure for six newly 
  created 1st-level characters. The adventure revolves around Corian, a 
  fledgling magic-user. While an apprentice, Corian discovered a letter 
  written by a powerful wizard named Eralion, who it is said some years 
  ago attempted to become a lich—and failed. Accompanying the letter was 
  a mysterious amulet graven with strange markings. Joined by newfound 
  companions, Corian set off in search of Eralion’s keep and his supposedly 
  unguarded treasure. But Corian is not alone in desiring to unlock the 
  mystery of Eralion’s fate. Darker, more evil forces have designs on the 
  secrets reputedly hidden with Eralion—forces willing to stop at nothing 
  to obtain...The Wizard’s Amulet.
  The adventure itself covers several encounters that Corian and his 
  comrades face on the road from Reme to Fairhill, the purported location 
  of Eralion’ keep. The adventure culminates in an ambush by Corian’s 
  nemesis Vortigern who tries to capture Eralion’s amulet by force.
  Adventure Background
  Long ago, Eralion was well known as a good and kind wizard. He was 
  devoted to his patron deity Thyr, a god of law and justice. As the shadow 
  of his death grew long and he began to sense his own mortality, Eralion’s 
  heart darkened and his desire for power and fear of death became greater 
  than his devotion to his god. He turned his attention to ways to lengthen 
  his fading life. Eralion learned the rumor of the fabled Mushroom of Youth 
  in the dungeon of Rappan Athuk, the legendary Dungeon of Graves, but 
  he lacked the courage to enter those deadly halls. He researched wish 
  spells, but he did not have the power to master such mighty magics, being 
  himself a mage of only meager power.
  Finally, in his darkest moment, Eralion turned to Orcus, the Demon-
  lord of the Undead, imploring the dread demon for the secret of unlife—
  the secret of becoming a lich. Orcus knew that Eralion lacked the power 
  to complete the necessary rituals to become a lich, as Eralion had barely 
  managed the use of a scroll to contact him in the depths of the Abyss in his 
  Palace of Bones. Orcus smiled a cruel smile as he promised the secret of 
  lichdom to Eralion. But there was a price. Orcus required Eralion to give 
  to him his shadow. “A trifling thing,” Orcus whispered to Eralion from the 
  Abyss. “Something you will not need after the ritual which I shall give 
  to you. For the darkness will be your home as you live for untold ages.”
  In his pride, Eralion believed the demon-lord. He learned the ritual 
  Orcus provided to him. He made one final trip to the city of Reme to 
  purchase several items necessary for the phylactery required by the ritual. 
  While there, he delivered a letter to his friend Feriblan the Mad, with whom 
  he had discussed the prospect of lichdom—though only as a scholarly 
  matter. Feriblan, known for his absent-mindedness, never read the letter, 
  but instead promptly misplaced it and its companion silk-wrapped item.
  Eralion returned to his keep and locked himself in his workroom. He 
  began his ritual, guarded by zombies given to him by Orcus—servants 
  that would make sure Eralion went through with the ritual, although 
  supposedly just to “offer him aid.” As he uttered false words of power and 
  consumed the transforming potion he realized the demon’s treachery. He 
  felt his life essence slip away— transferring in part to his own shadow, 
  which he had sold to the Demon Prince. Eralion found himself Orcus’s 
  unwitting servant, trapped in his own keep. And there he would have 
  stayed, forgotten to the world, had it not been for the actions of a lowly 
  apprentice. 
  Some twenty years later, a young wizard’s apprentice named Corian 
  learned of Eralion accidentally. During his final days under his uncle’s 
  tutelage, Corian and his master had traveled to the library of Feriblan the 
  Mad in the city of Reme. Corian was never pleased to visit Feriblan, for 
  while there he was always forced to have contact with Vortigern, Feriblan’s 
  apprentice, and his loathsome raven familiar—Talon. Luckily for Corian, 
  this day he managed to avoid Vortigern. While perusing mundane 
  documents in an outer sitting room as his master and Feriblan studied 
  ancient scrolls, Corian nervously fiddled with a clasp on the back of a 
  small reading stand. Quite to his surprise, a secret compartment opened 
  which contained a small, bound piece of parchment and an item wrapped 
  in silk cloth. Checking to see that his actions were unobserved, Corian 
  slipped both items into the folds of his robe. The parchment proved to be 
  the letter Eralion had left for Feriblan on his last visit before his ritual, and 
  the item wrapped in the silk cloth an amulet of some unknown design.
  Corian’s actions, however, did not go unnoticed. Vortigern was 
  fast becoming a wizard of some power. It was whispered that had the 
  old wizard Feriblan not been mad, he would have discharged Vortigern 
  from his apprenticeship long ago. It was believed— correctly—that 
  Vortigern had learned all the skills of an apprentice and was remaining 
  with Feriblan under the guise of an apprentice in order to have continued 
  access to Feriblan’s legendary library. Among the many musty volumes 
  and forbidden tomes, Vortigern discovered a tract describing how to call 
  forth an imp from the lower planes. Sacrificing the familiar that Feriblan 
  had called for him, Vortigern summoned the small, devilish creature in 
  secret to act as his familiar. The imp took the form of Vortigern’s prior 
  familiar—a raven—to prevent suspicion. It was this imp familiar who, 
  while in raven form, saw Corian take the amulet and parchment. Talon 
  reported what he saw to his master, though neither knew the significance 
  of the letter and the amulet at that time.
  Freed from his apprenticeship, Corian returned to Feriblan. Taking the 
  risk of asking a direct question of the addled wizard, Corian learned that 
  Eralion was nowhere near powerful enough to become a lich. “Eralion! 
  A lich?!” the old wizard exclaimed. “He was no apprentice, my son, but 
  neither was he a mage with the mastery of the eldritch powers necessary 
  for such a dangerous undertaking! If you have heard such rumors, boy, I 
  shall put them to rest. The magics required for such a transition were far 
  beyond his grasp.” Once on the topic of his old friend, Feriblan spoke at 
  length, though in a disjointed fashion. He told Corian of Eralion’s keep 
  near the village of Fairhill. Feriblan made reference to a staff that Eralion 
  possessed which apparently had magical powers. He also mentioned 
  that Eralion had never returned several valuable magical tracts and spell 
  books. Corian left the old wizard determined to find this tower and the 
  items it contained—for if Eralion was not a lich, the items should be there 
  for the taking!
  Once again, Corian’s actions did not go unobserved. Vortigern 
  commanded his imp familiar Talon to watch the old mage and Corian as 
  they met together. And so it was that Talon overheard their conversation. 
  Once informed by Talon, Vortigern guessed the connection between 
  
  6
  The lost lands": Stoneheart Valley
  Corian’s visit and the purloined letter and item. To solidify his suspicion, 
  Vortigern commanded Talon to consult his devilish patron—Dispater—
  who confirmed that the amulet Corian possessed was somehow a link to 
  Eralion’s sanctuary within his keep.
  Readying himself with the necessary equipment for travel to Fairhill, 
  Corian visited a local tavern—the Starving Stirge. There he posted a 
  notice seeking the aid of able-bodied adventurers willing to join him 
  in an expedition to a wizard’s tower. Promising an equal division of all 
  gold recovered; he soon gathered a group of comrades-at-arms eager for 
  adventure and glory. Galdar, a priest of Thyr, who was instructed in a 
  vision from his god to seek out Corian and to follow where the amulet led 
  him, also joined Corian. Someone or something, it appeared, had angered 
  the god of justice. Corian was glad for his company.
  But Corian was reluctant to give the full story to his new friends, 
  having on more than one occasion seen Talon, the familiar of Vortigern, 
  peering into his chamber window in raven form. Corian, worried that the 
  wicked bird had seen his theft of the amulet and letter, did not wish to 
  risk further discovery while still in Reme. The party set out from Reme 
  some four days prior to the start of this adventure, with light hearts and 
  heavy packs—only Corian nursing the nagging fear that Vortigern and his 
  loathsome bird somehow knew of his goal.
  Their hearts would not have been so light had they known of Vortigern’s 
  plotting, for Vortigern had not been idle. While Corian gathered his allies, 
  Vortigern assembled several magical items and two unsavory companions. 
  Delayed with his magical preparations, Vortigern and his henchmen set 
  out from Reme two days behind Corian and his band, intent on recovering 
  the amulet at any cost. And that is where our story begins…
  Reme is a large port city on the eastern coast of an Inland Sea. The 
  tradeway—a merchant road—runs directly east from Reme to the city of 
  Bard’s Gate and on towards the forest kingdoms of the east. North of the 
  tradeway, and running parallel to it, lay the Stoneheart Mountains. South 
  of the tradeway, and also parallel to it, is the river Greywash. The vale 
  between the river and the mountains through which the tradeway runs is 
  verdant green and dotted with pine forests, though the forests have mostly 
  been cleared back from the road. Fairhill lies just north of the tradeway 
  about 8 days march from Reme, approximately half way from Reme to 
  Bard’s Gate. Hawks and falcons are a common sight, as are larger eagles. 
  The vale is plentiful with game.
  Corian (MU1): HD 1; HP 5; AC 8[11]; Atk dagger (1d4); Move 
  12; Save 14; CL/XP 1/15; Special: constitution bonus +1 hp/
  HD, dexterity bonus –1[+1], spells (1). 
  Spells: 1st—magic missile.
  Equipment: robes, dagger, Eralion’s letter and amulet 
  stolen from Feriblan. 
  Galdar (Clr1): HD 1; HP 6; AC 5[14]; Atk mace (1d6); Move 
  12; Save 15; CL/XP 1/15; Special: banish undead, bonus spell 
  due to high wisdom. 
  Equipment: chain mail armor, shield, mace, holy 
  symbol of Thyr. 
  Read or paraphrase the following to the players:
  Act I:
  A Safe Haven
  The First Watch
  Weary from the long walk, you finally find a nice sheltered area and 
  build your campfire. One of your scouts makes a quick catch of a small 
  brace of conies and soon the smell of roasting rabbit wafts through the air. 
  Each of you feels as if you can finally relax, rest your sore feet and change 
  into dry clothing. It appears your luck may be changing.
  The party makes their camp to get out of the rain in a small clearing 
  against the base of a hill, amidst a grove of trees. The small clearing is 
  about 20’ in diameter. The hillside is steep and gives protection from 
  the wind and rain, and the light trees give some protection from the rain 
  as well. Stress that the characters should take off their armor and stow 
  their weapons to keep them dry. Make a point of mentioning rust and the 
  problems of sleeping in armor. A character sleeping in armor other than 
  leather will be fatigued and be at –2 to attack rolls and saving throws 
  until getting a good night’s rest. Ask the players what they do with their 
  other equipment. Figure out where they build their fire—if they build it in 
  the open of the clearing, they will have trouble keeping it lit. The better 
  location would be either against the hillside or by one of the trees under 
  cover from the rain. Ask the party if they set a watch and if so in what 
  order the characters stand watch. Once this is determined, darkness begins 
  to fall, leading to the next scene.
  A Voice in the Darkness
  Darkness falls, and the fire begins to die down. As the characters not 
  standing watch drift off to sleep, a child’s voice can be heard, crying in 
  the darkness. Taking a brand from the fire, [the character on watch] leaves 
  the fireside to investigate, when suddenly he is attacked from the rear by a 
  hideous stag-like creature with the head of a badger, large, yellowish-gray 
  fangs and demonic red glowing eyes. The beast smells of rotting corpses. 
  Twenty feet away is another, much larger than the first, crying in the voice 
  that you thought was the child’s. You are stunned that such a beautiful and 
  innocent sound could come from so demonic looking a beast.
  The character lured away from the camp has been drawn ten feet into 
  the woods surrounding the clearing in which the party has made camp and 
  there has been attacked by a young leucrotta. The mother leucrotta is 
  making the noise of the crying child, drawing the character on watch right 
  by where the baby leucrotta is hiding, ready to spring. As the character 
  passes by its hiding place the young leucrotta jumps out of the darkness 
  to strike.
  Leucrotta, Young: HD 2; HP 10; AC 5[14]; Atk bite (1d6); Move 
  18; Save 16; AL C; CL/XP 2/30; Special: double retreat kick 
  (1d4).
  Leucrotta, Mother: HD 6; HP 30; AC 4[15]; Atk bite (3d6); 
  Move 18; Save 11; AL C; CL/XP 6/600; Special: double 
  retreat kick (2d6).
  Description: A leucrotta is horrible, unbearably ugly beast. It has the 
  body of a stag, the head of a badger and a leonine tail. It has bony, yellow-
  gray ridges for teeth and burning, feral red eyes. Their bodies are tan, 
  darkening to black at the head. The stench of rotting corpses surrounds 
  the beast and its breath reeks of the grave. A full-sized male can reach 
  seven feet tall at the shoulder, though they average six feet. Other animals 
  shun this foul creature. Leucrotta are very intelligent for beasts and speak 
  their own evil language. They are wicked and malicious. Because of their 
  mountain goat-like surefootedness, leucrotta normally make their lair in 
  treacherous, rocky crags accessible only to them. 
  You have traveled four days from Reme with your newfound 
  companions. Rain and cloudy weather have marred your travels 
  since you left, slowing your pace and forcing you to keep off the 
  main road and travel under the eaves of the light woods to the north 
  of the tradeway. It seems odd at this time of year to have such strange 
  weather. Sunshine can be seen on the far horizon, and you all have 
  a feeling that something is amiss, as if a dark cloud is following you 
  from Reme. Each of you thinks back to the Starving Stirge—the 
  Inn where you formed your fellowship. You shift your packs, which 
  seem even heavier in the rain, and recall Corian’s notice: “Seeking 
  Fellow Adventurers,” it reads. “Companions to share in glory and 
  gold and adventures unnumbered.” As you look down at your muddy 
  boots, you think to yourself that you would gladly trade Corian’s 
  promises of gold for dry clothes and a warm fire.
  
  7
  The wizard's amulet
  Tactics: Whether the young leucrotta surprises or not, it quickly moves 
  and attacks. On the second round, the young leucrotta will then turn around 
  an attack with its double retreat kick. After this initial attack and retreat, 
  the young leucrotta will make a full movement to move around behind 
  the character to try to attack him again. However, the young leucrotta 
  has not yet learned the importance of focusing its attack on one victim. 
  If it encounters another character it will forget about the initial victim 
  and launch an attack against the new target. If there are other characters 
  nearby then they are just as likely to be attacked.
  The other, larger leucrotta is the young beast’s mother, who stands and 
  watches the fight, while the child moves in, bites and leaps out kicking. 
  The mother is interested in seeing whether or not the youngster is properly 
  using the hunting techniques she has taught him. She will remain some 
  20 feet away watching his actions. The mother only joins in if the child is 
  killed outright or if she is attacked. The party would be foolish to attack 
  her. If someone attacks her she bites once then retreats with a double kick. 
  Then she calls for her and the child to flee. If the child has been killed she 
  will not cease her attacks until she is killed or until every member of the 
  party is dead.
  If the baby takes a cumulative total of 5 hit points of damage or more, 
  the pair will retreat into the night. Also, if more than three persons show 
  up to fight against the young leucrotta, the mother will call out in their 
  foul language and the two will retreat. Finally, if the fight is going poorly 
  for the party, the Referee in his or her discretion can decide that the beasts 
  have had enough practice and have them mercifully retreat. If any of these 
  occur, the referee should have the mother “tease” the party for the next 
  two nights, but not really attack them. They will continually hear a baby 
  crying off in the distance or a wounded animal in pain.
  The Smiling Skull
  You have driven off the beasts, though some of you are wounded. You 
  know that you must get out of this wilderness soon. You travel for two 
  more days, and finally you believe the beasts’ haunting childlike cry is 
  behind you. At last, the weather starts to clear, and as you stop for a water 
  break along a stream, you see a strange rock formation atop a hill to the 
  west. You can’t be sure, but from your current angle it looks as if the 
  rocks have been placed purposefully. You venture closer and discover that 
  someone has arranged large rocks on the top of the hill in the shape of a 
  grinning human skull.
  This is a red herring, and has nothing to do with this adventure. In fact, 
  it is homage to a classic old adventure, which had just such an arrangement 
  of stones on the hill in which a certain tomb was located. The party may 
  wish to waste a lot of time and energy here, but there is nothing to find. 
  One of the rocks, however, has been enchanted with a false magic aura, 
  and can be located if a detect magic spell is cast.
  Act II:
  A Bird in the Hand
  A Pleasant Camp
  Today’s travels were a pleasant change from the previous four days. 
  You even found some fresh blueberries and two of your group downed a 
  small deer. You make camp in the open, near a copse of trees, and bask in 
  the warmth of the late afternoon sun with full bellies and dry clothes. You 
  figure your party is still four days travel from Fairhill.
  Talk about a proposed watch order, as if you are going to proceed to 
  spending the night. Once those matters are all settled, continue on to the 
  next scene.
  Corian’s Tale
  As the sun drops below the horizon and the fire dims, Corian asks 
  you all to gather. You have been waiting for Corian to explain more of 
  his purpose behind the formation of your group, wondering at his true 
  motives. Before tonight, he has always rebuffed your questions, saying 
  that he will speak further when you are far from prying eyes and ears in 
  Reme. It appears that time has come.
  At this time, the Referee will relate the details of the adventure 
  background that are known to Corian. He reveals the finding of the letter 
  and the amulet. Corian reads the Eralion’s letter below to the party.
  My Dear Feriblan –
  I must confess to you—my closest friend—that I was not entirely 
  truthful with you at our last meeting. I feel compelled now to tell 
  you of it, as this may be the last time I write with mortal hands. Do 
  you recall our discussion some months past regarding liches and 
  how users of the arcane arts might achieve that particular state? I 
  must admit to you that the topic for me was not entirely scholarly, 
  as I led you to believe. And for that I am sorry.
  I know that you, my friend, have gazed into darkness in the name 
  of knowledge. That is why I sought your learned counsel. For I 
  too have gazed into darkness. And like you, I found knowledge—
  knowledge beyond imagining. From the demon-lord Orcus I have 
  wrested the secret to lichdom, and I plan to move beyond scholarly 
  talk and bring myself immortality. Imagine it, my friend! An eternity 
  to study the arts, to master arcane power!
  As I pen these words I have arrayed before me unguents and 
  
  8
  The lost lands": Stoneheart Valley
  Corian explains his reluctance to give the full story to the party, not 
  because of lack of trust in them but rather because on more than one 
  occasion he has seen Talon, the raven familiar of Vortigern, peering 
  into your chambers. Corian is certain that the wicked bird saw the 
  theft of the amulet and letter, and the risk of further discovery was 
  too great while still in Reme. Who knows what spells Feriblan or 
  Vortigern might have at their disposal to read thoughts or hear words? 
  So after setting out from Reme some four days ago, with light hearts 
  and heavy packs— and harboring the nagging fear that Vortigern and 
  his loathsome bird would somehow know of your goal: Eralion’s keep 
  and its unguarded treasure.
  Just before Corian finishes speaking, one of you notices that you are 
  not the only listeners. About fifteen feet away is the largest raven you 
  have ever seen, and its eyes glow with red fire. You jump up, frightened, 
  as the raven flies off into the night with a shriek. This must be Talon, the 
  familiar of Corian’s nemesis, Vortigern. You fear that your enemies are 
  near at hand.
  There is no way the characters can kill Talon now, and he will 
  definitely get away in the round it takes the characters to grab their 
  weapons. Feel free to play up the fear of the impending attack which 
  never comes and make them hear plenty of “things that go bump in 
  the night” for the rest of the night (2–3 noises disturb the watch). 
  Vortigern, however, remains a day behind the group and will not 
  appear until Act III. He sent Talon ahead to scout…successfully, it 
  seems.
  The characters may be frightened into traveling at night—which 
  is unwise. If they do, halfway through the night they are attacked by 3 
  stirges. The stirges are completely unrelated to Vortigern and Talon and 
  are a random encounter. The party will not have this encounter if they 
  remain in their camp through the night.
  With a horrible buzzing, three strange flying insects the size of large 
  rats with bat wings, grasping claws and hideous mosquito-like snouts 
  swarm all around you. Quickly, these grotesque monstrosities are upon 
  you seeking your warm flesh with their evil beaks.
  Stirges (3): HD 1+1; HP 5, 2, 3; AC 7[12]; Atk proboscis (1d3); 
  Move 3 (fly 18); Save 17; AL N; CL/XP 2/30; Special: blood 
  drain (1d4), +2 to hit bonus.
  Description: Stirges are an obscene cross between a bird, a bat, and 
  an insect. They feed off the blood of living creatures and are universally 
  feared. They have long beak-like proboscis that they use to drain blood. 
  They have four or six insect like legs that end in incredibly strong 
  pincers they use to attach to their victims while at their vile feast. They 
  normally feed on animals or children, though they are known to attack 
  humans when hungry. Because of their enhanced sense of smell and 
  darkvision, it is difficult to surprise a stirge unless they are sleeping or 
  digesting after drinking their fill of blood. When they sleep they hang 
  upside down like a bat.
  Tactics: The stirges concentrate on one victim until they drain enough 
  blood to sate their thirst, at which time they will detach themselves and 
  fly away at one-half their speed—bloated from their recent feast. If an 
  attached stirge sustains a hit and takes damage—even if not enough to kill 
  it—that stirge will detach itself and fly away seeking less resistant prey 
  elsewhere.
  Act III:
  Vortigern’s Trap
  The Farmhouse
  You have traveled two days and nights since the demonic bird 
  disturbed your camp, drawing within two days travel of Fairhill. 
  Finally, you feel as though your enemies have lost your trail. You 
  see a farmhouse off in the fields, near the woods, and you decide to 
  see if the farmer will let you rest in his barn for the night. As you 
  approach the small dwelling, you notice that something is terribly 
  wrong. The farmer—or what is left of him—lies in the front yard of 
  the home, half eaten and missing one arm. His wife, and three small 
  children lie in various contorted positions, the smallest boy completely 
  disemboweled. Blood covers the hay in the yard, and a chicken pecks 
  at the corpse of a young girl lying in front of the barn.
  A simple farm dwelling with one door and several windows, as well as 
  a barn, with an open front and small three-foot high wooden-fenced pen 
  enclosing the front area. The gate in the wooden fence is open allowing 
  the animals out of the barn and pen. The farmer’s body lies in front of his 
  home. His wife’s body and two of their children lie just inside the door to 
  the farmhouse. Their young daughter’s body is inside the animal pen in 
  phials, instruments and tomes, all necessary for my transformation, 
  save only one—an arcane phylactery of elaborate design. The 
  ingredients for that item will bring me once again to your city. By 
  the time you read this letter, I shall have retrieved the necessary 
  items and shall be on my way back to my keep.
  Yet, as I begin to prepare my mind for my wondrous fate, my 
  thoughts turn to you, my oldest friend. Accompanying this missive 
  there is a small silk pouch. In that pouch is an amulet—an amulet 
  I have created for you. I know of your thirst for knowledge. With 
  this amulet, you will have access to my keep where I shall reside 
  in immortality. If you wish to learn that which I have learned, you 
  may visit me.
  Long have others of our kind called you “mad.” Perhaps 
  it is I whom they will now call mad. But I do not care for their 
  appellations. Let them say what they will. I have won something far 
  greater than words— I have won immortality, and with it, power. I 
  shall share that knowledge with you, my friend. Visit me soon. Gaze 
  into the darkness again.
  — Eralion
  
  9
  The wizard's amulet
  front of the barn.
  Examination of the bodies by a healer or any fighter familiar with 
  combat wounds easily determines that they were all killed with 
  swords or axes and that the murderers were enthusiastic in their 
  work. Careful examination by a cleric discovers that two of the 
  children have dagger-like wounds that drip a strange poison never 
  seen before. 
  The house and barn have several animals running around: 4 pigs, 30 
  chickens, and a draft horse. In the trees a few hundred feet away—in 
  the opposite direction of Vortigern—are 3 cows. There is little of value 
  in the house, but an old short sword hanging above the fireplace is a  
  +1 short sword, though it has no outward appearance of being magical. A 
  hidden compartment in the bed contains 22 silver and 45 copper pieces. 
  Two lanterns and numerous other dry goods are about as well. If the party 
  buries or consecrates the bodies, they will not have to fight zombies when 
  Vortigern springs his trap (see “Ambush!” below). If they wish to search 
  or bury bodies, let them do so. As soon as they either make camp at the 
  farm or leave the farm to make camp somewhere else, proceed to the next 
  scene immediately. Don’t let the party get set up inside the house. The 
  encounter with Vortigern is at hand…
  Ambush!
  Here it is—the grand finale. But before we begin the fight itself, a little 
  background is in order.
  Vortigern orchestrated this encounter to get the amulet from Corian. 
  He has underestimated the party and believes he can simply take the 
  amulet by force. Vortigern and his thugs have been following behind the 
  characters for some time. Using Talon as a scout, Vortigern learned the 
  party’s direction of travel. Projecting the party’s path, Talon scouted and 
  found this farmhouse. Vortigern and his thugs came here and slaughtered 
  the farmers, figuring that would draw Corian and his comrades to 
  investigate—setting the perfect trap. So far it has worked exactly as 
  Vortigern envisioned. Vortigern plans to summon undead to surround the 
  characters while he and his thugs hide in the nearby trees and fire missiles 
  and spells at them. He then intends to send Talon to retrieve the amulet 
  from Corian. In preparation for this encounter, Vortigern cast shield and 
  mirror image on himself. 
  (Read the following only if the farmer’s bodies were not buried) 
  Vortigern, Ex-Apprentice of Feriblan the Mad (MU3 [4 due 
  to imp]): HP 10; AC 8[11] or 2[17] (missile) and 4[15] (melee) 
  from shield spell; Atk dagger (1d4); Move 12; Save 13 (12 
  due to imp); AL C; CL/XP 6/400; Special: regenerates (1 hp/
  round), spells (3/2), telepathic link to Talon within 1 mile.
  Spells: 1st—magic missile (x2), shield; 2nd—mirror 
  image, web.
  Equipment: robes, dagger, dust of disappearance, 
  potion of healing, ring of protection +1, scroll of 
  animate dead, imp familiar (disguised as raven), map 
  to Rappan Athuk, the Dungeon of Graves, 102 gp, 58 
  sp, and three 20 gp gems.
  As you move about the farm, Corian suddenly hears a familiar 
  voice. He looks over and sees Vortigern and two large men with 
  bows drawn, just inside the cover of the surrounding woods some 
  60 feet away. Vortigern has his familiar—the devil-eyed raven—
  perched on his shoulder and he is reading a scroll. As Vortigern 
  finishes reading the scroll, the raven transforms into a small, devilish, 
  winged creature and with a hideous shriek flies off Vortigern’s 
  shoulder. Instantly, the ground comes alive. [Select the names of two 
  characters other than Corian] scream in terror as skeletal hands claw 
  through the ground and begin to encircle the party. 
  The corpses of the dead farmers also rise and move slowly 
  towards you.
  
  10
  The lost lands": Stoneheart Valley
  Talon, Imp: HD 2; HP 8; AC 2[17]; Atk sting (1d4 + poison); 
  Move 6 (fly 16); Save 16; AL C; CL/XP 6/400; Special: hit only 
  by magic weapons, immune to fire, poison tail, polymorph, 
  regenerate (1hp/round).
  Description: Imps are small, evil denizens of the planes of Hell. They 
  are on occasion, sent by their arch-devil masters to the material plane 
  to serve as familiars for evil magic-users and clerics. Imps average 2 ft. 
  in height. They have leathery, bat-like wings, a barbed tail, and sharp, 
  twisted horns. Normally an imp’s skin is a dark red and its horns and 
  jagged teeth a gleaming white. Talon is slightly different. Talon was sent 
  by Dispater, an arch-devil that rules the second plane of Hell from his Iron 
  Fortress of Dis. Talon, thus, is steely-gray and his horns and teeth are the 
  color of cold iron. Talon can assume the forms of a raven or a giant rat at 
  will. The imp confers some of its powers upon its master. A telepathic link 
  connects the two whenever they are within one mile of each other. This 
  enables the master to receive all of the imp’s sensory impressions. The 
  master also gains the ability to regenerate just as the imp does. If the imp 
  is within telepathic range, the master acts as if he were one level higher 
  than he actually is.
  Grenag and Slaaroc, Half-Orc Bandit Thugs: HD 1; HP 5, 4; 
  AC 7[12]; Atk longsword (1d8) or shortbow x2 (1d6); Move 
  12; Save 17; AL C; CL/XP 1/15; Special: none. 
  Equipment: leather armor, long sword, shortbow, 20 
  arrows, 20 gp, 23 sp each.
  Skeletons (5): HD 1; HP 4x2, 3x2, 6; AC 8[11]; Atk short sword 
  (1d6); Move 12; Save 17; AL N; CL/XP 1/15; Special: immune 
  to sleep and charm spells.
  Zombie Children (3): HD 1; HP 4, 7, 3; AC 8[11]; Atk strike 
  (1d4); Move 6; Save 17; AL N; CL/XP 1/15; Special: immune 
  to sleep and charm spells.
  Zombies (2): HD 2; HP 8, 11; AC 8[11]; Atk strike (1d8); Move 
  6; Save 16; AL N; CL/XP 2/30; Special: immune to sleep and 
  charm spells.
  Throughout the world, despicable men (and women) seek to 
  satisfy their lustful natures. On occasion, these wanton trysts are with 
  “less-civilized” races. Half-orcs are the result of one such type of 
  crossbreeding. When seen by civilized races, half-orcs are considered 
  monstrosities, the result of perversion and violence—whether or not 
  this is actually true. Half-orcs are rarely the result of loving unions, 
  and as such are usually forced to grow up hard and fast, constantly 
  fighting for protection or to make names for themselves. Half-orcs 
  as a whole resent this treatment, and rather than play the part of the 
  victim, they tend to lash out, unknowingly confirming the biases of 
  those around them. A few feared, distrusted, and spat-upon half-orcs 
  manage to surprise their detractors with great deeds and unexpected 
  wisdom—though sometimes it’s easier just to crack a few skulls. 
  Some half-orcs spend their entire lives proving to full-blooded orcs 
  that they are just as fierce. Others opt for trying to blend into human 
  society, constantly demonstrating that they aren’t monsters. Their need 
  to always prove themselves worthy encourages half-orcs to strive for 
  power and greatness within the society around them. 
  Half-orcs average around 6 feet tall, with powerful builds and 
  greenish or grayish skin. Their canine teeth often grow long enough to 
  protrude from their mouths, and these “tusks,” combined with heavy 
  brows and slightly pointed ears, give them their notoriously bestial 
  appearance. While half-orcs may be impressive, few ever describe 
  them as beautiful. Despite these obvious orc traits, half-orcs are as 
  varied as their human parents.
  Unlike half-elves, where at least part of society’s discrimination 
  is born out of jealousy or attraction, half-orcs get the worst of both 
  worlds: physically weaker than their orc kin, they also tend to be 
  feared or attacked outright by humans who don’t bother making the 
  distinction between full orcs and half-bloods. Even on the best of 
  terms, half-orcs in civilized societies are not exactly accepted, and 
  tend to be valued only for their physical abilities. On the other hand, 
  orc leaders have been known to deliberately spawn half-orcs, as the 
  half breeds make up for their lack of physical strength with increased 
  cunning and aggression, making them natural leaders and strategic 
  advisors. Within orc tribes, half-orcs find themselves constantly 
  striving to prove their worth in battle and with feats of strength. Half-
  orcs raised within orc tribes are more likely to file their tusks and cover 
  themselves in tribal tattoos. Tribal leaders quietly recognize that half-
  orcs are often more clever than their orc cousins and often apprentice 
  them to the tribe’s shaman, where their cunning might eventually 
  strengthen the tribe. Apprenticeship to a shaman is a brutal and often 
  short-lived distinction, however, and those half-orcs who survive it 
  either become influential in the tribe or are eventually driven to leave.
  Half-orcs have a much more mixed experience in human society, 
  where many cultures view them as little more than monsters. They 
  often are unable even to get normal work, and are pressed into service 
  in the military or sold into slavery. In these cultures, half-orcs often 
  lead furtive lives, hiding their nature whenever possible. The dark 
  underworld of society is often the most welcoming place, and many 
  half-orcs wind up serving as enforcers for thieves guilds or other types 
  of organized crime. Less commonly, human cities may allow half-
  orcs a more normal existence, even enabling them to develop small 
  communities of their own. These communities are usually centered 
  around the arena districts, the military, or mercenary organizations 
  where their brute strength is valued and their appearance is more 
  likely to be overlooked. Even surrounded by their own kind, half-orc 
  life isn’t easy. Bullying and physical confrontation comes easy to a 
  people who have been raised with few other examples of behavior. 
  It is, however, one of the best places for young half-orcs to grow 
  up without prejudice, and these small enclaves are one of the few 
  places where half-orc marriages and children are truly accepted and 
  sometimes cherished.
  Even more rarely, certain human cultures come to embrace half-
  orcs for their strength. There are stories of places where people see 
  half-orc children as a blessing and seek out half-orc or orc lovers. 
  In these cultures, half-orcs lead lives not much different from full-
  blooded humans.
  Half-orc characters have a penchant for the dark; the less people 
  see of them in the bright light the better. Half-orc characters take a 
  –1 penalty to hit anytime they are in bright light. Conversely, when in 
  darkness or when striking from hiding, they receive a +1 to hit.
  Half-orcs can also see in the dark. They have darkvision out to 60 ft.
  Half-orc characters are limited to Fighters, Thieves, and Assassins. A 
  half-orc who is purely a Fighter may advance beyond 7th level only if 
  the warrior has Strength of 17 (maximum 8th level) or 18 (maximum 
  9th level). In the Thief and Assassin class, a half-orc may advance 
  with no maximum level limit. Half-orc assassin is a special exception 
  to the rule that assassins are only human.
  The half-orc is a supplemental character race; you will need 
  Referee permission to create a half-orc character, since it’s not part of 
  the “official” Swords & Wizardry rules.
  Half-Orc
  
  11
  The wizard's amulet
  Summary of Tactics
  Vortigern: Vortigern will use his spells from a distance, focusing first 
  on taking out Corian. He uses the trees on the fringe of the farm as cover, 
  which gives him –2[+2] to his AC. Vortigern has prepared the spells shield 
  and mirror image prior to the encounter—see his stat block for details. 
  He is very hard to hit from a distance. If the battle goes against him, or if 
  Talon recovers the amulet, Vortigern and Talon will flee, using his dust of 
  disappearance. See the section entitled “Escape?” below.
  Vortigern’s Thugs: Vortigern’s thugs are hired bandits. Neither 
  of them will engage the party in hand-to-hand combat unless directly 
  attacked. They prefer to fire their missile weapons into combat, letting the 
  summoned undead handle melee. Vortigern and his thugs take advantage 
  of the natural cover provided by the grove of trees. If any members of the 
  party break through the ring of undead and charge Vortigern’s location, the 
  two thugs will drop their bows and engage any such characters to prevent 
  them from reaching Vortigern. They will foolishly protect Vortigern with 
  their lives. He, of course, would not hesitate to leave them behind to save 
  his own skin.
  The Undead: The summoned skeletons emerge from the earth in a 
  ring around the player characters, encircling them. If the party is in the 
  process of burying the farmers when Vortigern animates them, they will 
  rise as zombies and attack inside of the ring of skeletons. The skeletons 
  and zombies attack the characters mindlessly. Remember that the zombies 
  will not be present if the characters buried and consecrated the bodies 
  of the farmers prior to Vortigern launching his trap. Of course, Vortigern 
  would most likely have sprung his trap before letting that happen…
  Talon: Vortigern will telepathically command Talon to attempt to steal 
  the amulet from Corian—or whoever else obviously possesses it. Talon 
  must roll a successful attack roll to steal the amulet if it is exposed. Once 
  he has successfully grasped the amulet he will fly away with it. If the 
  amulet is tossed to the ground or to another character Talon will chase after 
  the amulet since retrieval of the amulet is his primary goal. Talon will try 
  to kill Corian with his stinger if he can’t find the amulet. But if Talon sees 
  the amulet go somewhere else, he will chase after it. Aside from stinging 
  or trying to snatch the amulet, Talon will not fight directly unless wounded 
  or cornered, because Vortigern has commanded him not to. If frustrated 
  in his attempt to obtain the amulet and injured in combat, Talon will flee 
  to Vortigern. He does not want to risk being killed—that would damage 
  Vortigern and would result in his imprisonment in Hell for 66 years before 
  he would be allowed to serve as a familiar again, and he likes his current 
  job here on the material plane. If Talon does get the amulet, he will return 
  to Vortigern. The two will flee. See the section entitled “Escape?” below.
  Escape?
  If Talon manages to snatch the amulet, read the following:
  If the tide of battle turns against Vortigern and Talon and they have the 
  opportunity to escape without the amulet, read the following:
  In either case, Vortigern will use his dust of disappearance to render 
  himself and Talon invisible. Neither will stay to harass the party. They will 
  immediately flee the area. If they have the amulet, they will proceed towards 
  Fairhill, though they will not enter the village. They have abandoned their 
  henchmen, but should the thugs manage to survive, Vortigern and Talon 
  will link up with them. Vortigern will have Talon contact Dispater to learn 
  the location of Eralion’s keep. With this information, they head towards 
  the keep. If Vortigern and Talon are forced to flee without the amulet 
  they will head towards Fairhill. These events are detailed further in The 
  Crucible of Freya. Proceed to the section entitled “Concluding the Night’s 
  Adventure,” below.
  If the party vanquishes Vortigern and Talon, which should be a tale well 
  worth retelling, read the following:
  Concluding the Adventure
  Corian’s worst fear has come to pass. But now your encounter with 
  Vortigern and his minions is over. It has become too dark to look for other 
  lodging, so you light the fire in the fireplace of the farmhouse and bar the 
  door. You clean the blood from your blade and tend to your wounds as 
  well as those of your comrades. You set watch, and each of you says a 
  silent prayer to your respective gods that the spirits of your foes find their 
  rest and trouble you no further this night. You eventually drift off to sleep, 
  but your sleep is fitful—filled with Talon’s devilish screams. You wake to 
  the sound of rain and gray skies. The sun, even hidden behind the clouds, 
  is a welcome sight.
  If any of the party was slain in the encounter with Vortigern, remind 
  them that Fairhill is two days away. Suggest that perhaps there is someone 
  there who can aid them and that possibly the party could trade something 
  or pledge their service in return for having their friend restored to life.
  Continuing the Story
  The story started can be completed in the next part, The Crucible of 
  Freya. In The Crucible of Freya the characters finally arrive in Fairhill 
  and learn rumors of Eralion’s nearby ruined keep. The village of Fairhill 
  is fully described and mapped, including details of all its important NPCs. 
  The characters quickly become involved in assisting Shandril, a local 
  priestess of Freya, in recovering a stolen holy item, which eventually 
  leads them to Eralion’s keep. Of course, Corian’s amulet unlocks the 
  secret to the keep. The ruined keep is mapped, as are the levels beneath it 
  where Eralion resides—tricked by Orcus into his horrid fate. If Vortigern 
  escaped the final encounter, The Crucible of Freya provides ideas on using 
  Vortigern as a continuing antagonist for the party—as he will travel to 
  Fairhill himself to seek Eralion’s keep, possibly running afoul of the party 
  a second time.
  Vortigern’s devilish familiar seizes the amulet and with a shriek 
  flies off. Vortigern, too, ducks back into the surrounding woods 
  escaping from your sight. You search everywhere, but you cannot 
  seem to locate the evil apprentice. Yet his laughter is all around you.
  Sensing defeat, Vortigern yells a command to Talon, his devilish 
  familiar. Leaving his henchmen to finish the battle, Talon and 
  Vortigern disappear into thin air. You search everywhere, but you 
  cannot seem to locate the evil apprentice. For the time being you 
  have prevented Vortigern from obtaining the amulet.
  Your foes are defeated. Talon, Vortigern’s devilish familiar, 
  writhes and smokes as he dissolves into a stinking mass of slime. 
  The hired thugs slain shall trouble you no more. And the foul 
  undead conjured by Vortigern have found their final rest at the end 
  of your blade. This farmhouse, previously a scene of slaughter, is 
  now a scene of vengeance.
  
  12
  The lost lands": Stoneheart Valley
  Module Background
  A challenging introductory adventure for four to six characters of 1st 
  or 2nd level, The Crucible of Freya is an excellent beginning to any 
  new fantasy campaign. The adventure begins with the players’ arrival in 
  the village of Fairhill, but quickly involves them in a quest to recover a 
  stolen holy item recently taken in an orc raid. In hot pursuit of the thieving 
  orc band, the characters discover the orcs have taken up residence in a 
  ruined keep nearby. Once there, the party is likely to learn that even more 
  sinister forces are at work: the keep’s original owner may still wield some 
  influence over his now-ruined abode.
  Adventure Background
  The village of Fairhill has long been a peaceful town, located off the 
  tradeway between two major cities—the merchant town of Bard’s Gate to 
  the east and the Grand Duchy’s port city of Reme to the west. Fairhill’s 
  fields are fertile and its populace happy, due in large part to the blessings 
  of Freya—the goddess of love and fertility—who is the patron deity of 
  Fairhill. The temple to Freya is the focal point for the citizens of the 
  village, and Shandril, the village priestess, is a devoted follower of her 
  fair goddess. Under Shandril’s inspired guidance, the village fields yield 
  great quantities of grain, the cattle produce milk and calves in abundance 
  and married couples live in joyous harmony with numerous children. 
  As a result of its location, Fairhill has become a favorite layover on the 
  tradeway between Reme and Bard’s Gate.
  In recent weeks, trouble has come to Fairhill. A small band of marauding 
  orcs began raiding the outskirts of the village and the surrounding farmland 
  at night. There is a darker force at work behind the orc raids. Tavik, an evil 
  priest of the demon-lord Orcus, has been commanded to desecrate the 
  temple of Freya in Fairhill. Tavik’s plan (and the central motivating plot 
  point for this adventure) hinges on his orc minions stealing the Crucible 
  of Freya. The crucible is necessary to one of the most important rituals in 
  the village—the blessing of the new wheat harvest, which is only a few 
  days away. By stealing the crucible and interfering with the ritual, Tavik 
  intends to blight the normally bountiful harvest.
  However, Tavik and his evil creatures are not the only minions of Orcus 
  near Fairhill. There is a presence that is darker still, if of less immediate 
  threat. The keep in which Tavik and his orcs have taken up residence was 
  once the retreat of Eralion, a reclusive mage of some local repute. For 
  more information about Eralion’s tale, see The Wizard’s Amulet, if you 
  have not already played through that adventure.
  Soon after the characters arrive at Fairhill, Tavik executes his plan. 
  His orcs raid the village and steal the Crucible of Freya, killing several 
  town guards in the process and setting fire to the temple. Shandril realizes 
  that the characters are the only means of recovering the crucible, and she 
  implores them to assist her and her deity. Their quest inevitably leads 
  them to the ruined keep and to a showdown with the marauding orcs. 
  The characters should be able to cleanse the keep of its infestation and, 
  hopefully, uncover the evil designs of Tavik, who can be an ongoing 
  antagonist for the characters. The characters may unearth Eralion’s lair 
  and encounter him in the foul form he now wears. At the conclusion of 
  this adventure, the characters should have increased in level, made several 
  friends as well as a powerful enemy in Tavik, liberated some gold, acquired 
  a +1 sword and possibly even recovered Eralion’s staff and spell books.
  Module Overview
  This module is presented in several parts. Part One, entitled “Areas of 
  Adventure”, details each relevant area in and around Fairhill—the village 
  of Fairhill itself, the wilderness surrounding Fairhill, several monster lairs 
  and the ruined keep, including the chambers beneath it where Eralion 
  waits, imprisoned. Part Two, entitled “The Crucible”, presents a specific 
  series of events: the theft of the Crucible of Freya by the orcs and the 
  players’ quest to retrieve it—leading them to the ruined keep. 
  How To Begin
  The adventure begins as your brave heroes travel to the village of 
  Fairhill to rest and lick their wounds following their fight with Vortigern. 
  There were three possible outcomes, each of which affects this adventure:
  If Vortigern was slain and the party still has Corian’s amulet, you may 
  ignore any reference to Vortigern in this module.
  If Vortigern escaped but the party still has Corian’s amulet, then 
  Vortigern and his familiar, Talon, are in Fairhill, staying at the Cask 
  and Flagon under the name “Feriblan.” Vortigern’s two henchmen, if 
  alive, are also with him, staying in the room at the inn, keeping out of 
  sight.
  If Vortigern escaped with Corian’s amulet, he and his cohorts head directly 
  to the ruined keep, where they befriend Tavik and the orcs. Vortigern and 
  Tavik have not yet learned the use of the amulet since they have not yet 
  discovered the hidden trap door in the floor of the southwest tower.
  Locks
  Many of the doors in this adventure are kept locked by the people 
  who own what’s on the other side. In addition to the ordinary ways 
  of handling locks (thieves unlocking them, magic-users casting 
  knock on them, or physically destroying the door/lock), you 
  might also wish to give strong characters the ability to physically 
  break a lock (with a tool or weapon, not with the bare hands). The 
  advantage to this approach, as opposed to breaking down doors or 
  shattering chests, is threefold. First, it is relatively quiet. Second, it 
  is much quicker than hammering a door into slivers. Third, it will 
  not break delicate potion bottles inside a chest. If you choose to 
  give the players this option, the easiest way is just to use the normal 
  open doors check (as described in the rulebook under Strength). For 
  a locked door, use a d12 instead of the ordinary d6 that is used for 
  a stuck door. If a character has nothing but bare hands, though, the 
  chance would more likely be a d100.
  
  13
  the crucible of freya
  Areas of Adventure
  Wilderness Areas around Fairhill
  Fairhill lies some 10 miles north of the tradeway, about 8 days march 
  east from the port city of Reme, approximately halfway between Reme and 
  Bard’s Gate. North of the tradeway and parallel to it range the Stoneheart 
  Mountains. South of the tradeway is the river Graywash. The tradeway 
  follows the northern bank of the river as it winds its course from Reme, 
  past Bard’s Gate to the forest kingdoms beyond. The Graywash River 
  serves as a political boundary, as it has few fordable sections. South of 
  the river, most settlements are simple farming and fishing communities. It 
  is feared these plains will one day be the battleground between the Grand 
  Duchy and the warlike, expansionist nations to the south.
  The vale between the river and the mountains through which the 
  tradeway runs is verdant green and dotted with pine forests and lesser 
  woodlands, though the forests have been cleared back from the road. 
  Hawks and falcons are a common sight, as are larger eagles.
  The vale contains plentiful game. Several small towns and villages 
  dot the countryside. Lake Crimmormere and Crimmor village lie on the 
  northern path further east of Fairhill between Reme and Bard’s Gate. 
  Small farms are common sights as you draw near to any of the villages.
  The tradeway is well patrolled by both bandits and the Grand Duke’s 
  sheriffs who hunt them. It is also well traveled by merchants and 
  adventurers in search of fortune and glory. It has also recently seen a 
  number of orc raiding parties, causing much concern to merchants and 
  villagers alike. Never before have orcs been present in such number, nor 
  have they been bold enough to dare a daytime raid on the main road. The 
  road itself is raised and made of hard-packed dirt. In some stretches it is 
  even paved with smooth stones. Occasionally there are way stations to 
  the side of the tradeway—large stockades made of logs with large gates 
  in which merchants can corral their wagons and rest for the night with 
  some security.
  The half-day’s march from the tradeway to the village of Fairhill runs 
  along a small but well-traveled dirt road through lightly rolling hills 
  and fertile grasslands, sloping gently upward toward the foothills of the 
  Stoneheart Mountains.
  Also north of the river is the Stoneheart Forest, a dense forest barely 
  penetrated by the tradeway. The forest itself is dark and oppressive. It is 
  unusually wet, the ground damp. Large spider webs can be seen from 
  the tradeway, glistening with dew. Those who stop to listen notice that 
  the forest is strangely devoid of the noise of birds or small game. Some 
  because of its large population of these foul creatures calls the forest 
  Stirge Wood. It is believed that somewhere in the forest there is a vast cave 
  where the creatures breed. Local legends insist that an evil wizard has 
  made his lair there and has somehow brought the creatures under his sway. 
  If a party is in the forest at night, they automatically have an encounter 
  with 2d6 stirges, in addition to any other random encounters rolled for 
  the night.
  Stirges (2d6): HD 1+1; AC 7[12]; Atk proboscis (1d3);  
  Move 3 (fly 18); Save 17; AL N; CL/XP 2/30; Special: blood 
  drain (1d4), +2 to hit bonus.
  Because of the large stirge population, there are few bandits in the forest, 
  though there are other humanoids such as bugbears and ogres. There are 
  also a large number of monstrous spiders that feed on the stirges. Any 
  party traveling for more than one hour in the forest will encounter 2d4 
  giant spiders (4-ft diameter).
  Giant Spiders (4ft diameter) (2d4): HD 2+2; AC 6[13]; Atk bite 
  (1d6+ poison); Move 18; Save 16; AL N; CL/XP 5/240; Special: 
  lethal poison, 5 in 6 chance to surprise prey.
  Wandering Monsters
  Check encounter just before dawn, mid-morning, noon, dusk, late evening, 
  and midnight. Encounters occur on a roll of 1 on a 1d10. If an encounter 
  occurs, roll 1d6 on the table below. The following noncumulative modifiers 
  apply: more than one mile off the main merchant road: +2; in the forest: +4; 
  in the foothills: +6. Plus, add a cumulative +2 if the encounter occurs at night. 
  Special groups and their various reactions are detailed below.
   1D10+MODS 
  RESULT
   
  1 
  Merchant Caravan
   
  2 
  2d6 Villagers, heading to/from Fairhill
   
  3 
  2d4 Orcs and 1 Orc Leader
   
  4 
  Sheriff’s Patrol
   
  5 
  2d4 Brigands and 1 Brigand Leader
   
  6 
  Small Cavalry Patrol
   
  7 
  1d10 Gnolls
   
  8 
  1d6 (+2 if at night) Stirges
   
  9 
  1 Owlbear. This is not the Owlbear from 
   
   
  Area C
   
  10 
  1 Ogre with 2d4 Goblins
   
  11 
  1 Troll. This is not Karigror the troll from 
   
   
  Area A
   
  12 
  1d3 Worgs with 1d8 Wolves.
   
  13 
  Girbolg the Ettin, from Area B
   
  14 
  The Male Manticore, from Area D 
  Merchant Caravan: The caravan comprises 1d8 wagons or carts and 
  pack animals as well as 1d4 guards per cart or wagon. There are 1d3 
  merchants per cart as well. The merchants are on guard and want little 
  to do with adventurers; they start with initial attitude of unfriendly. If the 
  characters can improve the attitude to friendly, they can encourage the 
  merchants to tell the characters of the recent orc raids in the area and to 
  offer information about Fairhill in general. They do not otherwise offer 
  any aid to the party.
  Merchants (1d3): HD 1d6hp; AC 9[10]; Atk staff (1d6);  
  Move 12; Save 18; AL N; CL/XP B/10; Special: none.
  Caravan Guards (1d4): HD 1; AC 7[12]; Atk long sword (1d8) or 
  spear (1d6); Move 12; Save 17; AL N; CL/XP 1/15; Special: none.
  Equipment: leather armor, longsword, spear, 1d12 gp, 
  2d12 sp, 3d12 cp.
  Villagers: If encountered in the morning, the 2d6 villagers are leaving 
  Fairhill; if encountered in the evening, they are returning to Fairhill. Normally 
  a friendly lot, these villagers are cautious around adventurers because of the 
  recent problems. Adventurers friendly in return allows the villagers to tell the 
  party of the recent orc trouble and of the family that was raped and mutilated 
  on the road leading from the village to the tradeway just days ago. Further 
  questioning reveals that the villagers believe that a vampire in an old ruined 
  keep is the cause of the mutilations. They invoke the protection of Freya and 
  encourage the party to seek shelter indoors and the safety of a fire when night 
  falls. The villagers can be convinced to offer aid to the party if the need is dire, 
  including taking the party to a farmhouse or house in the village.
  Villagers (2d6): HD 1d6hp; AC 9[10]; Atk weapon (1d6); 
  Move 12; Save 18; AL Any; CL/XP B/10; Special: none.
  Orcs: These 2d4 orcs with 1 Orc Leader are familiar with Tavik’s 
  orcs, though they are not part of his band. They do not know the location 
  of the ruined keep, nor can they give details about it. They attack any party 
  of lesser numbers.
  Orcs (2d4): HD 1; AC 6[13]; Atk spear (1d6); Move 9; Save 17; 
  AL C; CL/XP 1/15; Special: –1 to hit in sunlight.
  Equipment: ring mail, spear
  
  14
  The lost lands": Stoneheart Valley
  Orc Leader (Ftr2); HP 13; AC 6[13]; Atk scimitar (1d8+1); 
  Move 9; Save 16; AL C; CL/XP 2/30; Special: +1 to hit and 
  damage strength bonus; –1 to hit in sunlight, multiple attacks 
  (2) vs. creatures with 1 or fewer HD.
  Equipment: ring mail, scimitar
  Sheriff’s Patrol: The Grand Duke’s well-trained sheriff’s patrol the 
  tradeway and the lands in the vale between the river and the mountains. 
  A normal patrol consists of eight Waymarch Footmen, two Waymarch 
  Knights and a Waymarch Sheriff who leads the patrol. The Sheriff is 
  wary of most travelers; however, those that openly align with a Lawful 
  deity can convince a sheriff to escort a party in need. Otherwise, if the party 
  is cooperative and answers questions reasonably, they warn characters to 
  be wary of orcs and brigands and be on their way. The sheriff and knights 
  ride warhorses, while the footmen walk.
  Waymarch Footmen (8): HD 1; HP 5x3, 6, 8, 7x2, 4; AC 7[12]; 
  Atk long sword (1d8) or spear (1d6); Move 12; Save 17; AL N; 
  CL/XP 1/15; Special: none.
  Equipment: leather armor, long sword, spear, 2d12 gp.
  Waymarch Knights (Ftr3)(2): HD 15; HP 15, 12; AC 4[15];  
  Atk longsword (1d8) or lance (2d4+1); Move 12; Save 14;  
  AL N; CL/XP 3/60; Special: multiple attacks (3) vs. creatures 
  with 1 or fewer HD.
  Equipment: chain mail, shield, long sword, lance, 2d10 
  gp, 40+2d10 sp.
  Waymarch Sheriff (Ftr5): HP 37; AC 4[15]; Atk longsword 
  (1d8+2) or lance (2d4+3); Move 12; Save 10; AL N; CL/
  XP 5/240; Special: +2 to hit and damage strength bonus, 
  multiple attacks (5) vs. creatures with 1 or fewer HD.
  Equipment: chain mail, shield, longsword, lance, 2d10 gp, 
  40+2d10 sp, potion of healing, surcoat bearing the insignia 
  of the Grand Duke, writ of authority, (5) 20 gp gems.
  War horses (3): HD 3; HP 20, 14, 17; AC 7[12]; Atk 2 hooves 
  (1d3), bite (1d2); Move 18; Save 14; AL N; CL/XP 3/60; 
  Special: none.
  Brigands: These bandits consist of 2d4 brigands led by a brigand 
  leader. Brigands size up the party, and if the party appears weak or if 
  the brigands outnumber the party by two-to-one or more, they attack. 
  Normally, brigands attempt to ambush travelers, seeking to slay mounts 
  and lightly armored individuals with their bows. They run if their leader 
  or 25% or more of their company is slain.
  Brigands (2d4): HD 1; AC 7[12]; Atk short sword (1d6) or  
  short bow x2 (1d6); Move 12; Save 17; AL C; CL/XP 1/15; 
  Special: None.
  Equipment: leather armor, short sword, short bow, 40 
  arrows, 1d4 sp, 2d4 cp.
  Brigand Leader (Ftr4): HP 18; AC 4[15]; Atk longsword (1d8) 
  or short bow x2 (1d6); Move 9; Save 11; AL C; CL/XP 4/120; 
  Special: multiple attacks (4) vs. creatures with 1 or fewer HD.
  Equipment: chain mail,  longsword, short bow, 40 
  arrows, potion of healing, 1d4 gp, 2d4 sp, 1d2 gems 
  worth 1d3x50gp each.
  Cavalry Patrol: A cavalry patrol consists of six mounted Waymarch 
  Knights and one Waymarch Cavalry Leader. Unlike the Sheriff’s 
  Patrol, which patrols the tradeway, these small cavalry units ride across the 
  countryside because of an increased hostile military presence to the south. 
  They only travel through the forest if speed is needed; otherwise they 
  stay strictly to the tradeway. They consider their military duty above the 
  needs of helping adventurers, only offering aid in an extreme case of life-
  threatening peril. They will not escort the party under any circumstances, 
  stating that their duty lies elsewhere.
  Waymarch Knight (Ftr3)(6): HD 20; HP 20, 14x3, 15, 17;  
  AC 4[15]; Atk longsword (1d8) or lance (2d4+1); Move 12; 
  Save 14; AL N; CL/XP 3/60; Special: multiple attacks (3) vs. 
  creatures with 1 or fewer HD.
  Equipment: chain mail, shield, long sword, lance, 2d10 
  gp, 40+2d10 sp.
  Waymarch Cavalry Leader (Ftr4): HP 24; AC 4[15];  
  Atk longsword (1d8+1) or lance (2d4+2); Move 12; Save 10; 
  AL N; CL/XP 5/240; Special: +1 to hit and damage strength 
  bonus, multiple attacks (4) vs. creatures with 1 or fewer HD.
  Equipment: chain mail, shield, long sword, lance, 3d10 
  gp, 40+3d10 sp.
  War horses (7): HD 3; HP 10, 13, 11x4, 9; AC 7[12]; Atk 2 
  hooves (1d3), bite (1d2); Move 18; Save 14; AL N; CL/XP 
  3/60; Special: none
  The stats for the rest of the wandering monsters are as follows:
  Gnolls (10): HD 2; HP 4x4, 6, 7x2, 3, 2, 5; AC 5[14]; Atk bite 
  (2d4) or weapon (1d10); Move 9; Save 16; AL C; CL/XP 2/30; 
  Special: none.
  Stirges (1d6): HD 1+1; AC 7[12]; Atk proboscis (1d3);  
  Move 3 (fly 18); Save 17; AL N; CL/XP 2/30; Special: blood 
  drain (1d4), +2 to hit bonus.
  Owlbear: HD 5+1; HP 31; AC 5[14]; Atk 2 claws (1d6), bite 
  (2d6); Move 12; Save 12; AL N; CL/XP 5/240; Special: hug for 
  additional 2d8 if to-hit roll is 18+.
  Ogre: HD 4+1; HP 20; AC 5[14]; Atk weapon (1d10+1);  
  Move 9; Save 13; AL C; CL/XP 4/120; Special: none.
  Goblins (2d4): HD 1d6 hp; AC 6[13]; Atk weapon (1d6); 
  Move 9; Save 18; AL C; CL/XP B/10; Special: –1 to hit in 
  sunlight.
  Troll: HD 6+3; HP 27; AC 4[15]; Atk 2 claws (1d4), bite (1d8); 
  Move 12; Save 11; AL C; CL/XP 8/800; Special: regenerate 
  3hp/round.
  Worgs (1d3): HD 4; AC 6[13]; Atk bite (1d6+1); Move 18;  
  Save 13; AL C; CL/XP 4/120; Special: none.
  Wolves (1d8): HD 2+2; AC 7[12]; Atk bite (1d4+1); Move 18; 
  Save 16; AL N; CL/XP 2/30; Special: none.
  Monster Lairs
  These descriptions detail the lairs marked on the wilderness map. Care 
  should be exercised in using these encounters, as many are very difficult. 
  They should be used as follow-ups to wandering monster encounters, as 
  part of the story line based on interactions with the folk of Fairhill or 
  after the main adventure has been completed. However, if the characters 
  are foolish enough to blunder around in the wilderness and run into these 
  lairs, their gruesome deaths become cautionary tales for the local children.
  Area A:  
  The Lair of Karigror the Troll
  You come upon a small grove of trees with a bubbling brook along its 
  side. A few yards away, you see a small pool of water with fish jumping 
  at insects skimming along the pool’s surface. As you stop to drink, you 
  
  15
  the crucible of freya
  Wilderness Areas Around Fairhill 
  Player’s Map
  
  16
  The lost lands": Stoneheart Valley
  notice a large number of human bones in the stream. As you look around 
  some more, you see a cave entrance on the hillside about 20 feet up. Two 
  men in chain mail hang upside down from a pole braced against a tree 
  limb, their throats cut. It is obvious to you that someone (or something) is 
  aging meat for dinner.
  This cave is the lair of Karigror the Troll. A few rounds after the party 
  sees the bodies or if the characters investigate the cave, Karigror appears at 
  the cave mouth and jumps down the slope landing a few feet from his pool. 
  He stands there and looks menacingly at the party, holding his axe in one 
  hand and a human femur in the other. Karigror will likely slaughter an entire 
  low-level party without breaking a sweat. If your party is foolish enough to 
  explore where it shouldn’t be exploring, it meets guys like Karigror.
  If the group does not immediately attack or flee, Karigror demands 
  tribute in broken Common for “Stealin’ me water.” You should play up 
  Karigror’s personality and make the party think he is big, mean, green and 
  scary—which he should be to them. Have him crunch on the femur and 
  suck some marrow out of the bone while they are talking with him, then 
  have him discard the bone and begin to finger the edge of his axe. If the 
  party flees, Karigror gives a roar and chases them, but he is only doing this 
  to keep up appearances. He has no intention of chasing down the party—
  though with his speed, he could.
  Karigror the Troll: HD 6+3; HP 30; AC 4[15]; Atk 2 claws (1d4), 
  bite (1d8); Move 12; Save 11; AL C; CL/XP 8/800; Special: 
  regenerate 3hp/round.
  Tactics: Karigror is quite happy to let the party go free if they pay him a 
  ransom of at least 100 gp, as his pantry is already full and he is rather tired 
  from his last fight. If the party attacks him, keep in mind that Karigror is 
  old and wise and makes good use of the pool of water should the party try 
  to burn him. If he is seriously wounded in battle (less than 10 hp left), he 
  jumps up and hides in his cave, pushing into place a large boulder to block 
  the entrance, requiring 5d6 Strength check (roll less than the character’s 
  Strength) to dislodge. Up to two additional characters can subtract 1d6 
  bonus from the roll.
  Lair and Treasure: If the party actually defeats Karigror, his lair 
  consists of three small caves. The first contains bones and rotten armor left 
  over from previous meals. The second is his sleeping quarters and has piles 
  of leaves as bedding. Beneath the leaves are 320 gp, 561 sp, 652 cp, and 
  a ruby brooch worth 1,000 gp. The third chamber is his larder. This room 
  holds the two-week-old bodies of four men. Two have intact armor (chain 
  and leather), and two polearms are also usable. Beneath one particularly 
  well-aged morsel is a metal shield, apparently used as a serving tray. On a 
  dismembered hand is a gold and sapphire ring worth 500 gp.
  Area B: 
  The Lair of Girbolg the Ettin 
  You find a stony path leading from the woods up a hill. On top of the 
  hill, you see a large round tower in a state of disrepair, with several fallen 
  stone blocks. As you approach the tower, you hear a beautiful female voice 
  singing a love song accompanied by a harp being played rather badly.
  This is the home of Girbolg the Ettin. The party automatically 
  surprises Girbolg in the act of playing the aforementioned harp. Girbolg 
  was a normal, run-of-the mill chaotic ettin until he put on a magical helmet 
  that he took off of a dead adventurer. This helmet—a helm of opposite 
  alignment —turned Girbolg’s right head Lawful, leaving Girbolg’s left 
  head Chaotic and leaving Girbolg into one very confused ettin. On one 
  of his previous raids, he’d captured a small group of humans, including 
  Arialle, the daughter of the village blacksmith, who is in fact a young 
  bard. Girbolg has eaten all of the captives except Arialle, sparing her 
  because of her beautiful voice. She is currently chained to a large rock, 
  singing while Girbolg badly plays the harp.
  Girbolg the Ettin: HD 10; HP 52; AC 3[16]; Atk 2 spiked clubs 
  (3d6) or 2 large spears (2d6); Move 12; Save 5; AL C/L;  
  CL/XP 10/1400; Special: surprised only on 1 in 6.
  Equipment: filthy leather armor, 2 large spiked clubs, 
  2 large spears, Arialle’s harp, 3d12 gp in a small sack 
  with several large rocks and a leather thong threaded 
  through 13 human vertebrae.
  Tactics: Though ettins have a low intelligence, they are cunning 
  fighters, ambushing their victims rather than charging into combat. Once 
  the battle is joined, ettins fight furiously until all enemies are dead or the 
  battle turns against them. Ettins do not retreat easily, doing so only if 
  victory is impossible.
  Arialle: HD 1d6hp; HP 3; AC 9[10]; Atk 2 fists (1); Move 12; 
  Save 18; AL N; CL/XP B/10; Special: none.
  Equipment: simple peasant clothes, harp taken by 
  Girbolg.
  Treasure: In addition to Arialle’s harp (crafted by the legendary 
  Fathilir of Bard’s Gate and bearing his runic signature) worth 1000 gp 
  to any connoisseur, Girbolg has amassed a hoard of 1145 gp, 14,632 sp 
  and 8467 cp. Lost in the rubble of the tower interior—in an area about 
  20 yards from where Girbolg makes his lair—is a ring of fire resistance, 
  which can only be found if a large amount of rubble is moved and a detect 
  magic spell is cast.
  
  17
  the crucible of freya
  Area C: The Lair of the Owlbear
  West, the terrain gets rocky and dry. You move to the side of the path, 
  and a horrible smell burns in your nostrils. You hear a thrashing, crunching 
  sound a few feet away. A tree falls, and as the dust settles, you are confronted 
  by a huge bearlike creature with red-glowing eyes and a beak like a bird’s, 
  only filled with dozens of sharp teeth, each as long as a human finger. Blood 
  soaks the chest of the beast, and you see the remains of its previous victim, 
  a deer. You set your weapons as the monster charges you.
  This creature is the owlbear that has been raiding some local farms. So 
  far, it has killed only cattle and sheep, but it is just a matter of time until 
  it gets a taste for humans. The farmers who have asked the party for help 
  have had a number of livestock bitten in half and would be very happy 
  to have the culprit killed. The farmers try to marry off their daughters or 
  throw a party to reward the characters.
  Owlbear: HD 5+1; HP 24; AC 5[14]; Atk 2 claws (1d6), bite 
  (2d6); Move 12; Save 12; AL N; CL/XP 5/240; Special: hug for 
  additional 2d8 if to-hit roll is 18+.
  Lair and Treasure: The lair of the owlbear is about 500 feet through the 
  woods from where this encounter occurs. It is very easy to track back to its lair 
  due to the swath of destruction it leaves in its wake. The lair is an abandoned 
  house in the woods. The occupants are long dead or moved away, and no readily 
  apparent treasure can be found. Just a few feet away are a cluster of old graves. 
  If they are dug up, a necklace worth 500 gp can be found within a coffin. The 
  desecration of graves will result in no XP rewarded for this treasure.
  Area D: The Manticore Lair
  There are three ways your party can encounter the manticores. First, if 
  they are exploring the foothills to the north of the village at night, they may 
  encounter the manticore as a wandering monster. If so, read the first block 
  of text below. Second, if they enter the area of the wilderness map marked 
  “D,” whether day or night, there is a 20% chance (1 or 2 on 1d10) that they 
  encounter the male manticore as described in the first block. Third, they 
  may make it to the manticore lair directly. If so, proceed to the second set 
  of boxed text below and read that to your group, omitting the bolded text.
  This is the male manticore, fetching a character for its children to use 
  for hunting practice. Its intent is not to kill anyone, but instead to capture 
  one character and return to its nest.
  Male Manticore: HD 6+4; HP 34; AC 4[15]; Atk 2 claws (1d3), 
  bite (1d8), 6 tail spikes (1d6); Move 12 (fly 18); Save 11; AL C; 
  CL/XP 8/800; Special: tail spikes.
  You crest a hilltop and look out over the surrounding countryside. 
  You can see all the way west to the ocean from here, and you 
  imagine you can smell the crisp air of an ocean breeze. The way is 
  rocky, but it is vastly better than moving through the underbrush of 
  the forest below. Suddenly, you hear a whooshing of wings, and as 
  if materializing from thin air, a great beast is upon you! It looks like 
  a giant flying lion, but has a man’s head and a spiked tail!
  
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  The lost lands": Stoneheart Valley
  Tactics: The manticore swoops in instead of shooting tail spikes. In 
  combat, it strikes for subdual damage. Characters knocked unconscious 
  are carried away, only to wake up an hour later in the manticore’s lair at 
  half of their starting hit points. If the male manticore takes over half of 
  its hit points in damage, it flies up and shoots four volleys of tail spikes 
  before leaving in search of easier game. If the male can lower the party 
  to less than two characters with tail spikes, it resumes its attack/capture 
  attempt. It will be able to grab an unconscious opponent and fly off (two 
  rounds of missile fire from the characters can stop it) unless it takes over 
  10 points of damage, in which case it drops the character carried (2d6 
  damage from the fall) and continues as above.
  If the manticore manages to fly away with a character, the party 
  can easily see it fly to a hilltop lair about 2 miles away. The group can 
  travel to the lair in about 1 hour. When they arrive, the cave entrance is 
  unguarded.
  Read the following text to them:
  If any player was captured and returned by the male manticore to the 
  lair, read the following text:
  This is the manticore lair. The male is only present if he was reduced 
  to less than half his hit points during the initial fight. If he was not, he is 
  off in search of another victim. The captive has had all of his weapons 
  removed (though the manticores are 90% likely to miss a dagger). 
  Inventive character captives can pick up a bone (treat as club) or tail 
  spike (treat as dagger) to defend themselves. Only the baby manticores 
  attack, unless they are both killed in which case the mother retaliates 
  (at +2 to hit and damage). Unless the male is present, the rescue party 
  surprises the mother from behind as she blocks the captive’s escape 
  and watches the kids have fun. If the male is present, it is watching the 
  entrance.
  The captive is about 80 feet from the cave entrance, and the female 
  manticore sits 50 feet away, about 30 feet from the entrance. In the back 
  of the cave (to the left of the captive) are all of the captured characters’ 
  weapons, as well as the treasure hoard of the monsters.
  Female Manticore: HD 5+4; HP 24; AC 4[15]; Atk 2 claws 
  (1d3), bite (1d8), 6 tail spikes (1d6); Move 12 (fly 18); Save 12; 
  AL C; CL/XP 7/600; Special: tail spikes.
  Manticore Cubs (2): HD 2+4; HP 12; AC 4[15]; Atk 2 claws (1), 
  bite (1d6), 6 tail spikes (1d4); Move 12 (fly 18); Save 16; AL C; 
  CL/XP 4/600; Special: tail spikes.
  Treasure: One suit of human-sized plate mail and a matching suit 
  of chain barding for a medium war horse, pierced in numerous places 
  from manticore spikes, requiring at least one week of work by an 
  armorer to repair at a cost of 200 gp. Piles of torn and stripped human 
  clothing are everywhere. Detect magic reveals a cloak of protection 
  +2. Assorted coins and gems in a pile total 123 gp, 245 sp and 111 cp. 
  There are four 50 gp garnets and one 1000 gp ruby among the coins. 
  It requires a careful search to find the gems. A battered but still usable 
  spellbook containing the spells detect invisibility, fly, haste, and knock. 
  A locked iron box, nicked with scratches and bite marks, with a high 
  quality lock contains a manual of quickness and two daggers of fine 
  quality.
  If the mother and babies are slain while the male is away, the male 
  returns with a victim (from one of the local farms) in about 2 hours. The 
  male is no more wounded than whatever damage the characters caused, 
  drops the farmer and flies into a berserk rage when he sees his dead family. 
  The male attacks at +2 on all dice rolls at that time.
  Area E. The Old Crone
  This location is the cave home of Gethrame the Crone. The cave 
  entrance is well hidden behind bushes and brambles, set into a hillside. 
  The cave itself is small, containing two linked chambers. The first 
  holds Gethrame’s scrying bowl (treat as a crystal ball) and a low table 
  and various other creature comforts, including a small fire pit. The rear 
  chamber contains her bed area.
  Gethrame was long ago the lover of Eralion. Shandril banished her 
  from Fairhill many years ago and cursed her with blindness for using 
  her bowl to scry on the holy rituals of Freya. Blind, Gethrame fled into 
  the wilderness. Eralion found his love in a cave and she beseeched him 
  to help her to see again. He did so, creating a magical staff of lesser 
  wizard eye that allowed her sight. Creating the staff, however, required 
  as a material component the eyes of a ratling shaman. Gethrame used 
  the staff to continue to scry with her bowl from her cave. She saw 
  Eralion’s future and warned him of the dark fate that would eventually 
  befall him. He ignored her warnings. Eventually, Eralion abandoned 
  Gethrame. Heartbroken, she has lived alone in her cave for many years. 
  Unbeknownst to her, a ranger named Herl, who secretly loves her, has 
  kept watch over her all these years.
  Though once beautiful, Gethrame is now a woman of faded beauty 
  and old age with an air of tragedy about her. Recently, her staff that 
  allows her magical sight was stolen by ratlings. Her cave is a shambles 
  from her blind stumbling. She wails loudly, bemoaning her cruel fate. 
  Only the unknown presence of Herl has kept her from harm from passing 
  creatures.
  You finally come to the location where you believe the monster 
  carried your lost comrade. You reach a strange cave entrance that 
  sits some 20 feet up a steep hillside. There is a small ledge in front 
  of the cave mouth. Even from this distance, the cave smells of great 
  cat urine and human blood. Dozens of bones of all shapes and sizes 
  litter the stones in front of the cave and the ground beneath—a 
  grisly warning to all who approach.
  You awaken in a dark cave, and as your eyes adjust, you can 
  see daylight a few dozen yards away. You see another of the large 
  creatures and two smaller versions. The large one has a distinctly 
  female face, beautiful in a way, but made ugly by its protruding 
  fangs and horrid scowl. The two smaller beasts move toward you, 
  and you reach for your weapon, only to find it missing.
  
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  the crucible of freya
  Gethrame the Crone (MU7): HP 18; AC 9[10]; Atk staff (1d6); 
  Move 12; Save 9; AL N; CL/XP 9/1100; Special: blindness 
  (without staff, move is reduced to 6 inside cave, 3 outside, 
  –4 to hit if target is located), spells (4/3/2/1).
  Spells: (no spells currently memorized until she retrieves her 
  staff)
  Equipment: staff of the lesser wizard eye (allows the 
  holder to have a wizard eye in effect at will, though the 
  eye is permanently mounted to the end of the staff and 
  cannot move), scrying bowl (treas as a crystal ball.)
  Herl, Half-Elf (Rgr3): HP 18; AC 6[13]; Atk short sword (1d6) 
  or shortbow x2 (1d6); Move 12; Save 12; AL L; CL/XP 3/60; 
  Special: alertness (surprise only on 1 in 6), +3 damage on 
  giants and goblin-types, tracking.
  Equipment: leather armor, shield, short sword, short 
  bow, 20 arrows, 103 sp, 28 gp, 2 100 gp gems.
  Area F: The Twisted Tree and the 
  Ratling Warren
  A coven of ratlings live at this location beneath a twisted and evil tree. 
  The entrance to their warren is through the hollowed trunk of the tree 
  itself, which leads down a set of stairs carved into the roots of the tree into 
  a series of caves. Locating the entrance to the ratling warren will prove 
  difficult; most likely, the characters locate the entrance to the ratling lair 
  by running afoul of its evil guardian: the twisted tree.
  “Twisted Tree” (Treant): HD 7; HP 32; AC 2[17]; Atk 2 strikes (2d6); 
  Move 0; Save 9; AL C; CL/XP 7/600; Special: control trees.
  Description: The “twisted tree” was once a treant sapling. It was 
  warped and twisted by the evil power of the ratling shamans and their 
  dark goddess. It now serves as the guardian of their warren. It has knotted 
  and twisted bark and branches and its leaves are a deep sickly green. It 
  appears to be afflicted with some type of wood rot.
  Tactics: The twisted tree attacks any that attempt to enter the hole in 
  its trunk leading to the warrens of the ratling. Any person passing through 
  the opening in the trunk draws an attack from one of the limbs of the evil 
  tree. It uses its lengthy reach to attack any passers-by.
  Ratling Warren: Once past the tree, the underground lair is filled 
  with the tree’s twisted roots, which hang down from the ceiling, 
  sometimes forming pillar-like root columns. Any of the ratling 
  shamans can manipulate the dangling roots of the tree once per day 
  to entangle foes (–2 to hit and damage, saving throws, no move, save 
  negates) all intruders.
  There are several cave rooms to the underground lair. A total of 
  14 ratlings, 4 ratling shamans and Glaathaa, the shaman leader, 
  live in the caves. There is a 25% chance that 1d8 ratlings are away 
  from the nest at any time, accompanied by 1 ratling shaman. There 
  is always a guard stationed at each of the two points marked on the  
  map of the warrens. Each room marked “Nest” is the lair of 3  
  ratlings. In each nest can be found 2d8 gp and 2d20 sp. Each room 
  marked “Witches’ Nest” is the lair of 2 ratling shamans. In each of 
  their nests can be found 2d20 gp and 2d100 sp. The room marked 
  “Glaathaa’s Nest” is her personal lair. Her nest is much larger and is 
  not made of the normal straw and cloth. Her nest is made of shreds of 
  fine cloth, portions of tapestries, bones, animal hides and a blanket 
  of animal and humanoid hair. In a small locked chest in her lair can 
  be found a wand of paralyzing (12 charges), potion of flying, potion 
  of healing, a golden yellow topaz worth 500 gp and 3 vials of unholy 
  water. 
  Ratlings (14): HD 1; HP 5x5, 4x2, 6x2, 7, 8, 3x3; AC 6[13]; 
  Atk bite (1d6+disease), short sword (1d6) or shortbow x2 
  (1d6); Move 12; Save 17; AL C; CL/XP 2/30; Special: 2 have 
  diseased bite.
  Equipment: leather armor, shield, short sword, 
  shortbow, 20 arrows, 2d6 sp each.
  Ratling Shamans (Clr4) (4): HP 14, 18, 16, 12; AC 7[12];  
  Atk bite (1d6 + disease), mace (1d6); Move 12; Save 12;  
  AL C: CL/XP 5/240; Special: 1 has diseased bite, spells (2/1).
  Spells: 1st–cure light wounds, protection from good; 
  2nd–hold person.
  Equipment: leather armor, mace, 2d8 gp each.
  
  20
  The lost lands": Stoneheart Valley
  Glaathaa, Ratling Shaman Leader (Clr7): HP 28; AC 7[12]; 
  Atk bite (1d6 + disease), mace (1d6); Move 12; Save 10;  
  AL C; CL/XP 9/1100; Special: diseased bite, spells (2/2/2/1/1).
  Spells: 1st–cure light wounds, protection from good; 
  2nd–bless, hold person; 3rd–bestow curse, prayer; 4th–
  poison; 5th–finger of death.
  Equipment: leather armor, mace, 20 gp, staff of the 
  lesser wizard eye (see Area E).
   
  These particular ratlings are the descendants of the tribe nearly eradicated 
  by Eralion when he killed their shaman leader and used her eyes to create 
  Gethrame’s staff of limited wizard eye. They have, by communing with 
  their evil goddess, recently learned the location of Gethrame’s cave and 
  stolen her staff. Glaathaa currently possesses the staff.
  Tactics: The guards give a squeak and use their ranged weapons, 
  drawing melee weapons to defend any if they are engaged. The ratlings 
  fight to the death to prevent harm to the shamans. The spellcasters use 
  magic from a distance. The ratling shamans also use their power to call 
  on the roots of the evil tree above to entangle (unless it has been slain). 
  Glaathaa casts finger of death early in combat and uses poison and bestow 
  curse where appropriate. If pressed, she flees. She will also parley with the 
  characters if it is for her gain. She will not, however, willingly relinquish 
  the staff—claiming that it is hers by blood right, since her predecessor 
  died for its creation.
  Area G. The Spider Lair
  The characters could be searching for the missing adventurers as a 
  result of a rumor heard in Fairhill or they could simply stumble upon 
  this lair as they travel through the Stoneheart Mountain Forest, possibly 
  looking for the source of the stirge menace.
  This location is a nest of 5 giant spiders (4 ft. diameter). As the 
  characters arrive, one of the spiders is attacking a trapped squirrel. What 
  the characters don’t know is that four others are about to attack them. 
  Poison
  Spell Level: Cleric, 4th level; Druid, 3rd Level
  Range: Touch
  Duration: Immediate
  This spell is the reverse of neutralize poison, and requires 
  the caster to touch the target (make an attack roll with no 
  weapon bonus, if any). If the attack hits, the victim is allowed 
  a saving throw. If the save fails, the victim is killed by the 
  poison.
  
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  the crucible of freya
  Allow anyone who looks up to notice the spiders descending on them 
  otherwise the spiders surprise on 1–5. Dozens of egg sacs are present in 
  the webbing overhead.
  Giant Spider (4 ft. diameter) (5): HD 2+2; HP 10x2, 12, 11, 9; 
  AC 6[13]; Atk bite (1d6 + poison); Move 18; Save 16; AL N; 
  CL/XP 5/240; Special: lethal poison (+1 save), 5 in 6 chance 
  to surprise prey.
  Tactics: The spiders spread out and attack multiple opponents 
  (including animals if present). The spiders bite an opponent until he falls 
  from the poison. They then wrap them in webs. Any opponents webbed 
  are left alone until all opponents are subdued.
  Treasure: Spun into the webs are the corpses of a group of adventurers. 
  Three recently slain bodies, drained of all fluids, reside in the webs. One 
  was a fighter. She still wears her chain mail and has a dagger on her belt. 
  All other equipment is lost in the woods, and cannot be located. The second 
  body was a thief, who still clutches his short sword in his left hand. In a 
  pouch on his belt are a set of thieves’ tools, 4 gems worth 10 gp each, and 
  22 sp. He wears leather armor. The final body was a wizard. He wears only 
  his robe. Tucked inside his robe is a leather scroll case containing a scroll of 
  3 magic-user spells (charm person, shield, mirror image). His pouch is still 
  on his belt and contains 22 gp, a 100 gp pearl and a vial of holy water. If the 
  webs are burned, there is a 40% chance that the scroll is destroyed.
  Area H. The Stirge Caverns
  This is the location of a cave complex under a hill in the Stoneheart 
  Mountain Forest, known to the locals as “Stirge Wood.” The complex 
  is filled with stirges, and is the home to Yandarral, a twisted and half-
  mad elf mage/druid, who resides there with his “pets.” He has crafted a 
  strange rod that allows him to control the stirges. He is not so much evil 
  as fanatical. He hates the development of Fairhill and other local villages 
  (such as Crimmor), seeing them as a blight on the natural landscape. He 
  has lost connection with reality to a degree, and has taken on some of the 
  traits of his charges. He plans to use his stirges to eliminate the villages. 
  He sends “advance parties” of 2d6 stirges to periodically assault the 
  various villages. He plans to send all of his stirges to swarm and attack the 
  occupants of Crimmor within the coming months.
  Entrance and Caverns: The entrance to the cave complex is difficult to 
  find (secret door check +1) unless it is searched for at dawn or dusk when 
  stirges can be seen coming and going in large numbers. The entrance slops 
  down steeply for some 40 feet and then opens into the entrance cavern. 
  This cavern always contains at least 12 stirges. Numerous passages lead 
  away from this initial chamber, twisting their way to many other rooms, 
  each containing 2d6 stirges. After 1d4+4 of these rooms have been 
  encountered, the characters reach the chamber of Yandarral. His spartan 
  cave contains a few creature comforts such as a cot, a lantern and a low 
  desk as well as 10 stirges. He also has several ornamental cages in which 
  he keeps his current favorite stirges. In the past, he has used stone shape to 
  craft seats, a cubby-hole set into the far wall where he makes his bed, and 
  other useful pieces of furniture from the stone of his cavern.
  Yandarral, Elf (MU8): HP 32; AC 8[11]; Atk staff (1d6) or sling 
  (1d4); Move 12; Save 8; AL C: CL/XP 10/1400; Special: elf 
  traits, +2 save vs. spells, spells (4/3/3/2).
  Spells: 1st—charm person, magic missile (x2), shield; 
  2nd—levitate, mirror image, web; 3rd—fireball, 
  protection from normal missiles, slow; 4th—confusion, 
  polymorph other.
  Equipment: tattered robe, staff, sling, 20 sling bullets, 
  rod of stirge control (see below).
   
  Description: Yandarral wears only a tattered and stirge-dung stained 
  smock over a much-neglected robe. He appears absent-minded and 
  slightly mad. He is melancholy and mildly depressed.
  Stirges (60): HD 1+1; HP 5 each; AC 7[12]; Atk proboscis (1d3 
  + blood drain); Move 3 (fly 18); Save 17; AL N; CL/XP 2/30; 
  Special: blood drain (1d4), +2 to hit bonus.
  
  22
  The lost lands": Stoneheart Valley
  The Rod of Stirge Control: Created by Yandarral in his madness, 
  the rod may not be duplicated and the process for its creation must be 
  independently discovered. It originally had a large number of charges, 
  which now have been mostly used. Only 10 remain. All of the stirges in 
  the cave are under its control, as are any stirges bred from those under the 
  control of the wielder of the rod. Any stirges controlled by the wielder of 
  the rod may be controlled as per a charm monster spell. The rod allows 
  multiple stirges to be controlled by its use.
  Treasure: In a small chest in his caver Yandarral keeps 449 gp.
  Area I. Winter Wolves
  This location is the lair of a den of winter wolves. The den consists of 
  3 large male and 5 large female winter wolves, as well as the alpha-male 
  leader of the pack. There are also 5 smaller female winter wolves that 
  ordinarily will not fight unless the 8 cubs are threatened. During colder 
  winters, the wolves range down from their lair. The lair can be found 
  easily with a successful secret door check.
  Winter Wolves (13): HD 5; HP 30, 32, 34, 25, 23, 26, 24, 22, 15, 
  18, 20, 16, 19; AC 5[14]; Atk bite (1d6+1); Move 18; Save 12; 
  AL N; CL/XP 6/400; Special: breathe frost (range 10ft., 4d6 
  points of damage, save half, 1/turn)
  Alpha Male Winter Wolf: HD 6; HP 35; AC 5[14]; Atk bite 
  (1d8+1); Move 18; Save 11; AL N; CL/XP 7/600;  
  Special: breathe frost (range 10 ft., 4d6 points of damage, 
  save half, 1/turn).
  Lair: Their lair consists of three ice-caves. The three large males and 
  several of the large females occupy the front cavern. The other females 
  and the young occupy the second cavern and the alpha male has the rear 
  cavern. Carcasses of other animals can be found outside the lair, and some 
  furs line the alpha male’s chamber as well as the pups’ den.
  Treasure: The main treasure is probably the pelts of the wolves 
  themselves, each being worth from 500 to 1000 gp. In the lair of the alpha 
  male is a collection of 1580 gp and 3668 sp.
  Area J: The Grove of the Moon
  This grove is the meeting place of a coven of druids. The grove 
  appears at first glance to be nothing more than a simple clearing. But 
  further observation shows that the plants have arranged themselves 
  in particular position: the thorny briar bushes provide a defensive 
  ring, the trees immediately surrounding the grove have shaped their 
  branches into convenient arches above the grove as well as into seats 
  and ledges where small items can be placed. In the center of the grove 
  is the stump of an ancient tree. Its base is carved with Sylvan and 
  Druidic runes and its top has been carved into a basin, which, when 
  filled with pure rain water, can be used as a scrying device by the 
  Druids (see below). The grove is considered hallowed ground and is 
  used for various rituals.
  The druids of the grove are a loose band. Each druid lives in their own 
  separate lair, not detailed here. They serve nature and the balance and are 
  dedicated to harmony. There are no strict requirements for membership, 
  other than alignment, and their number fluctuates as various druids come 
  and go serving their own visions of the balance. The group finds the 
  perfect blend of organized worship and individual action. They embrace 
  newcomers who are like-minded and will not hesitate to use their powers 
  if they can be convinced that nature and the balance will be benefited by 
  doing so.
  The druids are led by Illarda, the Priestess of the Moon. This particular 
  sect of druids worships Narrah, a female incarnation of the moon, as their 
  goddess of Nature (see the Appendix, for details). For this reason, they 
  follow the natural movement of the moon closely and many important 
  rituals revolve around the rising and setting of the moon as well as its 
  phases. The trees surrounding the grove open at night to allow moonlight 
  into the grove. When the moon’s reflection is captured in the basin of rain 
  water collected in the tree stump it is used as a scrying device. Ripples in 
  the waters of the basin capturing the moon’s image are interpreted as per 
  an augury spell. With their connection to the moon, the grove is protected 
  by a group of 5 Neutral-aligned guardian worgs. The druids of the grove 
  – those that have the ability – prefer wolf form when transforming by 
  shape change.
  The druids will also help train and teach characters. Illarda has an inner 
  circle (Drd6, Drd3) of permanent members and none of them will join the 
  party as a character, though they may be convinced to assist the party as 
  NPCs. The druids will also be joined by 1d10 additional druids (Drd1–
  Drd4). These additional “non-permanent” members may join the party as 
  characters.
  Illarda, Priestess of the Moon, Elf (Drd8): HP 28; AC 4[15];  
  Atk +1 spear (1d6+1) or sling (1d4); Move 12; Save 8;  
  AL N; CL/XP 10/1400; Special: elf traits, druid abilities, +2 save 
  bonus vs. fire, spells (4/3/2/1)
  Spells: 1st—faerie fire, locate animals x2, predict 
  weather; 2nd—create water, cure light wounds 
  x2; 3rd—call lightning, hold animal; 4th—animal 
  summoning I
  Equipment: +1 leather armor, +1 wooden shield, +1 
  spear, sling with 40 bullets, potion of extra-healing (x3), 
  potion of neutralize poison (x2)
  Guardian Worgs (5): HD 4; HP 18, 16, 20, 17, 15; AC 6[13];  
  Atk bite (1d6+1); Move 18; Save 13; AL N; CL/XP 4/120; 
  Special: none.
  
  23
  the crucible of freya
  Area K: The Monastery of the 
  Standing Stone
  The Monastery of the Standing Stone was founded long ago around a 
  large stone in a grove of trees by a group of monks who found serenity 
  in the alignment of the stone in relation to the trees and the surrounding 
  mountains. A small, simple garden has since been planted around the 
  stone. It is a place of meditation. Master Kala of the Yellow Robe is the 
  leader of the monastery and she carries on the traditions of those masters 
  who have gone before her. The monastery currently consists of several 
  low buildings of wood and stone (a mix of the surrounding mountains and 
  forest) in a rough circle surrounding the garden and the standing stone. 
  Trees have grown up within the compound and mix harmoniously with it. 
  The whole place possesses an aesthetic beauty. One of the largest buildings 
  is the dirt-floored dojo where the monks practice the mental and physical 
  rigors of their discipline. Similarly, hidden in a set of nearby caves, are 
  the graves of the honored ancestors and prior members of the monastery. 
  Much reverence is given to the honored dead. The only persons at the 
  monastery are the monks and any visitors. All monastery duties are shared 
  by the brother monks, including cooking, cleaning and tending the garden 
  and grounds. There is an intricate and detailed list of rotating duties that 
  each of the monk must perform.
  The monks of the monastery are a bit distant, due to their penchant 
  for meditation, though they are not an unfriendly lot. They are receptive 
  to visitors, making available to them all the simple creature comforts 
  the monastery provides and treating them as guests of honor. Kala, the 
  master of the yellow robe, greets all visitors without pleasure but with 
  honor. Kala believes and teaches the suppression of emotion, as have all 
  the masters of the monastery before her. She teaches that honor and duty 
  
  24
  The lost lands": Stoneheart Valley
  and the fulfillment of those principles, are the ultimate expression of a 
  living creature. One is measured by his or her faithful fulfillment of these 
  principles, not the outcome of his or her actions. Kala has assigned Hord, 
  a young monk, to oversee all visitors. Characters visiting the monastery 
  will have most of their interactions with him. He sees to all their needs. He 
  carries his shortbow with him at all times. 
  Mistress Kala of the Yellow Robe (Mnk8): HP 20; AC 0[19] or 
  –1[20] with staff; Atk fist x2 (2d8+1) or three-section staff of 
  striking (2d6+4) or +1 dagger (1d4+1); Move 18; Save 9; AL L; 
  CL/XP 8/800; Special: monk abilities.
  Equipment: robes, three-section staff of striking, +1 
  dagger (x2), ring of protection +2.
  Description: Known as the mistress of the yellow robe, Kala is a 
  short, thin woman of indeterminate age and few words. She wears a thin, 
  flexible robe of yellow silk, bright as the sun, tied off with a white sash. 
  The robe is emblazoned on the front left breast and the back with a stylized 
  representation of a stone and a tree. It is obviously of finest craftsmanship. 
  Kala is a master at working with silk and she crafted the robe herself. 
  Kala is also one of the few monks expert at using the three-section-staff in 
  combat—an exotic two-handed martial arts weapon made of three lengths 
  of wooden staff joined by chain links. The weapon has great defensive 
  capabilities and provides a +1 AC bonus.
  Hord (Mnk2): HP 5; AC 8[11]; Atk fist (1d6) or shortbow x2 
  (1d6+1); Move 13; Save 14; AL L; CL/XP 2/60; Special: monk 
  abilities.
  Equipment: robes, shortbow, 40 yellow-fletched arrows.
  Other members are monks ranging from 1st to 5th level. They are 
  proficient with and have access to all normal and monk weapons. None 
  possess any magic items. None will leave the monastery to join the party 
  as characters, though some may be convinced to accompany the party as 
  an NPC for a brief time with Kala’s permission. Two initiates (Mnk1) also 
  at the monastery could be convinced to join the party if the rest of the 
  group is of the proper alignment.
  Area L: The Village of Crimmor
  Crimmor is a small village, slightly smaller than Fairhill. It was once 
  a rather prosperous fishing village and a gathering place for merchants 
  on their way from Bard’s Gate to Reme. It is run by a merchants’ guild, 
  though in recent years an informal thieves’ guild has become the true base 
  of power. Originally, the lake near Crimmor, Lake Crimmormere, was a 
  source of a rare type of fresh water fish—a type of largemouth bass famed 
  for its flavor and its ability to be dried and preserved. In the last 10 years, 
  however, these fish have all but disappeared. In truth, the fish have been 
  mostly devoured by a band of fresh water locathah that have made their 
  underwater lair in the north end of the lake. Rumors abound in Crimmor 
  about strange creatures that have been spotted by fishermen. They are only 
  seen in the water at night and are considered by locals to be the ghosts 
  of Crimmor fishermen who died in boating accidents on the lake. Now, 
  with the ascendancy of Fairhill, the lack of fish and the corruption in the 
  guilds, Crimmor has declined, and is rarely visited, except by the traveling 
  merchants who know of Stipish’s prowess in repairing wagons. The lack 
  of fish, however, is not Crimmor’s most pressing concern. Every night, 
  the village is beset by 2d6 stirges sent as scouts by Yandarral from the 
  Stirge Caves (see Area H). Yandarral is planning a major attack against 
  Crimmor in the near future.
  Places of Note: The Merchant’s Wagon, a local tavern and inn that 
  has seen better days; Iindriarog’s Tent, a hut on the outskirts of town 
  where the adept sells trinkets of local witchcraft (most having to do with 
  fishing) though of no real power; The Blessed Net, a tavern for local 
  fisherman that is now a rather depressing and dilapidated watering hole; 
  The Guild-hall, where the guildsmen meet; Crimmor Market, an open 
  market where merchants can trade their wares; The Docks, from which 
  fishermen still put out their small boats and cast their nets in the lake 
  only to return empty handed; Stipish’s Shop, though the town may be run 
  down, Stipish is still the best at making and repairing wheels for carts and 
  wagons and his shop is usually busy
  Area M: Ruined Way Station
  As with all such way stations, this way station is a 60 foot by 60 foot 
  compound with a 15 foot high wooden palisade wall and a 20 foot wide 
  set of wooden double doors set within the wall. The compound itself does 
  not have a roof. This particular station has been mostly burned down and 
  occupied by a band of marauding gnolls. Though most way stations do 
  not have interior structures, the gnolls have built a small inner 20 x 20 
  compound of wood with a makeshift roof. A total of 11 gnolls and their 
  gnoll leader occupy the compound: 6 gnolls within the compound and the 
  remaining gnolls (including the leader) wait outside in the surrounding 
  forest. They are hopeful that official forces will come to attack. They 
  have been paid by agents of the nations to the south to lure and attack 
  Waymarch troops. They flee rather than fight to the death if battle goes 
  against them.
  Gnolls (11): HD 2; HP 9, 8 (x3), 10 (x2), 11, 12 (x2), 6 (x2);  
  AC 5[14]; Atk bite (2d4) or pole arm (1d8+1) or light crossbow 
  (1d4+1); Move 9; Save 16; AL C; CL/XP 2/30; Special: none.
  Equipment: leather armor, pole arm, light crossbow 
  with 20 bolts, 3d6 sp.
  Gnoll Leader: HD 3; HP 18; AC 3[16]; Atk bite (2d4) or two-
  handed sword (1d10) or light crossbow (1d4+1); Move 9; 
  Save 14; AL C; CL/XP 3/60; Special: none.
  Equipment: chain mail, pole arm, light crossbow with 
  20 bolts, 3d6 gp.
  Treasure: Inside the compound, the gnolls have a small wooden chest 
  containing 1000 gp—their pay-off money to start trouble.
  The Village of Fairhill
  The Village of Fairhill rests on the largest of several gently sloping 
  hills about 10 miles from the tradeway. Four hundred twenty souls inhabit 
  the village and surrounding farmland. Arlen, the magistrate, governs the 
  village. Though numerous other shrines are present, Freya is the patron 
  deity of Fairhill and her temple is the most prominent. Thus, the true 
  “leader” of Fairhill is Shandril, the priestess of Freya. She disdains that 
  role, however, and openly supports Arlen as magistrate. There is little 
  political strife in Fairhill, as Arlen, Shandril, Captain Baran and the tavern 
  owners all work together. Fairhill is a peaceful town and has not had any 
  real troubles with bandits or monsters. That is, until recently…
  For the past several weeks, orcs have appeared of the outer farms and 
  roads of Fairhill. A village family was raped and mutilated on the road 
  leading from the village to the tradeway just days before the players 
  arrive. Rumors of a vampire in an old ruined keep are running rampant, 
  and the peace that the villagers once enjoyed is seemingly at an end.
  Fairhill (Village): Population 420 (human 79%, elf 8%, dwarf 
  5%, half-elf 5%, halfling 2%, other 1%).
  Authority Figures: Arlen, human magistrate (Ftr3); Baran, 
  human captain of the guard (Ftr5); Shandril, elf priestess of 
  Freya (Ftr1/Clr5).
  Important Characters: Lauriel, Baran’s lieutenant (Ftr2); 
  Tarnen, proprietor of the Cask and Flagon; Glarian, 
  female half-elf proprietor of the Drunken Cockatrice; Voril, 
  blacksmith.
  The village militia is composed of 25 well-trained guards (Ftr1), led 
  by Baran, the captain of the guard, and Lauriel, his lieutenant. Arlen, 
  
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  himself a grizzled old veteran of many dungeon crawls, is the nominal 
  leader of the militia, though Captain Baran, is its true leader. During the 
  day, there is always at least one group of four guards making a circuit 
  around the perimeter of the village and another similar group stationed 
  in the central market (Area 8). At night the guards light a number of fires 
  that ring the village perimeter. Through the course of the night, there are 
  always a minimum of two patrols of five guards each that carry torches 
  and travel a circuit from fire to fire making sure they stay lit and keeping 
  watch for orcs or other evil creatures. In addition, there are always at least 
  three guards stationed at each of the two guardhouses (Area 7), as well as 
  three guards stationed at the top of the Tower of the Guard (Area 1). Arlen 
  and Baran have proposed building a wall around the village, but Shandril 
  is reluctant to do so, trusting instead in Freya’s protection.
  Rumors in Fairhill
  While in Fairhill, the party may hear any number of local tales and 
  legends through roleplaying. Rumors marked “general” can be learned 
  without specific questioning. The rumors marked “specific” about 
  particular NPCs can only be obtained by specifically asking about those 
  persons. Certain locations in town provide information more readily to 
  the characters. There is a reason why inns and taverns full of adventurers 
  are good places to hear local legends. When a character stumbles upon a 
  rumor, don’t just read it; feel free to use it as an opportunity for roleplaying. 
  If the players are able to get more information out of the encounter by 
  means of skillful questioning, so much the better!
  “These orc raids have been growing more and more frequent. Bah! It’s 
  as if we live next to Rappan Athuk or some other den of evil!” (general)
  • “It’s horrible! I hear they found the whole family by the road, mutilated. 
  And the women and children…they were…I can’t speak of it!” (general)
  • “Eralion? Wasn’t he the wizard who built that old keep off in the forest? 
  They say it’s ruined now. I wouldn’t go near it. ‘Happy is the village 
  whose wizards are all ashes,’ I say.” (specific)
  • “Eralion’s Keep? Everyone knows that a vampire lives within those 
  ruined walls. What else can explain the shadowy figure people see at night. 
  I would advise you to stay away from that accursed place!” (general)
  • “Shandril has been here for a long time—as long as I can remember. 
  Without her, this village would have disappeared long ago. Praise be to 
  Freya.” (specific)
  • “The wizard Eralion? He’s been dead these last 20 years or so. His keep 
  is in ruins now. Someone said he used to worship Thyr, but how can that 
  be when his keep was built by demons and held together by magic? You 
  won’t catch me going near some ruined wizard’s castle.” (specific)
  • “So, you fancy yourselves adventurers, do you? You’re probably friends 
  of that halfling, Lannet. You tell him he owes me for those beers.” (general)
  • “I heard tell that Baran lost his hand to swamp trolls years ago and that 
  even Shandril couldn’t heal him.” (specific)
  • “Have you heard the story of Fendrin? He lost his wife and children 
  to some evil beast. A manticore I heard it called, though I’ve never seen 
  it. He’s probably over at the Cockatrice now, drowning his sorrows.” 
  (specific)
  • “Adventurers are you? Huh! Some villagers went missing recently. 
  They fancied themselves adventurers. Never saw them again, did we? One 
  of them was the blacksmith’s girl, Arialle.” (general)
  • “You know, they say that Arlen used to be a great adventurer and that 
  he even served in the Lyreguard [an elite military unit] at Bard’s Gate.” 
  (specific)
  • “Some say Shandril is more than she seems. I think she might have used 
  some strange magic on Arlen. He always seems to do what she wants. I 
  don’t trust her.” (specific)
  • “A wizard and a bird? You know, now that you mention it, I did see 
  someone matching that description. I remember that bird. There was 
  something not right about it. My dog barked at it and then hid behind my 
  legs. I think I saw them at the Cask and Flagon.” (specific)
  • “I heard merchants talking. They said someone has destroyed the old 
  way station on the Tradeway through Stirge Wood [the local name for the 
  Stoneheart Forest]. The Duke’s men will have to do something about that 
  or the merchants won’t be able to get here from Bard’s Gate.” (general)
  • Heard from merchants: “The road from Bard’s Gate to Reme is getting 
  downright dangerous. I’ve heard tales of orc attacks. And someone has 
  burnt down the old way station in the Stoneheart Forest [also known 
  as Stirge Wood]. Now you have to be mad to travel that road at night.” 
  (general)
  • “Stirge Wood [the local name for the Stoneheart Forest]! Hah! You 
  wouldn’t catch me dead in that place. And dead is what you’ll be if you go 
  there. Full of spiders and stirges, it is! Nasty!” (general)
  • “Adventurers! Hah! Probably end up like that lot that went into Stirge 
  Wood a while back looking for spider treasure. Haven’t heard from 
  them since. Good riddance, I say. The wizard that was with them was an 
  arrogant fool!” (general)
  • “Looks like a hard winter. They say winter wolves have been seen in the 
  northern hills between the two rivers.” (general)
  • Heard from merchants: “We were beset by a group of gnolls in Stirge 
  Wood [the local name for the Stoneheart Forest]. Seems they’ve taken 
  up residence in the burnt way station. We left with our lives but not our 
  purses. And they took three of our horses!” (general)
  • “The Monastery of the Standing stone is run by the Master of the Yellow 
  Robe, a fierce warrior!” (general)
  • “There is a grove of druids to the northwest. I hear they are led by a 
  group of evil shapeshifters. They are strange and they worship the moon.” 
  (general)
  • “I heard that the folks in Crimmor are having more trouble with stirges. 
  Of course, they live so close to that evil forest no one should be surprised.” 
  (general)
  • “That monk, Hord, was recently in town from the monastery getting 
  supplies. A stirge flew nearby and in the blink of an eye Hord strung 
  his shortbow and shot the beast at over 100 yards! It was quite a shot!” 
  (specific)
  • “The druids of the grove? I hear they are led by a high priestess named 
  Illarda.” (specific)
  • “Ratlings? I hear they live in the eastern portion of the same forest 
  where that old wizard built his keep.” (specific)
  • “I wouldn’t cross Shandril. They say that when she first came to Fairhill 
  she drove out an old witch who tried to kill her. They say Shandril blinded 
  her. Some say she still lives in the forest near to Eralion’s keep.” (specific)
  • “Master Kala is the leader of the monks at the monastery. She is very 
  wise. Her yellow robe is magical!” (specific)
  • “They say that the stirges that have been attacking Crimmor are bred 
  from a giant stirge as big as a dragon.” (general)
  • “Illarda, the high priestess of the druids to the north, is a werewolf.” 
  (specific)
  • “I heard that some years ago a group of Rangers tracked some ratling 
  back to their lair below an evil tree. But they couldn’t defeat the tree so 
  they were never able to eradicate those evil menaces.” (specific)
  • “I heard tell that long ago Eralion was in love with both Shandril and 
  some witch and Shandril cursed the both of them! They say the old witch 
  still lives in a cave near his keep and mourns for her lost love.” (specific)
  Locations in Fairhill
  1. Tower of the Guard
  This stone building is the watchtower where the garrison monitors 
  folks approaching the town. During the day, Baran, Lauriel and 12 
  town guards are stationed here. The tower has three upper levels. The 
  first floor contains the barracks/mess hall. The second floor contains 
  Baran’s chambers, where he lives in Spartan simplicity. The third 
  floor contains a storage room, holding extra spears, arrows, longbows, 
  shields, swords and chain mail sufficient to outfit 12 men. All the doors 
  in this tower are iron-reinforced doors that can be barred and locked. 
  Baran, Lauriel and the sergeant of the watch (the most senior guard on 
  duty in the tower) all have keys to the doors. The roof has a signal fire 
  and is crenelated. There is always a minimum of three town guards on 
  the roof at any time. An old spear-firing ballista (2d6, range 200 ft., 2 
  rounds to reload) is mounted on the roof and 36 spears are stored in a 
  
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  barrel next to it. Next to the ballista is a large bell that those on watch 
  can use as an alarm for the town. Beneath the first level, accessible by 
  a hidden stair, is the dungeon, which has four individual cells and a 
  watch station for a jailer. Guards while on duty are uncooperative to 
  questioning.
  2. Magistrate’s House
  Arlen lives in this enclosed dwelling with a small garden. It is one of 
  the few stone buildings in the village.
  His house, though opulent by Fairhill standards, is far from luxurious. It 
  offers all the amenities one might find in an average house in a city such as 
  Bard’s Gate or Reme—which is uncommon in a village of this size. Inside 
  the house, Arlen has well-crafted furniture brought by him from Bard’s 
  Gate. Arlen is a very gracious host, frequently inviting visiting persons 
  to dine with him. His wife, Ginia and his daughter, Sirya  share Arlen’s 
  gracious demeanor. Sirya fancies herself a rogue and is intrigued by any 
  adventurers. Arlen is less-than-enthusiastic about her recent obsession. In 
  his inner room, he has a locked chest containing 4 potions of extra-healing 
  and 3000 gp in gems, as well as 529 gp and 303 sp. Each potion has a 50% 
  chance to break if the chest is smashed open by violence.
  3. Noble’s House
  Similar in design to Arlen’s house, this house is slightly smaller. 
  Normally used by the relatives of the magistrate, passing nobles or 
  characters of importance, this building is currently empty. Arlen has the 
  key to the front door. Unbeknownst to anyone, the last traveling dignitary 
  to stay here had recently pilfered a valuable gem (1000 gp) from his 
  home city. Fearful that someone knew of his theft, he decided to abandon 
  the gem and hid it in a nook in the top desk drawer in the house. If the 
  characters complete the adventure detailed in Part Two of this module, 
  Arlen may allow them to stay in this house whenever they visit Fairhill, 
  so long as he is magistrate.
  4. Temple of Freya
  Normally, Shandril is here. This wooden building with its peaked 
  roof is an open one-room shrine with a stone altar at the north wall. The 
  altar is decorated with a carving of the head of a stag. A silver crucible, 
  the Crucible of Freya, rests upon the altar. It is used to sacrifice wine 
  or wheat from the harvest or to bless a person or creature with fertility. 
  When Shandril is not present, the crucible rests here unguarded—no 
  one in town would dare touch it. For more information about Freya, 
  see the Appendix.
  5. Shandril’s House
  Though Shandril has been given a house indicative of her status in the 
  village, she lives here grudgingly.
  She much prefers to stay in the temple. The house is furnished with only 
  the most essential wooden furniture, though she has a very large wood-
  framed bed covered with numerous animal furs (worth 50 gp each). A 
  unlocked chest at the foot of the bed holds articles of clothing.
  6. Shrines to Other Gods
  Each is a small covered shrine with small statues of the other Lawful-
  aligned gods, such as Mitra, Thyr, and Muir. At any time, 2d6 worshipers 
  can be found here in various phases of worship. In addition, there may 
  be 1d4 priests (Clr1–3) of any of the above deities paying respects to 
  their respective gods. Only Kath, a cleric of Bowbe, lives in Fairhill on a 
  permanent basis. The other priests are traveling clerics. 
  Interestingly, there are no druidic shrines in the village, nor is there a 
  shrine to Telophus, Vanitthu or any demi-human or humanoid gods. If 
  questioned about this, Shandril replies simply: “It is the will of Freya.”
  7. Guardhouses
  Three guards are stationed in each of these stone buildings. The 
  guardhouses have stout wooden doors and contain a rack of spears, shields 
  and short swords as well as several barrels of arrows. Guards while on 
  duty are uncooperative to questioning.
  8. Central Market
  Here, farmers and merchants gather at the great tables under their tents 
  in the sun and sell all manner of goods. Anything from the Swords & 
  Wizardry Complete rulebook costing 100 gp or less is available here. The 
  loose assemblage of merchants and farmers is overseen by the town guard 
  (4 guards are here at any time) and by Arlen himself—the merchant life 
  of the village being his primary concern. Breach of the peace in the central 
  market is not tolerated and will win the violator a week in one of the 
  dungeon cells in the tower of the guard until the matter can be decided by 
  Arlen and Shandril.
  9. The Drunken Cockatrice Inn
  Run by Glarian, the female half-elf innkeeper. The bar is clean, the 
  ale fresh, the hearth-fire roaring, the food well cooked and the rooms 
  reasonably priced. The inn has three stories, reached by a beautifully 
  crafted wooden-railed stairs, and a total of 12 rooms to rent. Rooms cost 
  2 gp per night, meals 2 sp—a bargain considering Glarian’s cooking 
  is famous as far away as Bard’s Gate. Fendrin can usually be found 
  here, drunk. He will tell his sad tale to anyone who will listen. See his 
  description in the NPC section below.
  10. The Cask and Flagon
  Cheaper and less clean than the Cockatrice, this inn is run by Tarnen, 
  an elderly innkeeper who used to adventure long ago but who no longer 
  possesses any of his prior skills. The inn itself is poorly maintained 
  and consists of a large common room with a fireplace, a large kitchen 
  and a storage room in the rear. The food is substantially worse than the 
  Cockatrice. The common room has four booths along one wall with 
  curtains that can be drawn for privacy. Tarnen’s four dogs normally sleep 
  on the floor of the common room and beg at customers’ feet for table 
  scraps at meal times. To the side of the room, a set of railed stairs allows 
  access to the upper level where the eight individual rooms are located. 
  Each room is locked and only the lodger has the key—even Tarnen does 
  not keep a spare. Three of the rooms are currently rented. Tarnen charges 
  1 gp per night for a room and 1 sp per meal.
  Lannet the thief currently boards here because it’s cheap, but he eats 
  at the Cockatrice. If Vortigern is in Fairhill, he is staying here under the 
  assumed name of “Feriblan.” If questioned, Tarnen may recall Vortigern 
  and Talon and tell the party that such a person is staying here in one of the 
  upstairs rooms.
  The Crucible of Freya
  This silver crucible appears far too decorative and fragile to be 
  used to melt or burn anything placed inside of it. It is finely worked 
  and traced with the same strange runes that appear on Shandril’s 
  sword, Valkyria. Despite its fine appearance, the bowl itself is 
  enchanted so that the user, when invoking Freya, is protected as 
  if under a protection from fire spell (up to three times per day). 
  Once per week, the crucible may be filled with fresh rainwater 
  and, if blessed by a priestess of Freya, the water becomes holy 
  water. In addition, once per week, when a female consumes the 
  above detailed holy water from the crucible and is simultaneously 
  blessed by a priestess of Freya, she is blessed with fertility and can 
  successfully conceive offspring regardless of age.
  
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  11. The Tavern of the Three Kegs
  This tavern also stables horses for travelers at 1 gp per horse per 
  day, plus 2 sp per day for feeding. The ale here is local product and is 
  outstanding, though expensive (1 sp per pint). A surly, fat halfling named 
  Perik runs the tavern. Perik wants nothing to do with his patrons, simply 
  taking their money and dispensing their ale. The tavern does not have any 
  rooms for rent since Perik prefers horses to people. Luckily, his halfling 
  waitress, Dalia, makes up for Perik’s lack of charm.
  12. Smithy
  This smithy is run by Voril. Voril desperately misses his daughter, 
  Arialle, who has not returned from a recent trip to Crimmor. She is 
  currently the captive of the confused ettin, Girbolg. (See Wilderness 
  Area B). He is a competent smith and with enough time can craft or repair 
  simple armor. Heavier armor such as ring and plate mail is normally 
  beyond his ability, though he will craft a suit for anyone who rescues 
  his daughter. This takes him 6 months to complete, and is a custom work 
  of art. Voril is suffering greatly from her absence, and he has not made 
  anything in his forge for weeks. His depression causes him to take four 
  times as long to make any requested item.
  13. Fendrin’s Farm
  This simple dwelling is Fendrin’s farm. He is currently at the Drunken 
  Cockatrice, mourning the death of his wife and son. See his description, 
  below. The house is unlocked; the door stands open. There is little of value 
  inside, though hidden in a drawer of a small chest near the unmade bed 
  are several pieces of jewelry (a necklace, ring and brooch, 25 gp each) 
  belonging to Fendrin’s now-dead wife. Next to the bed stands Fendrin’s 
  poor-quality short sword with no scabbard. The fields behind Fendrin’s 
  house remain unplowed.
  Major NPCs in Fairhill
  There are a number of important non-player characters in Fairhill that 
  are central to any story set in the village. Become familiar with them.
  Arlen 
  Arlen is a stern but fair man. He is 45 years old, and his hair and 
  beard are dark, with a hint of gray above the temples and a small streak 
  of gray in his short beard. Arlen has a proud and confident demeanor. 
  He carries a three-foot rod of hard, dark wood covered by bands of iron 
  with him at all times, and it functions as a +1 mace. He carries it as a 
  badge of his office as magistrate. In combat he girds himself with his 
  trusty short sword, which, though nonmagical, has been with him since 
  his days in the Lyreguard in Bard’s Gate. His dark eyes seem to pierce 
  whomever he holds in his gaze, making it difficult to lie directly to him. 
  Arlen’s preference for robes, his dark hair, close-cropped dark beard, 
  steely gaze and ever-present rod convey to those who don’t know him 
  the impression that he must be a mage. He is not. He has had many 
  occupations. He was once a captain of the Lyreguard of Bard’s Gate. 
  He was an adventurer and explored the Stoneheart Mountain dungeon. 
  Rumors say he has been to the famous dungeon of Rappan Athuk, but if 
  the place is ever mentioned in his presence he goes pale and refuses to 
  speak of it. He was once a 7th level fighter, but he lost four levels due to 
  undead attacks in Rappan Athuk, which led him to give up adventuring 
  and settle down in Fairhill.
  Arlen, Magistrate of Fairhill (Ftr3): HP 18; AC 3[16]; Atk +1 
  mace (1d6+2) or short sword (1d6+1); Move 12; Save 12;  
  AL L; CL/XP 3/60; Special: multiple attacks (3) vs. creatures 
  with 1 or fewer HD, +1 to hit and damage strength bonus.
  Equipment: robes, chain mail, shield, +1 mace, short 
  sword, ring of protection +1.
  Shandril
  Shandril is unique in many ways. Aside from her captivating beauty, 
  she is one of very few elves who are clerics of a non-elven deity. Shandril 
  is tall for an elven female. She wears her long hair in braids, also unusual 
  for an elf, in the style of a Valkyrie—a warrior-maiden of Freya. Though 
  she prefers a simple tunic and, in colder weather, her cape of winter-wolf 
  fur, when the situation dictates, she will don her shining plate mail, shield 
  and silver helm. When so arrayed, she is an imposing figure. She is kind 
  and gentle, yet firm in her opinions and her devotion to her goddess. She 
  has no desire for political power, though she has a considerable amount 
  of it as a result of her standing in the village. She is a friend of Arlen. The 
  two of them consult on important issues.
  As with many people who are now in Fairhill, Shandril was once an 
  adventurer. As a young elven warrior, she found the sword, “Valkyria,” 
  which she liberated from a spider’s hoard. Upon drawing the sword, she 
  was visited by a vision of the goddess herself. Filled with the ecstasy 
  of that visitation, Shandril pledged herself from that day forward to be 
  Freya’s devoted priestess. Abandoning her homeland, Shandril ventured 
  north, through many lands, doing Freya’s will until she came to the 
  rolling hills south of the Stoneheart Mountains. There she found the small 
  merchant village of Fairhill. At Freya’s direction, she founded the temple 
  in the goddess’ honor in her new home. That was some 90 years ago. 
  Under Shandril’s guidance and with the blessing of Freya, Fairhill has 
  become a fertile, prosperous and peaceful village. Shandril also has been 
  blessed by her goddess with an item of great significance—the Crucible 
  of Freya. With the crucible , Shandril makes burnt offerings of new shoots 
  of wheat and newly picked grapes to invoke the blessing of Freya for the 
  fertility of the land. She also uses the crucible to make holy water and to 
  bless the residents with fertility and love.
  Shandril, Warrior Maiden and Cleric of Freya (Ftr1/Clr5):  
  HP 24; AC 1[17]; Atk Valkyria (1d8+2) or longbow x2 (1d6+1); 
  Move 12; Save 11; AL L; CL/XP 6/400; Special: banish undead, 
  bonus 1st level spell for high wisdom, –1[+1] dexterity AC 
  bonus, elf racial traits, +2 save bonus vs. paralyzation and 
  Valkyria
  This sword appears to be little more than a ceremonial sword or 
  possibly a druidic weapon of some type. Its handle of horn makes 
  it appear unsuitable for true combat, and it is encased in a rustic, 
  unadorned reinforced leather scabbard. However, once the blade 
  is drawn, it is clear that this sword is of exquisite workmanship. 
  The length of the blade is traced with finely etched runes of an 
  unknown design. There is an ethereal quality to the sword that 
  those looking at it cannot comprehend. Once gripped, the horn 
  handle fits the wielder’s hand better than any weapon ever held, 
  and the blade glows with a warm, low light in the presence of any 
  priestess of Freya or in any area holy to Freya. The horn handle 
  was crafted from a stag sacred to the goddess and sacrificed to her. 
  This sword was, in fact, crafted on another plane and used at one 
  time by one of Freya’s Valkyries. When taken to any of the outer 
  planes, the sword becomes a +3 longsword. Any Lawful-aligned 
  character holding the weapon will see a vision of the goddess 
  Freya, differing in intensity based on Wisdom and Charisma 
  scores. If the wielder has both a Wisdom and a Charisma score of 
  14 or above, the vision of the goddess will be incredibly strong, 
  and the goddess will greet and invite the wielder to worship her 
  as one of her clerics. If the wielder is Lawful-aligned but does 
  not have sufficient scores, the goddess’ presence is sensed. If the 
  wielder does in fact become a priestess of Freya, the sword grants 
  additional power. Once per week, the wielder can contact the 
  Valkyrie who was the previous owner of this sword. This contact 
  is treated as a commune spell, but allows the wielder to ask only 
  one question.
  
  31
  the crucible of freya
  poison, +1 to hit and damage strength bonus, +1 to hit missile 
  bonus, spells (3/2).
  Spells: 1st—cure light wounds, detect evil, protection 
  from evil; 2nd—bless, hold person.
  Equipment: ceremonial garb, leather tunic, cape 
  of winter-wolf fur, plate mail, shield, silver helm, +1 
  longsword “Valkyria”, longbow, 20 arrows, 5 +1 arrows, 
  holy water (x8), potion of healing (x6), scroll of five 
  spells (cure serious wounds (x3), heal, raise dead), the 
  Crucible of Freya, 25 gp, 102 sp.
  Baran
  Baran, the captain of the guard, is a stern man. He keeps his reddish-
  brown hair pulled back from his face. His full moustache hides a scar 
  above his mouth. Baran’s most immediately noticeable feature, aside from 
  his demeanor, is the fact that he has no right hand. His right arm ends in 
  a grisly stump of scar tissue. He lost his hand fighting swamp trolls in the 
  fens to the far south, and the pain of the wound has never left him. After 
  years of mercenary service, he found himself in Fairhill. There he found a 
  place of peace and safety—respite from his years of pain. He befriended 
  Shandril who was unable to heal his arm—too much time having passed 
  since the injury. He won the trust of Shandril and Arlen and 10 years ago 
  was appointed the captain of the guard. The safety and security of the town 
  are his primary concerns. He will sacrifice anything to keep Fairhill safe. 
  The recent troubles have caused him great anguish. He feels personally 
  responsible for the safety of the village, and every villager who is harmed 
  affects him as if he himself had been stricken.
  Baran the One-Handed, Captain of the Town Guard (Ftr5): 
  HP 28; AC 3[16]; Atk +2 bastard sword (1d8+4) or light 
  crossbow (1d4+1); Move 12; Save 10; AL L; CL/XP 5/240; 
  Special: multiple attacks (5) vs. creatures with 1 or fewer HD, 
  –1[+1] dexterity AC bonus ,+2 to hit and damage strength 
  bonus, +1 to hit missile bonus.
  Equipment: +1 chain mail, dark green cloak with the 
  symbol of Freya, +2 bastard sword, light crossbow with 
  20 bolts.
  Lauriel
  Lauriel, Baran’s lieutenant, is slight of build, though she is made of stern 
  stuff. She is fiercely loyal to Baran because he saved her from certain death 
  at the hands of an ogre several years ago. She is grim and determined, 
  unafraid to express her opinion when not in the presence of her superiors. 
  Her piercing eyes shine with an inner strength. She is also dedicated to 
  Shandril, whom she views as a role model. She is considering becoming 
  a paladin of Freya (which she will do when she gains her next level of 
  experience). If she sees Shandril give her magic sword to any member of the 
  party, she will protect the sword and its wielder at all costs as if they were 
  Shandril herself. She will harbor a secret jealousy—feeling that she should 
  have been given the honor of wielding Shandril’s sword.
  Lauriel, Baran’s Lieutenant (Ftr2): HP 12; AC 3[16];  
  Atk longsword (1d8+1) or longbow x2 (1d6+1); Move 12; 
  Save 13; AL L; CL/XP 2/30; Special: multiple attacks (2) vs. 
  creatures with 1 or fewer HD, –1[+1] dexterity AC bonus, +1 
  to hit and damage strength bonus; +1 to hit missile bonus.”
  Equipment: chain mail, shield, longsword, longbow, 40 
  arrows, small sack with 12 gp and 29 sp.
  Town Guards: For a rural village, the guards of Fairhill are of 
  exceptional quality and organization.
  Baran has trained them well. The guards are of any race, though most 
  often human and half-elven. They
  can be either male or female. They wear a green surcoat with a small 
  silver bowl device worked on the left breast over their leather armor, and 
  they carry wooden shields that bear no device. They are to the last person 
  loyal to Baran and Arlen.
  Town Guards (Ftr1): HD 1; AC 5[14]; Atk short sword (1d6) 
  or shortbow x2 (1d6); Move 12; Save 14; AL L; CL/XP 1/15; 
  Special: none.
  Equipment: ring mail, green surcoat with crucible 
  device, wooden shield, short sword, shortbow, 20 
  arrows, small sack with 2d4 gp.
  Kath, Cleric of Bowbe 
  Kath is a large man, great of girth, with a booming voice and a friendly 
  demeanor.
  He is exuberant and greets friends with great enthusiasm. Kath 
  enjoys locking friends in one of his affectionate bear-hug greetings 
  and slapping their backs. He means well, but he is rather dim-witted. 
  Though dim, he is an incredibly lucky person. He has bumbled his way 
  into any success he has ever had. Shandril has befriended Kath and is 
  very patient with his meager understanding of his own deity. Kath does 
  whatever Shandril asks and is always the first to volunteer to face any 
  peril. He may volunteer to aid the party if they are in need, though he 
  will not remain as a permanent member. For more information about the 
  god Bowbe, see the Appendix.
  Kath, Cleric of Bowbe (Clr2): HP 10; AC 2[17]; Atk: mace 
  (1d6); Move 12: Save 14; AL L; CL/XP 2/30; Special: banish 
  undead, +2 save bonus vs. paralyzation and poison,  
  spells (1).
  Spells: 1st—cure light wounds.
  Equipment: plate mail, shield, mace, holy symbol of 
  Bowbe, 2gp.
  Lannet 
  Lannet is your stereotypical halfling thief; nosy and unable to resist his 
  larcenous impulses, particularly as they relate to shiny objects and gems. 
  His pickpocketing is innocent, and Lannet will, if confronted, return any 
  item to its owner with a smile and a wink. Like more traditional halflings, 
  Lannet is slightly chubby with a ruddy complexion. His face has an ever-
  present smile beneath his green eyes and curly brown hair. He wears 
  leather armor and a gray cloak of obviously fine quality, which is in fact 
  a cloak of elvenkind. What sets Lannet apart is his inquisitiveness and his 
  cloak. Though most halflings have rather short attention spans, if Lannet 
  finds something that interests him, a person or an item, he obsessively 
  tries to learn everything about that person or thing. If Vortigern and Talon 
  are in town, Lannet becomes interested in Talon and uses his cloak to spy 
  on the two as much as possible. Lannet also takes an interest in the party 
  when they arrive in Fairhill. He uses his cloak and follows them when 
  they set off on adventure, which can be a blessing if you as Referee need 
  an unlooked-for dagger throw to get the characters out of a jam.
  Lannet, the Much-Too-Inquisitive Halfling Thief (Thf3): HP 7; 
  AC 6[13]; Atk dagger (1d4) or shortbow x2 (1d6); Move 12; 
  Save 13; AL N; CL/XP 3/60; Special: backstab (x2), +2 save 
  bonus vs. traps and magical devices, read languages, 
  thieving skills.
  Thieving Skills: Climb 87%, Tasks/Traps 25%, Hear 4 in 6, 
  Hide 20%, Silent 30%, Locks 20%
  Equipment: leather armor, cloak of elvenkind, daggers 
  (x4), shortbow, 20 arrows, potion of extra-healing, 
  36 gp, 12 sp, 50 gp gems (x5), any items Lannet has 
  filched from others.
  Dwarves of the Shattered Axe
  This band of novice adventurers is heading from Reme to Bard’s Gate, 
  or so it claims. The dwarves got sidetracked in Fairhill. They are staying 
  at the Cask and Flagon where they imbibe large amounts of ale until all 
  hours of the morning. They get the name of their adventuring band from 
  the device on Durgis’ shield—an axe with a broken haft. At first glance, 
  they do not appear to be seasoned warriors.
  
  32
  The lost lands": Stoneheart Valley
  Durgis 
  Durgis is a pompous, self-important dwarf who acts as if he is a high-
  level fighter. He refers to his axe as “Grodek” and says he recovered it 
  from the hoard of a troll some years back. He claims it is a magical and 
  intelligent weapon. Anyone can see that it is in fact a weapon of common 
  craftsmanship at best. He claims to have been to the dungeon of Rappan 
  Athuk and to have found piles of gold there. When asked why he doesn’t 
  retire given his claimed wealth, he responds brusquely, “Adventurin’ 
  is in me blood, boy. But then a wee whelp such as yourself wouldn’t 
  understand an adventurer’s life.” He hitches up his belt and refuses to 
  speak any further.
  Unless offended as previously described or his veracity challenged in 
  some other way, he will tell his false tales all night long (particularly if 
  someone else is buying the ale), each tale getting more grandiose and 
  unbelievable. Many of his tales will be factually impossible, such as 
  his tale of how he allegedly turned a gorgon’s gaze against itself, thus 
  turning it to stone (which, of course, is not how a gorgon’s petrification 
  power works). He claims to have traveled with numerous characters of 
  legend. Despite his boasting, Durgis is a coward at heart. At the first sign 
  of trouble, he will feign a hangover or claim that “such a task is beneath 
  a man of my skills.”
  Durgis, Cowardly Dwarf Fighter (Ftr1): HP 4; AC 5[14];  
  Atk hand axe (1d6); Move 12; Save 14; AL N; CL/XP 1/15; 
  Special: dwarf racial traits.
  Equipment: ring mail, poor quality hand axe, wooden 
  shield, 24 gp, 41 sp, 10 gp gems (x2).
  Trel, Burl and Gar
  Durgis’ companions, Trel, Burl and Gar, have been browbeaten by 
  Durgis into submitting to his pretend authority. They generally restrict 
  themselves to saying “Yes, Durgis,” or “Right you are, Durgis.” They 
  travel with Durgis because they actually believe Durgis is as experienced 
  an adventurer as he claims to be. When Durgis tells his tall tales, the three 
  stare at him in awe of his fictional prowess. They have more courage than 
  Durgis, if less intelligence, and if Durgis is insulted they will stand and 
  draw their weapons against whomever would be bold enough to insult 
  such a “great and legendary adventurer.” As long as Durgis is around, 
  they would never consider leaving his company to join up with the player 
  characters.
  Trel, Burl, and Gar, Durgis’ Dwarf Companions (Ftr1): HP 6, 
  4, 7; AC 4[15]; Atk battleaxe (1d8+1) or heavy crossbow 
  (1d6+1) (x1/2); Move 12; Save 14; AL N; CL/XP 1/15; Special: 
  dwarf racial traits, +1 to hit and damage strength bonus.
  Equipment: chain mail, shield, battleaxe, heavy 
  crossbow, 20 bolts, 8 gp, 29 sp.
  Lasha
  Lasha set out some four months ago from the Monastery of the Standing 
  Stone to wander the world and grow in wisdom. She has befriended 
  Shandril and is discussing with her the distinctions between the monk 
  and the priest. She admires Shandril’s devotion and her wisdom. Lasha, 
  believing there is something to learn from the teachings of all deities, 
  desires to spend a month or more in Fairhill, discussing religious matters 
  with Shandril and spending time in quiet meditation. If asked to join the 
  party, she meditates on the topic before giving her response. She sits for 
  two days in undisturbed thought and then agrees, if the party is friendly 
  to Shandril. She fights with a unique two-weapon style in addition to her 
  unarmed tactics. Lasha has shaved her head bald, wears no jewelry and 
  keeps no possessions other than her staff, her two kamas, her robe and a 
  small pouch. She is polite and always measures her response before she 
  answers any question. She has a habit of bowing slowly and low to anyone 
  at greeting and departure.
  Lasha (Mnk2): HP 6; AC 8[11]; Atk strike (1d6) or staff (1d6+1); 
  Move 13; Save 14; AL L; CL/XP 2/30; Special: alertness, 
  deadly strike, deflect missiles, +1 weapon damage bonus, 
  thieving skills.
  Thieving Skills: Climb 86%, Tasks/Traps 20%, Hear 3 in 6, 
  Hide 15%, Silent 25%, Locks 15%
  Equipment: robe, staff, small pouch with a 10 gp gem.
  Fendrin
  Fendrin is a local farmer whose property has fallen into disrepair. 
  His fields lie fallow and unplowed—the plow rusting in the rows. He 
  drowns his sorrows in ale at the Drunken Cockatrice. Fendrin came 
  to this sad state some six months ago when his wife and son were 
  captured by the male manticore (see Monster Lair, Area D). Fendrin 
  shot at the beast with his shortbow as it flew off with his family. He 
  managed to hit his wife with one arrow, killing her. The manticore 
  then dropped his son, who fell to his death. At the time Fendrin figured 
  death was preferable to whatever fate awaited them at the manticore’s 
  lair. Now, however, he laments his decision, believing he should have 
  tried to rescue them. He is reluctant to tell his tale, but if talk of the 
  party venturing to kill the manticore is raised, a grim fire ignites in his 
  eyes, and he insists on accompanying the party to take vengeance on 
  the monster. If he ever sights the beast, he charges it with maniacal 
  frenzy without thought to his own safety or the safety of the party. 
  Fendrin has a poor-quality short sword that he is not skilled at using. 
  He has a shortbow and 20 arrows. He is similarly unskilled with his 
  bow, and it was a miracle he was able to hit his wife in the grasp of the 
  flying manticore.
  Fendrin: HD 1d6; HP 3; AC 9[10]; Atk short sword (1d6) or 
  shortbow (1d6); Move 12; Save 18; AL N; CL/XP B/10;  
  Special: –2 to hit with weapons, single bow rate of fire.
  Equipment: poor-quality short sword, shortbow, 20 
  arrows.
  The Ruined Keep
  The now-ruined keep sits on a low mound within a small forest near 
  Fairhill, the dark trees encroaching on its broken walls. The keep was 
  constructed by the mage Eralion some 90 years ago (about the time 
  Shandril arrived in Fairhill) using scrolls and elementals, not demons 
  as mentioned in local rumors. Though Eralion did later turn to darkness, 
  he was not originally an evil mage. In fact, when the keep was built, he 
  erected a chapel to his patron deity, Thyr. As the darkness grew within 
  him, Eralion abandoned his god. The chapel remained consecrated until 
  Tavik arrived.
  With Eralion’s death, the magics holding the keep together weakened, 
  and it deteriorated. Some years ago, the keep was a haven for bandits. 
  They never learned of the evil that dwelled beneath them. A small unit 
  of Waymarch forces rooted out the bandits and did much damage to the 
  already decrepit structure. The keep lay abandoned until several months 
  ago, when Tavik arrived with his cadre of orcs. At Tavik’s direction, the 
  orcs set about fortifying the keep. They filled some of the major cracks 
  in the otherwise intact towers. They installed a “back door” in one of 
  these cracks, using an iron door from the destroyed gate in the internal 
  wall. They raised a dirt palisade in the exposed portions of the exterior 
  curtain wall, sharpening large logs and setting them at intervals along the 
  palisade. They repaired the scorpion and moved it to the top of the chapel 
  tower.
  Above Ground
  The walls of the keep are crenellated to a height of 18 feet. The top 
  of the wall behind the crenellations is 12 feet high. The towers are 
  three stories high, and their roofs are crenelated as well. The gatehouse 
  is two stories tall with a crenellated roof. Unless otherwise noted, 
  all doors in the keep are iron-reinforced oak doors (AC 5[14]; HP 
  
  33
  the crucible of freya
  35; Open Doors [x2]) that can be barred from the inside. The floors 
  between levels are made of thick wooden planks and beams. Many 
  are rotted. In total, the keep is home to Tavik (Area 8), Nagrod the 
  orc chieftain (Area 9), Grosh the ogre (Area 9, second level), 2 orc 
  sentries (Area 8, bell tower) and 18 orc warriors (4 at Area 8, 6 on 
  guard duty around the palisade and 8 off duty in Area 9), as well as 
  Kren and his 6 orcs.
  1. The Main Path and the Gatehouse
  Eralion never had much contact with the neighboring village of Fairhill, 
  going so far as to clear a road giving him access to the forded river east 
  of Fairhill and the road south to the tradeway. That road, however, has 
  now been almost fully overgrown. Neither the current occupants nor 
  the prior bandits made any use of the road. In fact, they considered the 
  direct approach it provided a defensive liability, and were happy for the 
  hindrance of the overgrowth.
  The keep’s gatehouse is intact, but the inner and outer portcullises 
  have permanently rusted shut, making them effectively impassible. The 
  orcs, therefore, do not guard the gatehouse. They have gone into the 
  gatehouse through the door on the second floor, which opens out onto 
  the north curtain wall, and removed any items of value to store them 
  elsewhere.
  Ground Floor: This level consists of the main passage through the 
  gatehouse, closed on either end with the rusted portcullises. The chambers 
  to either side of the main passage have arrow slits allowing hidden 
  soldiers to fire arrows at any intruders. These rooms are abandoned. They 
  are accessed either by a trap door from the second floor or by large doors 
  on the south wall leading into the main courtyard of the keep.
  Second Floor: This level consists of one large room. Unlike other 
  buildings, the floor of the gatehouse is stone. In the center of this room 
  above the main passage are “murder holes,” allowing defenders to pour 
  hot oil or other liquids on intruders below. Also in this large room are 
  two winches—one for both the front and rear portcullises blocking the 
  first-floor passageway. Both are stuck and unusable. In fact, as an added 
  measure of security, the orcs disabled the winches and broke the chains. 
  Access to this level can be had through two barred trap doors in the floor 
  (can be easily opened by persons on the second floor) that lead down to 
  the first level. Also, this large room has two doors, each opening onto the 
  curtain wall on either side of the gatehouse.
  2. The Secret Forest Path
  This is the path used by the orc raiding parties. It ends at the “back 
  door” of the keep. The path itself is even more heavily overgrown than the 
  main path. Following the secret path to the keep requires three successful 
  Secret Door checks, with each check constituting one hour of time. The 
  total time to reach the keep depends on how well the party can follow 
  the path. Characters exiting the secret path can make additional check to 
  notice the orc sentry in the bell tower. See Act III, below.
  3. The Northwest Tower and the “Back Door”
  Ground Level: The northwest tower, which is missing a portion of its 
  roof and second floor, is known as the “back door.” The orcs filled the 
  crack in the tower with stones from the destroyed walls and installed a 
  large external iron door that they took from another part of the keep. It is 
  locked with a large iron padlock. The key to the lock is given to the leader 
  
  34
  The lost lands": Stoneheart Valley
  of whatever raiding party has set out from the keep. It can be picked, but 
  the lock is of surprisingly high quality. If the party has encountered and 
  defeated Kren and his raiding party, they should have the key to the door 
  in their possession and can easily use it to unlock the door. The orcs keep 
  the lock and the hinges surprisingly well oiled.
  Inside the tower, in the very center, is a colony of green slime. There is 
  a well-defined path around the outside of the room that avoids the slime, 
  which is obvious to anyone who looks. The orcs also sometimes “mine” 
  the green slime, filling small ceramic pots with the stuff to use as wicked 
  projectiles. The orcs also use torches to burn a path around the slime and 
  to keep it away from the iron door. The duty of mining or clearing the 
  slime is given to any orcs who displease Tavik. More than one orc has 
  lost a hand doing this. A set of stone stairs leads to the second floor. The 
  wooden floor on the level above is rotted and has a large hole in it, as does 
  the roof.
  Green Slime: Unless a saving throw is made, any metal or organic 
  substance it touches begins to transform into green slime. It can be 
  destroyed with fire, extreme cold, or a cure disease spell. Slime kept in 
  a ceramic pot only lives for 1 week once separated from the main patch.
  Second Level: The second level has a rotted floor with a large opening 
  to the first level below. The roof above is also destroyed. The floor 
  collapses under almost any pressure. Anyone walking on the floor must 
  make a saving throw or fall to the floor below, suffering 2d6 points of 
  damage and falling into the green slime. A person can safely stay against 
  the wall and move along it to either of the two doors that open onto the 
  curtain wall of the keep.
  4. Watch Fires
  Normally, there are no watch fires around the keep. However, if the orcs 
  fear attack, they build watch fires at the locations indicated on the map. 
  See Act III for more details about the orcs’ levels of alertness. These fires 
  make it very difficult for the party to sneak into the keep at night. If the 
  party is wise, they wait for the fires to die down (about 4 hours). The lazy 
  orcs do not go out to stoke the fires, and if the party does wait, the orc 
  sentries are unlikely to notice anyone crossing the watch-fire area.
  5. Palisade
  The palisade is made of dirt and rocks and is sloped on the inner side. It 
  drops sharply on the outer side, which is also set at intervals with sharpened 
  logs to repel charging attacks and to provide cover for defending orcs. 
  A total of six orc palisade guards stand watch at the palisade at any 
  given time. Unlike the other orcs, these orcs use spears and bows to take 
  advantage of the cover provided by the palisade and spikes. Climbing the 
  external wall of the palisade requires a Climb Walls check at +5% chance 
  for success by a thief. Characters with no thief abilities can climb this 
  particular wall with a 50% chance per ten feet.
  Orc Palisade Guards (6): HD 1; HP 4, 7, 6, 5, 3, 5; AC 6[13]; 
  Atk spear (1d6) or shortbow x2 (1d6); Move 9; Save 17; AL C; 
  CL/XP 1/15; Special: –1 attack penalty in sunlight.
  Equipment: ring mail, spear, shortbow with 20 arrows, 
  1d6 gp, 2d8 sp.
  6. The Outer Courtyard
  The outer courtyard sees the most orc activity, since it is adjacent to the 
  southwest tower where Nagrod the chieftain resides and where the off-
  duty orcs sleep. At night, however, it is abandoned and dark by Tavik’s 
  orders, allowing the watching orcs to spot possible intruders more easily. 
  Six orcs stand watch at the palisade in the outer courtyard.
  Orc Guards (6): HD 1; HP 5x2, 7, 3x2, 4; AC 6[13]; Atk spear 
  (1d6) or shortbow x2 (1d6); Move 9; Save 17; AL C; CL/XP 
  1/15; Special: –1 attack penalty in sunlight.
  Equipment: ring mail, spear, shortbow with 20 arrows, 
  1d6 gp, 2d8 sp.
  7. The Inner Courtyard
  The inner courtyard is much quieter, as it connects to Tavik’s abode. 
  The inner courtyard has only two orcs standing watch at the palisade on 
  the west wall of the keep. Inside the inner courtyard are the remains of 
  several wooden structures. These buildings were burnt to the ground when 
  the Waymarch forces drove out the brigands. There is also a well here that 
  remains serviceable.
  Orc Guards (2): HD 1; HP 4, 6; AC 6[13]; Atk spear (1d6) 
  or shortbow x2 (1d6); Move 9; Save 17; AL C; CL/XP 1/15; 
  Special: –1 attack penalty in sunlight.
  Equipment: ring mail, spear, shortbow with 20 arrows, 
  1d6 gp, 2d8 sp.
  8. The Chapel
  Ground Level: This building was once a chapel to Thyr, god of law 
  and justice. Five orcs sleep among the ruined pews of the desecrated 
  chapel. The chapel itself consists of one main room with an altar, 
  behind which is a small sanctum, divided from the main room by a 
  curtain. The sanctum was once the chamber of the resident priest. It 
  is now the home of Tavik, a half-orc priest of Orcus. The walls of the 
  chapel are covered with evil runes and orc feces. The angelic statue 
  of a celestial servant of Thyr remains unmarred, but only because 
  Tavik wants Thyr, through the statue, to witness the desecration of his 
  temple. The altar itself has been smeared with blood, and Tavik has 
  placed a candle of defiling upon it. The tapestries and pews, which 
  were once of fine quality, have been destroyed and are currently used 
  as soiled bedding by the orcs who sleep here.
  If any person invokes Thyr while in this defiled shrine and calls for 
  justice, Thyr places the equivalent of a prayer spell on that person and his 
  or her allies for the duration of the combat.
  Orcs (5): HD 1; HP 5x2, 7x2, 6; AC 6[13]; Atk short sword (1d6) 
  or shortbow x2 (1d6); Move 9; Save 17; AL C; CL/XP 1/15; 
  Special: –1 attack penalty in sunlight.
  Equipment: ring mail, short sword, shortbow, 20 arrows, 
  spent torches, 2 flasks of oil, tinderbox, 1d6 gp, 2d8 sp.
  Tavik resides in the priest quarters, where he keeps his prayer book and 
  evil items dedicated to Orcus. If Vortigern and Talon stole the amulet from 
  Corian, then Vortigern and Talon are present here. Vortigern and Talon 
  sleep in this room during the night and are active and awake during the 
  day. Tavik sleeps here during a majority of the day and is active at night. 
  The two evil spellcasters have developed an unholy alliance in an attempt 
  to gain power from the mage’s keep. They have not yet determined how 
  to use the amulet.
  Vortigern, Ex-Apprentice of Feriblan the Mad (MU3 [4 due 
  to imp]): HP 10; AC 8[11] or 2[17] (missile) and 4[15] (melee) 
  from shield spell; Atk dagger (1d4); Move 12; Save 13 (12 
  due to imp); AL C; CL/XP 6/400; Special: regenerates (1 hp/
  round), spells (3/2), telepathic link to Talon within 1 mile.
  Spells: 1st—magic missile (x2), shield; 2nd—mirror 
  image, web.
  Equipment: robes, dagger, dust of disappearance, 
  potion of healing, ring of protection +1, scroll of 
  animate dead, imp familiar (disguised as raven), map 
  to Rappan Athuk, the Dungeon of Graves, 102 gp, 58 
  sp, and three 20 gp gems.
  Talon, Imp: HD 2; HP 8; AC 2[17]; Atk sting (1d4 + poison); 
  Move 6 (fly 16); Save 16; AL C; CL/XP 6/400; Special: hit only 
  by magic weapons, immune to fire, poison tail, polymorph, 
  regenerate (1hp/round).
  Tavik, Half-Orc Priest of Orcus (Clr4): HP 18; AC 4[15]; Atk +1 
  spiked mace (1d8+1); Move 12; Save 12; AL C; CL/XP 5/240; 
  
  35
  the crucible of freya
  
  36
  The lost lands": Stoneheart Valley
  Special: control undead, death touch (1/day; roll 3d6: if 
  equal or greater than opponent’s hit points, opponent dies, 
  save negates), +2 save versus paralyzation and poison, 
  spells (2/1).
  Spells: 1st—cause light wounds (x2); 2nd —hold person.
  Equipment: blackened chain mail, shield bearing the 
  visage of Orcus, +1 skull-tipped spiked mace (+2 vs. 
  Lawful, +3 vs. Paladins), enchanted prayer beads 
  (can use a word of recall, 1 time, to temple of Orcus 
  in the Stoneheart Mountain dungeon), potion of 
  extra-healing (x2), unholy water (x6) (1d8 damage 
  to lawful clerics and paladins), “back door” key. The 
  party will not recover any items if Tavik is slain because 
  his corpse with these items will be transported to the 
  temple of Orcus.
  Tactics: Tavik is anxiously awaiting news from his raiding party. If he 
  hears a commotion outside, such as an attack, he calls up to the sentries to 
  determine the nature of the attack. He is overconfident about the strength 
  of his force. He has seen nothing from Fairhill that causes him to fear that 
  his keep will be assaulted. He believes his orcs and his ogre are more than 
  a match for any invaders. Thus, if he hears combat, he enters into any 
  melee, believing he can bring even greater glory to his evil demon god. 
  If encountered in the chapel, he immediately invokes Orcus, lighting the 
  candle of defiling as he wades into combat.
  If battle turns against him, he flees to the northeast tower (Area 10) and 
  hides with the spiders. If he appears to be in mortal danger or if he is brought 
  to 5 or fewer hit points, he uses his enchanted prayer beads to return himself 
  to the temple of Orcus in the Stoneheart Mountain dungeon, detailed in The 
  Tomb of Abysthor. If he is slain, a spell is triggered, transporting his corpse 
  to the same temple to be raised from the dead (after sufficient torment by 
  Orcus in his Palace of Bones in the Abyss). If slain by the party, Tavik will 
  (after being raised) attempt to hunt down and kill the party.
  Treasure: Tavik has an unlocked small chest containing 831 sp and 51 
  gp, as well as a 50 gp brooch. He carries most of his important treasure 
  on him.
  Bell Tower: The chapel also has a wrought-iron circular staircase in 
  the back of the main room next to the altar that leads up to a trap door 
  and beyond it to the bell tower, which provides an excellent vantage 
  point over most of the keep and the surrounding forest. One orc is 
  permanently stationed here. The sentry has a horn that he can blow 
  in case of trouble, and he mans a scorpion—a large, mounted siege 
  crossbow that is trained in the direction of the main courtyard to the 
  south. The orcs have removed the bell from the tower so that they can 
  use the scorpion. There are 12 steel spears specially made to be fired 
  from the scorpion, which can be brought to bear and fired in 2 combat 
  rounds once an enemy is sighted. The orcs cannot bring the scorpion 
  into a firing line on persons approaching the “back door” of the keep 
  or the gatehouse. They can target anyone in the outer courtyard or 
  the field to the south of the keep. The spear ends are coated in a pitch 
  that can be ignited by the sentries if they have a lit torch, which they 
  usually do not. After the sentries light a torch, it takes an additional 
  round to ignite the spears prior to firing them. It takes two rounds to 
  reload the scorpion.
  Orc: HD 1; HP 6; AC 6[13]; Atk short sword (1d6) or shortbow 
  x2 (1d6); Move 9; Save 17; AL C; CL/XP 1/15; Special: –1 
  attack penalty in sunlight.
  Equipment: ring mail, short sword, shortbow, 20 arrows, 
  spent torches, 2 flasks of oil, tinderbox, 1d6 gp, 2d8 sp.
  9. The Southwest Tower
  Ground Level: The first floor of this tower houses Nagrod, the orc 
  chieftain, and eight more orcs.
  Grenag and Slaaroc, Vortigern’s henchmen, are also here if Vortigern 
  is here and if they survived The Wizard’s Amulet. (See The Wizard’s 
  Amulet for details.) The floor of this level of the tower is strewn with 
  once-fine rugs stolen from a caravan headed to Fairhill. They are now 
  soiled, having been used as sleeping blankets by the orcs.
  Nagrod, Orc Chieftain (Ftr2): HP 16; AC 5[14]; Atk battle axe 
  (1d8+3); Move 9; Save 13; AL C; CL/XP 2/30; Special: multiple 
  attacks (2) vs. creatures with 1 or fewer hit dice, –1 attack 
  penalty in sunlight; +2 to hit and damage strength bonus.
  Death Touch
  Many of the priests of Orcus can inflict a death touch. This 
  fearsome demonic gift allows the priest to touch a foe and 
  potentially cause instant death. If the servitor of Orcus hits a target 
  with his hand (a successful to-hit roll is required), the Referee rolls 
  a number of six-sided dice (the number of dice depends on the 
  priest’s power, and is given in the priest’s stats). If the resulting 
  number is equal to or greater than the victim’s current hit points, 
  then the victim must make a saving throw or die in the same 
  manner as if killed by the finger of death spell. If the number of 
  resulting hit points is fewer than the target’s hit points, no damage 
  is taken at all. This ability may only be used a limited number of 
  times per day, although the death-energy is not lost if the Chaotic 
  priest’s attack misses.
  Candle of Defiling
  This black tallow candle, if placed on the altar of Lawful deity 
  by a Chaotic priest, defiles the altar. The candle burns with a 
  wicked, flickering light, dripping a viscous, red ichor that stains 
  any substance as if with blood. While the candle burns, it acts as 
  if both protection from good and bless spells have been cast. The 
  candle burns for 12 hours. It may be snuffed out and re-lit. The 
  candle lights at the will of its owner by speaking the name of his 
  or her Chaotic deity. The speaker must be no more than 60 feet 
  away to light the candle in this manner. One hour of burning the 
  candle on a Lawful-aligned altar is sufficient to require that the 
  altar be re-sanctified.
  
  37
  the crucible of freya
  Equipment: chain mail, battle axe, 347 sp, two 25 gp 
  amethysts, “back door” key.       
  Orcs (8): HD 1; HP 6, 7, 4, 8, 3, 5, 7, 5; AC 6[13]; Atk short 
  sword (1d6) or shortbow x2 (1d6); Move 9; Save 17; AL C;  
  CL/XP 1/15; Special: –1 attack penalty in sunlight.
  Equipment: ring mail, short sword, shortbow,  
  20 arrows, spent torches, 2 flasks of oil, tinderbox, 
  1d6gp, 2d8 sp.
  Grenag and Slaaroc, Half-Orc bandit thugs: HD 1; HP 5, 4; 
  AC 7[12]; Atk longsword (1d8) or shortbow x2 (1d6);  
  Move 12; Save 17; AL C; CL/XP 1/15; Special: none. 
  Equipment: leather armor, long sword, shortbow, 20 
  arrows, 20 gp, 23 sp each.
  Beneath the center of the soiled rugs and under a large board that the 
  orcs have placed covering it, there is a secret trap door in the floor that 
  leads to the rooms below. It is crafted into the flagstone floor. Unless the 
  rugs are moved, it is impossible to find the door. If the rugs are moved, the 
  door can be found with a successful secret door check. The trap door is not 
  locked and, once found, can be freely opened. However, because the rugs 
  are so soiled with orc urine, moving them requires a saving throw, or the 
  character must rush from the room and vomit.
  Treasure: Though most of the rugs (22) are so soiled as to be beyond 
  recovery, three can be saved and (after much cleaning) are worth 300 gp 
  each. Again, saves are required for each rug cleaned.
  The Upper Level: The second floor of the tower is the home of Grosh 
  the Ogre. He keeps no treasure of his own other than a leather thong 
  on which hang 12 human skulls. He comes downstairs immediately if he 
  hears any sign of melee in the area. His spiked club is a fearsome weapon.
  Grosh the Ogre: HD 4+1; HP 25; AC 5[14]; Atk spiked club 
  (1d10+1); Move 9; Save 13; AL C; CL/XP 4/120;  
  Special: none.
  Equipment: spiked club.
  10. The Northeast Tower
  The door to the northeast tower is locked from the outside Open Lock. 
  It contains two 6 ft. diameter intelligent giant spiders. The ground floor 
  is filled with debris—broken furniture and torn tapestries. Stone stairs 
  lead to the second level. The floor of the second level is completely rotted. 
  Anyone walking on the floor above falls through the floor to the level 
  below, suffering 2d6 points of damage. A save is allowed for the character 
  to grab the edge of the floor rather than fall. The orcs have thrown all the 
  broken wooden items from the keep into this room. The orcs are deathly 
  afraid of the spiders. They have killed three, but two still remain. Their 
  plan was to set the wooden items on fire, but Tavik forbade it because he 
  does not want a large fire to reveal their presence. Characters who enter 
  this room may think of the same idea. All they need do is throw a lit torch 
  into the room and shut the door. The spiders quickly die. Of course, the 
  entire tower goes up in flames as all the upper floors catch fire.
  Giant Spiders (6ft diameter) (2): HD 4+2; HP 30, 16; AC 4[15]; 
  Atk bite (1d6+2 + poison); Move 4; Save 13; AL C;  
  CL/XP 7/600; Special: lethal poison, webs.
  Webs spun by giant spiders require a saving throw to avoid becoming 
  stuck. Those who make a saving throw can fight in and move (5 ft. per 
  round) through the webs.
  Treasure: Two potions of healing can be found in the webs of the 
  spiders and among the debris.
  Notes: If Tavik is hiding here, he remains hidden until the spiders attack 
  the party, after which he joins the attack. The spiders do not attack Tavik, 
  their wicked intelligence recognizing him as a fellow creature of evil.
  Beneath the Keep
  The following rooms can be reached only by finding the trap door in the 
  southwest tower. All rooms are 40 feet in diameter. Each, except the last, 
  has a trap door set in the center of the floor. There are no stairs between 
  the levels. (Eralion used rope trick, fly, dimension door or other magic to 
  move up and down between levels.)
  Referee Tip: Right about now, your characters should be getting a 
  little scared about what could be down below. Here is a way to increase 
  the tension: Roll dice when you don’t need to as if you are checking for 
  something. Couple this with questions directed at specific characters, such 
  as, “What is your save?”
  Lower Tower Level 1 – 
  The Battered Room
  You enter the dark, musty chamber beneath the orcs’ den and see a 
  swath of destruction. Everything smells like orc, or maybe ogre, you 
  can’t be sure. Broken pieces of once fine furniture lay strewn about, and 
  shredded tapestries lay scattered as if by the winds. A single trap door is 
  set in the center of the floor, and the area around it is strangely free of 
  debris, as if someone cleared all the trash away from it purposely.
  Once someone in the party descends into the room and examines the 
  trap door, read the following text:
  This room contains broken furniture, shredded tapestries and broken 
  items of unknown use. There is nothing of value here. The trap door to 
  the next level has been nailed shut by silver nails. The orcs (or someone) 
  have driven what appear to be wedges of silver—made out of coins or 
  other objects—into the trap door to try to keep it shut from this side! 
  Any character can notice this as they examine the trap door. Any cleric 
  should know that silver is a traditional ward against the undead. Now 
  would be an appropriate time to remind the party of the rumor that there 
  is a vampire in the keep. Point out that though rumor has it that Eralion 
  failed to become a lich, that doesn’t mean he simply died. This should add 
  to the scare factor and give some credence to the “vampire in the keep” 
  rumor. The inscription on the trap door is identical to that etched on the 
  amulet Corian found accompanying the letter from Eralion.
  The trap door is wizard locked, cast at 9th level, and radiates magic. 
  It requires either a knock spell to open, or anyone possessing Corian’s 
  amulet, which accompanied Eralion’s letter, can open this door by 
  producing the amulet and waiving it above the door.
  The trap door is nailed shut with silvery nails, and a number of 
  what appear to be silver pieces are wedged into the cracks, forming 
  a nearly complete silver square around the perimeter of the door 
  itself. Several runes appear on the door. One inscription seems all 
  too familiar.
  
  38
  The lost lands": Stoneheart Valley
  Lower Tower Level 2 –
  The Wizard’s Workroom
  A faint gust of stale air rushes out as the door seal is broken. Dry, stale 
  air fills your nostrils with the smell of a charnel house as you peer down 
  into the darkness. The room below appears to be some sort of laboratory, 
  with candles, tubes and various pieces of glassware strewn about on a 
  series of tables. Statues ring the room.
  Once any member of the party has descended into the room, read the 
  following text:
  Around the wall, sitting as stationary statues, are six zombies. The 
  zombies are dressed in chain mail and wear full helms, giving no indication 
  while stationary (other than the horrible stench) that they are undead, 
  unless evil is detected. The zombies animate and attack two rounds after 
  the party enters the room. Have a few worms jump from the eye slots 
  of the zombies’ helms onto the characters. The worms are harmless, but 
  increase the terror factor.
  Zombies (6): HD 2; HP 10x2, 8, 5x2, 6; AC 4[15]; Atk longsword 
  (1d8); Move 6; Save 16; AL N; CL/XP 2/30; Special: immune 
  to sleep and charm.
  Equipment: chain mail, shield, longsword.
  There is a trap door in the center of the room. The trap door leads to 
  Level 3. There is a door on the east side of this room that leads to a small 
  chamber that has not been disturbed. It contains a bed, a brazier with 
  incense and other creature comforts of a mage.
  Treasure: On a bedside table in this side chamber is a spellbook that 
  holds 10 first level magic-user spells. 
  Lower Tower Level 3 –
  The Crypt
  The trap door opens with an eerie creak. You peer into the darkness 
  and see some kind of crypt. Six small stone sarcophagi line the walls at 
  regular intervals, and on a raised dais of blackest stone, in the very center 
  of the room, rests an ornately carved stone coffin with hieroglyphs and 
  symbols all over it. A skeletal corpse lies on the stone coffin with both 
  hands grasping a staff. Shards of a once-ornate flask lie on the ground in 
  front of the coffin, and several loose papers sit beside it.
  This room contains seven stone sarcophagi: six around the perimeter of 
  the room and one on a raised dais in the center of the room. The six crypts 
  contain the remains of six humans used by Eralion in his final ritual. All 
  were entombed alive, and if the crypts are opened (Open Doors [x4], up 
  to four characters can reduce number of dice) scratch marks can be seen 
  where the poor victims tried to claw their way out.
  If someone examines the corpse and the runes on the dais, read the 
  following:
  On the dais in front of the main crypt there is a broken flask of fine 
  make that contained what Orcus told Eralion was the potion that would 
  transform him into a lich. The potion was instead a very lethal poison.
  There appears to be some residual sticky substance inside the flask. The 
  papers radiate evil, if checked by magic, and contain writing in Draconic 
  that is indecipherable. The residual substance on the flagon is poison (save 
  at –4 or die). On the main sarcophagus rests the corpse of Eralion, dressed 
  in ornamental robes, covered in blood-smeared runes and wearing a false 
  phylactery. With both hands, Eralion’s corpse firmly grasps his staff. 
  This room is the home of Eralion, who, transformed by Orcus’ treachery, 
  is now a shadow. He has never previously had visitors to his lair. His 
  shattered mind believes the characters may be his old friend, Feriblan, 
  finally come to visit him. If the characters are extremely quiet, they hear 
  what they believe to be the whispered question “Feriblan?” Once Eralion 
  realizes the intruders are not his old friend, Eralion attacks.
  Eralion was, long ago, the mage of this keep. His failed attempt at 
  lichdom, as a result of treachery by
  Orcus, turned him into a vile shadow. He was, at his peak, a 9th level 
  magic-user. He retains some small bit of his prior arcane knowledge, 
  though it has been twisted by his evil fate. If a character convinces 
  Eralion that he is in fact Feriblan, then Eralion will materialize in front 
  of that character, opening himself up for attack. If he is not attacked, he 
  will attempt to speak with the characters, but his broken mind prevents 
  intelligent communication. At this point, if the characters ask Eralion if 
  they can help him, a portion of Eralion’s consciousness returns. He says, 
  simply, “Chapel.” If the characters restore the chapel above by having the 
  altar re-consecrated and if they open all the trap doors so that Eralion may 
  Your torchlight seems somehow dimmer here and creates 
  dancing shadows against the walls. You notice that the room is 
  ringed with a series of man-sized statues of knights in chain mail 
  and full helms.
  As your torchlight flickers against the runes, you can tell that 
  the writings are of a most ancient script, yet appear to be freshly 
  carved. The corpse is dressed in the fine robes of a mage. He holds 
  his staff in a death-grip. A cold wind seems to blow here, and [name 
  a random character] feels a chill run down his spine. You all feel 
  weary from the long fight with the zombies above.
  
  39
  the crucible of freya
  leave his resting place, he will travel to the chapel and ask forgiveness of 
  Thyr. His deity, however, is the god of justice. With a holy flash, Eralion is 
  judged and destroyed; his soul sent to the Abyss for eternal torment, with 
  the players left to wonder which is worse, unlife as an undead creature, or 
  eternal torment in Orcus’ Palace of Bones. What did you expect, a happy 
  ending?
  Eralion the Shadow-Mage (MU3): HD 3+2; HP 17; AC 4[15]; 
  Atk touch (1d4 + strength drain); Move 12; Save 13; AL C; 
  CL/XP 4/120; Special: drain 1 point Strength with hit, +1 or 
  better weapon to hit, spells (3/1).
  Spells: 1st—magic missile (x2), sleep; 2nd—mirror 
  image.
  Equipment: bracers of defense AC 4[15].
  Tactics: Eralion hates light and seeks to extinguish it, attacking anyone 
  holding a light source. He enjoys sneaking up behind his victim from 
  the shadows and draining their strength by touching but not damaging 
  them, so that his touch goes unnoticed—with only the victim’s growing 
  weariness as an indication of his attack. Tell any person struck in this 
  fashion that they are feeling weary, ready for sleep, and the weariness 
  is getting worse. Remember that in indirect light, such as torchlight, 
  Eralion is 90% undetectable. The only way to locate Eralion is to either be 
  attacked directly by him or to count the shadows on the floor. Once he is 
  discovered, Eralion begins to use his spells. Once he is attacked, he cannot 
  be reasoned with. The only way to distract him into speaking with the 
  party is as described above, and then trying to reason with him.
  Treasure: In the hands of Eralion’s corpse is the best weapon to defeat 
  his shadow: Eralion’s staff casts continual light upon uttering the name 
  “Eralion.” In his sarcophagus are 276 gp, 2007 sp, 1567 cp, eight gems 
  of 25 gp value and six pieces of jewelry valued at 150 gp total. Also, on 
  Eralion’s corpse is the ceremonial dagger used by Eralion in the failed 
  ritual for lichdom. There is a potion of invulnerability and a scroll of 
  invisibility inside the sarcophagus (same chance to open as others above). 
  Additionally, if Eralion is slain, his bracers of defense AC 4[15] become 
  corporeal.
  
  40
  The lost lands": Stoneheart Valley
  This part details the adventure, starting with the characters’ arrival in 
  Fairhill and ending with their assault on the ruined keep. It makes use of 
  the material detailed in Part One. The following section is presented in Act 
  and Scene format to make it run smoothly. 
  Prologue
  Referee Tip: It is always a good idea to start a game session with a little 
  action. In this case, the early excitement is an encounter with an orc raiding 
  band—introducing the party to what will become their main foe throughout 
  this module, though they don’t know it yet. Before you get to the action, 
  you should do a few things. First, make sure the characters have reviewed 
  their character sheets. If they have any questions, resolve them now. Ask 
  any spell users which spells they memorized during the previous night’s 
  rest. Resolve any other miscellaneous issues such as healing and equipment. 
  Finally, have your characters indicate a general marching order. Once 
  you have accomplished these housekeeping matters, proceed to “A Little 
  Excitement.” Your players will certainly have more than a little excitement.
  A Little Excitement
  It has been two nights since the encounter with Vortigern and his 
  devilish familiar, Talon. You still bear the wounds of that battle. Many of 
  your group nurse lingering injuries, both physical and mental, not the least 
  of which are the nightmarish images that plague Corian in his dreams. 
  You recall vividly the bodies of the innocent farmers, the clawed hands 
  of the skeletons as they rose from the earth, summoned by Vortigern, 
  and the hellish shriek as Talon revealed his true form. Weary from your 
  long journey and many experiences, your party makes its way along the 
  path toward the village of Fairhill, searching for a warm fire and a safe 
  bed—a place to brush the dirt of the road from its boots. The road you 
  travel gradually slopes upward as you leave the tradeway behind, heading 
  toward the foothills of the Stoneheart Mountains. The rolling hills are 
  covered with green grass and spring flowers, lifting your spirits. You 
  believe that you should arrive at Fairhill within two hours.
  Roll a surprise check (1–3 on a d6). If the party is not surprised, read or 
  paraphrase the following:
  If the party is surprised, read or paraphrase the following:
  The attackers are three orcs, sent by Tavik to harass villagers and 
  merchants. This group of orcs recently stole food from a nearby farmhouse 
  and, following their feast, took up a position on this hill. As taught by 
  Tavik, they try to ambush with the sun behind them so they are hard to see.
  Orcs (3): HD 1; HP 5, 7, 4; AC 6[13]; Atk short sword (1d6) 
  or shortbow x2 (1d6); Move 9; Save 17; AL C; CL/XP 1/15; 
  Special: –1 attack penalty in sunlight.
  Tactics: These orcs are new recruits and are not yet coordinated enough 
  to know to train their fire on one target. Pick their targets within the party 
  randomly. As long as the party stays prone, the orcs continue to fire at 
  them for six rounds. Seeing that they are outnumbered by the party, once 
  six rounds have passed or if the party charges the hill where the orcs are 
  hiding, the orcs run for some nearby woods, having had enough target 
  practice for one day.
  If they try, the party can easily track the orcs into the nearby woods. The 
  orcs figure they are safe once they make it to the trees, so they slow down. 
  If the party is determined to continue, they can overtake the orcs without 
  much difficulty. If caught, the orcs can be interrogated and will quickly 
  reveal that their base is the ruined keep nearby and that their leader is a 
  half-orc named Tavik.
  Arrival in Fairhill
  When the characters arrive they most likely pass one of the guard 
  stations at Area 7. When they do, read the following text:
  The man is Baran, described in Part One above, and with him is his 
  lieutenant, Lauriel, and two town guards. Baran questions the party about 
  their purpose and generally is suspicious of them. He only relents in his 
  questioning if he notes a cleric of a known lawful deity among the party. 
  His manner is brusque and short, acting as if the party was the sole source 
  of his irritation. He curtly directs them to the Three Kegs where they can 
  stable their horses if any. He also orders them to the Temple of Freya, 
  where all visitors are expected to pay homage.
  Lauriel stands by silently. She would never challenge Baran’s authority, 
  even though she disagrees with his treatment of the adventurers. If the 
  characters cause problems, she is the first to draw steel and call for the 
  guard. If such a problem arises, four additional guards with spears and 
  shields arrive in four rounds.
  The Crucible
  As you travel the road to Fairhill, your natural instincts—
  heightened by your recent adventures—cause you to scan the 
  hills for possible areas of ambush. Your instincts prove to be good 
  ones. You spot three humanoids with bows hiding slightly behind 
  the crest of a nearby hill, their backs to the afternoon sun, making 
  it hard to discern their exact nature. You find just enough time to 
  shout a warning and dive to the ground as the volley of arrows 
  hisses towards you.
  The all-too-familiar hiss of an arrow cutting through the air pulls 
  you from your daze. You count One...two…three of them as you 
  dive to the ground. You hardly have time to wonder how you could 
  have let your instincts be dulled by the thought of a soft bed as you 
  assess your current situation and look around to see which of your 
  companions have been injured. You curse yourself for not learning 
  your lesson from the encounter with Vortigern’s thugs.
  As you approach the village proper, passing the outlying 
  farmhouses, you are stopped by an imposing man with a grim 
  expression. He is arrayed in well-used chain mail, his reddish-
  brown hair pulled back away from his face and his heavy green 
  cloak swept back. A woman in chain mail and two town guards 
  holding spears and shields, wearing green surcoats with a small 
  silver bowl emblazoned on the left breast, accompany him. The 
  man lifts his left hand, motioning you to stop. You notice that his 
  right arm ends in a cruel scar and that he has no right hand, certainly 
  lost in some horrible manner. In a well-worn scabbard, a bastard 
  sword rests against his hip. He calls to the party in a commanding 
  voice, “Announce yourselves and state your purpose.”
  
  41
  the crucible of freya
  The Temple of Freya
  At some point, the characters will surely make their way to the Temple 
  of Freya. If they explore the town first, proceed to “Around Town,” below. 
  But once at the temple, read the following:
  The party enters as Shandril is finishing a small sacrifice of grain to 
  Freya. Anyone foolish enough to interrupt her gains her disfavor. If they 
  wait patiently, she finishes the small ritual and greets the party. If asked, 
  she explains what the crucible is and how it is used to bring fertility and 
  prosperity to the village. She gladly discusses her faith with any other 
  clerics. After a short time, she tells the party that she must continue with 
  her devotionals and returns to her prayers.
  If the players request healing, Shandril gladly casts one cure light 
  wounds spell on any injured individual. If the characters wish a companion 
  raised from the dead, Shandril only agrees under the most serious of 
  circumstances, especially if the person’s help is essential to successfully 
  recover the crucible once it is stolen.
  Around Town
  This part of the adventure is rather freeform. Let your characters explore 
  Fairhill. They can visit the central market and the various inns. They may 
  want to secure a room before they do anything else. Simple inquires let 
  them discover the basics about Fairhill: Arlen is the magistrate, Baran 
  is the captain of the guard, the Drunken Cockatrice has the best food, 
  the Cask and Flagon is cheaper and more boisterous and the Three Kegs 
  doesn’t have rooms but serves the best ale. You may wish to have them 
  meet Lannet, Fendrin or possibly Durgis and his dwarves. Perhaps Arlen 
  takes an interest in them. Maybe they meet Lasha in meditation.
  If you want to get the action going, you can proceed to Act I the very 
  first night the characters arrive at Fairhill. However, there is no rush. This 
  part can be as long or as short as you want it to be—from a few hours to a 
  few days. This is where you expand on the various possibilities offered by 
  Fairhill. If Vortigern and Talon are in Fairhill, you may wish to have them 
  make an attempt on the characters’ lives. Or you could spend a whole 
  session having the characters locate and finally deal with Vortigern and 
  Talon. The only thing that should happen is that the characters be given 
  the chance to learn a few rumors.
  Act I: 
  The Crucible Stolen
  At the Inn
  The party has probably checked into the Drunken Cockatrice or the 
  Cask and Flagon. After their meal, read the following:
  If they have not already met Lannet, you should introduce him to the 
  characters. Have some fun roleplaying him. He becomes curious about the 
  party. Let the party members tell tales if they wish. Repeat the rumor about 
  the town recently being subjected to raids by marauding orcs and that several 
  of the town guard have been killed. Make sure to repeat the vampire rumor as 
  well. Then, just as they are comfortable, spring the next scene on them.
  Alarm!
  The loud peal of the town bell cuts through the din of the inn’s common 
  room. You hear sounds of battle from outside, and you see the flickering 
  of strange lights through the window. As you grab your weapons and run 
  outside, you immediately notice that the Temple of Freya is ablaze and that 
  there is a skirmish between a cadre of town guards and a group of brutish 
  humanoids of some kind. You can see that several town guards lie dead or 
  injured. From the periphery, you notice Shandril and Arlen rushing toward 
  you. The flames engulf the temple fully and light the village with a hellish 
  glow. With a shout, the humanoids lob what appear to be flaming torches 
  at the guards and flee to the east, shrieking in their foul tongue.
  Without using magic, there is no way to cover the ground between the 
  characters’ current location and the temple in time to catch the humanoids. 
  Even if the characters are so inclined, Shandril and Arlen call to them, asking 
  for their aid. Shandril cries out that the Temple of Freya has just been looted 
  by orcs, and that three town guardsmen were killed in the skirmish. Arlen 
  and Shandril take control of the situation and try in vain to put out the fire.
  Seeing the party as Fairhill’s only dependable allies, now that the town 
  guard is absorbed in the tasks of restoring order and fortifying the town 
  from future attacks, Shandril implores the party to help recover one of 
  the stolen items—the magical crucible sacred to Freya, necessary for the 
  blessing of the harvest. Baran reluctantly agrees with Shandril’s plan, 
  looking the characters up and down disapprovingly.
  If the characters volunteer to help, read the following:
  You approach what must surely be the Temple of Freya. It is a 
  simple wooden structure, with a peaked roof. Its front has no door 
  and it is open to the outside. Inside the one-room shrine is a stone 
  altar in which is carved the head of a stag. A female elf of stunning 
  beauty stands before the altar, wearing a tunic and a long cloak 
  of winterwolf fur. In her hands she holds a shining silver bowl, 
  worked with strange runes. Before you can stop her, she plunges 
  her entire arm and the bowl into the flaming brazier next to the 
  altar. She begins to intone words in a strange language.
  As the meal draws to a close, all seems in order. Your prior 
  adventures behind you, you and your companions sit in the common 
  room enjoying the warm fire and the cold ale. Talk begins to turn, 
  as it always does, to legends of past exploits and to tales of wonder 
  from distant lands, with each of you thinking that one day, folks 
  may well be telling your story in a place such as this.
  Shandril smiles. “Freya bless you for your courage,” she says. She 
  removes from her waist a sword in a very plain, unadorned leather 
  scabbard. The handle is made of horn. It does not look like it would 
  make a good combat weapon. Shandril presents the sword to [the 
  most able-looking fighter]. “Take this, if you will carry it,” she says.
  “Promise to recover the crucible and bring to justice those who 
  have defiled the temple of my goddess.”
  
  42
  The lost lands": Stoneheart Valley
  What Shandril offers is her sword, Valkyria. The recipient and all the 
  party members must pledge to recover and return the crucible and to 
  bring the orcs to justice. If the sword is refused (because of its meager 
  appearance), she smiles and replaces it on her hip. In any event, she 
  blesses the party and provides them with 2 potions of healing. If the sword 
  is accepted, she also asks the recipient to swear that he or she will return it.
  Baran tells the party that the raiding creatures were orcs and that he 
  believes the orcs have occupied a ruined keep to the northeast. Baran is 
  reluctant to send his forces after the orcs because he believes this foray 
  may be a ruse to draw the guards away and thus leave the town exposed 
  and unguarded. Arlen thanks the party and tells them that they are free to 
  keep anything they recover from the orcs, aside from the crucible. Arlen 
  orders several guards to bring horses for the party.
  Baran reluctantly sends three of his guards to lead the party to the keep 
  and to guard the horses. Lauriel, one of the town guards appointed by 
  Baran to accompany the party, is openly suspicious of the characters. She 
  was, however, the first to volunteer to go with them. The other two guards 
  sent with the party are named Jerinor and Hathol. If you feel that your 
  characters are too underpowered to handle the keep, Lasha and/or Kath 
  might volunteer to accompany the party. Lannet hides and then sneaks out 
  after the party, using his cloak of elevenkind to follow along unobtrusively.
  Jerinor and Hathol, Town Guards (Ftr1): HP 5, 6; AC 5[14];  
  Atk short sword (1d6) or shortbow x2 (1d6); Move 12;  
  Save 14; AL L; CL/XP 1/15; Special: none.
  Equipment: ring mail, green surcoat with crucible 
  device, wooden shield, short sword, 20 arrows, small 
  sack with 2d4 gp.
  Act II: 
  Hot Pursuit
  The Chase
  The first step in reaching the keep is to head east to the river where it 
  can be forded. Though there is no real chance of catching the orcs at the 
  ford even on horseback, make it awesome.
  Referee Tip: This situation is pre-determined. Even though it isn’t clear 
  to the characters, the orcs are too far away and are moving fast enough to 
  make it to the ford ahead of the characters. In general, if a situation is pre-
  determined, don’t waste too much time on it, but that doesn’t mean you 
  should always skip it entirely. Roll a few dice, and let the players roll some 
  dice, before letting on that no, they can’t catch the orcs before the ford.
  
  43
  the crucible of freya
  They are, however, still on the orcs’ trail. The trail leads to a fork in the 
  road and past it along the road into the nearby forest.
  Rolling some dice in this situation may sound pointless, but this sort of 
  artificial tension – as long as it is used sparingly – can serve a very real 
  purpose in the game. That purpose is to conceal the times when you’re 
  rolling dice for a real reason, but the players should not have the warning 
  that die-rolling provides. If they know that you occasionally roll dice 
  for no reason, you’re concealing the times when you’re rolling to see if 
  they spot a secret door, trip a trap, or see a hidden monster. And if you’re 
  going to create artificial tension, do it right. “Go deep or go home,” as the 
  dwarves say.
  Decision in the Forest
  Once in the forest, Lauriel or one of the party members notices that 
  another path seems to break off from the main road and head off north into 
  the forest. Lauriel says she does not remember seeing this path before. 
  This path is the “secret path” on the wilderness map that leads to the 
  ruined keep.
  If the characters search the immediate area near the path, they find a 
  small leather pouch containing several small items taken from the shrine 
  — their prey, it seems, took this secret path. Tell the players that the tracks 
  seem very fresh, and by acting quickly the party may be able to overtake 
  the orcs.
  Regardless of this information, Lauriel proposes to lead the party 
  east and to the north entrance of the keep, following the old road. She is 
  forceful in suggesting this route. She argues that the secret path certainly 
  heads to the keep, but that the old road can better accommodate horses and 
  they can thus make better time. Plus, she fears an ambush on the secret 
  path. Don’t blurt these reasons out all at once, use them one by one in 
  response to arguments from the characters.
  Tell the party that she is correct that it would be difficult to take horses 
  along the secret path. However, you may certainly also point out that if 
  they do not follow the orcs directly, they may not be able to overtake 
  them before they get to the keep. Then who can say if they will be able to 
  recover the crucible or not?
  Following the Secret Path: If the party persists, Lauriel reluctantly 
  agrees and suggests that Jerinor lead the horses out of the forest and stay 
  with them at the edge of the forest. Lauriel and Hathol accompany the 
  party onward to make sure it takes actions consistent with the wishes 
  of the village. Unbeknownst to anyone, Lannet, shrouded in his elven 
  cloak, is following. He does not make his presence known until later. 
  The party travels along the secret path, through heavy undergrowth. 
  Have them attempt a secret door check. Each check represents one hour 
  of time spent trying to follow the path. At any point, a successful roll 
  confirms that the characters are gaining on the orcs and that the orcs 
  have slowed their pace. Once they succeed at second check, proceed to 
  the next phase: “Encountering the Raiding Party.” If the die rolls all fail, 
  then treat the miserable situation basically as outlined in “Following the 
  Road,” below.
  Following the Road: If the party relents and agrees with Lauriel, 
  they follow the old road east as it wraps around to the north of the 
  keep. About two miles from where the secret path split from the road, 
  the old road becomes overgrown and difficult to pass. Horses may be 
  ridden, but only single file and only at a slow walk. It takes six hours to 
  travel the old road to the keep. If at this point the characters decide to 
  turn back and take the secret path they can still catch the raiding party. 
  If they push onward, when they come within one mile of the keep on 
  the old road, the forest encroaches on the road even further. Riders 
  must dismount and walk their horses. Needless to say, the raiding party 
  arrives at the keep before the characters do. This, however, is not as 
  bad as it seems since the orcs celebrate the theft of the crucible and 
  many get drunk, making an assault on the keep easier. See Act III, 
  “Assault on the Keep.”
  Encountering the Raiding Party
  The sound of orc voices grows louder as you draw nearer to the orc 
  band. You are now only a few dozen yards behind the orcs, and you can 
  clearly hear their wicked songs of celebration. The overgrowth shrouds 
  them from your view. Your lead scout turns and makes the signal for 
  silence. Lauriel circles her hand above her head, signaling everyone to 
  rally to her to plan your attack. You smile, knowing the orcs are unaware 
  that their death is at hand!
  The orcs are loud and boisterous from their successful raid, believing in 
  their foolishness that they have not been followed. They are happier than 
  usual because raiding the temple was an important task given to Kren by 
  Tavik. Kren hopes this success may help him unseat Nagrod as the leader 
  of the orc band. Kren carries the crucible.
  Because of the noise the orcs are making, allow the players to 
  dictate the encounter, including moving ahead of the orcs and setting 
  an ambush. If the characters don’t think of an ambush, Lauriel might 
  recommend it (75% chance). The path is five feet wide, and the orcs 
  are traveling in a single file line, with Kren traveling at its head. He 
  holds the crucible aloft, often spitting in it. If the characters stage an 
  ambush, the party automatically gains surprise before the orcs can 
  act. If any of the characters loudly invoke the name of Freya as they 
  attack, the orcs suffer a –1 penalty to their attack rolls for three rounds, 
  stricken with fear.
  Kren, Orc Lieutenant (Ftr2): HP 12; AC 5[14]; Atk battle axe 
  (1d8+1); Move 9; Save 16; AL C; CL/XP 2/30; Special: multiple 
  attacks (2) vs. creatures with 1 or fewer HD, +1 to hit and 
  damage strength bonus, –1 to hit in sunlight.
  Equipment: chain mail, battle axe, Crucible of Freya, 
  sack tied on his belts containing a 100 gp pearl and a 
  large iron “back door” key to the northwest tower of 
  the ruined keep, 18 gp, 33 sp.
  Orcs (6): HD 1; HP 4x2, 7, 6, 8, 3, 5; AC 6[13]; Atk short  
  sword (1d6) or shortbow x2 (1d6); Move 9; Save 17; AL C;  
  CL/XP 1/15; Special: –1 attack penalty in sunlight.
  Equipment: ring mail, short sword, shortbow with 20 
  arrows, spent torches, 2 flasks of oil, tinderbox, 1d6 gp, 
  2d8 sp.
  
  44
  The lost lands": Stoneheart Valley
  Lannet: Lannet stays some distance from the party when they launch their 
  attack. He only appears if the party is in dire need, then provides a crucial 
  sneak attack or thrown dagger. If you don’t have to reveal his presence, don’t.
  To Press On or Turn Back . . .
  Once the crucible is recovered, the characters have another decision 
  to make. Lauriel wants to return to Fairhill immediately and deliver the 
  crucible to Shandril. The party should realize that now may be its best 
  opportunity to attack the keep. Certainly there must be more orcs at the keep 
  than this small raiding party. If the raiding party never comes home the other 
  orcs will know something is wrong. They may increase their defenses. They 
  may even march on Fairhill. Remind the recipient of Shandril’s sword that 
  she pledged to bring those responsible to justice. Wouldn’t all the orcs truly 
  be responsible for these acts and thus need to be brought to justice? You may 
  prod the characters to think that at the very least they should scout the rest of 
  the trail to see if it leads to the keep and, if so, reconnoiter the keep to gather 
  information on their foes while the orcs are unaware.
  Again, bring the conflict to a head. Lauriel feels great loyalty to Shandril 
  and is very insistent about returning the crucible. If the recipient of Shandril’s 
  sword speaks, Lauriel suggests that she should have been given the sword 
  and that the character is not worthy to bear it. Lauriel insists that she carry 
  the crucible back to Fairhill. If pressed on the issue, Lauriel agrees that they 
  can scout the keep but not attack it until the crucible is returned.
  If the party decides to return to Fairhill: Shandril is pleased by their 
  prompt return of the crucible. If the person entrusted with Shandril’s sword 
  attempts to return it, Shandril tells her that she feels there is yet work to 
  be done on behalf of the goddess and that the character should keep the 
  sword for the time being. Both Arlen and Baran, however, question the 
  characters after Lauriel gives her report. Baran is clearly disappointed that 
  the party did not press on to the keep and worries that the orcs will take 
  revenge on the village. Arlen agrees and asks the characters to volunteer 
  to return to the keep once they are healthy at a minimum to determine 
  the size of the orc force. If the characters scouted the keep but returned 
  to Fairhill without attacking, Baran and Arlen both ask the characters to 
  launch an attack quickly—tonight if possible. Shandril and Kath assist in 
  returning the party to full health with healing spells. Once the characters 
  set off for the keep, proceed to Act III.
  If the party decides to press on: The secret path is heavily overgrown 
  and horses cannot pass. Negotiating the path requires two additional 
  successful secret door checks to reach the keep from the spot where the 
  party ambushed Kren and his orcs. If the party did not return to Fairhill, 
  the characters will reach the keep before the orcs realize the raiding party 
  is missing. Proceed to Act III.
  Act III:
  Assault on the Keep
  Running the assault on the keep is by far the most difficult part of this 
  adventure because there are so many variables. This section should assist 
  you. You must first determine the circumstances controlling the orcs’ level 
  of alertness so that you will know what plusses or minuses might apply to 
  the guards. Then you must determine the direction from which the party 
  approaches the keep so that you can give it a proper description. You must 
  next assess the manner of the party’s entry into the keep. Finally, specific 
  notes are provided for handling the assault. Each of these is dealt with in turn.
  The Orcs’ Level of Alertness
  The level of alertness of the creatures in the keep depends mostly on 
  external events, each of which is described below.
  The orc raiding party has not yet gone missing: This situation occurs 
  if the party encounters Kren and the orcs, defeats them and quickly pushes 
  on to the keep without returning to Fairhill. In this situation, the keep is 
  at its lowest level of alertness since it does not yet know that the raiding 
  party has been defeated. All creatures are at their normal locations as 
  indicated in Part One. None of the creatures have any bonuses or minuses 
  to alertness. They take no special actions. They await the return of Kren 
  and his orcs. This situation is best for the party, particularly if it waits for 
  Nagrod and his orcs to be dispatched (see below) and it ambushes that 
  group as well, thus thinning the ranks of the orcs significantly.
  The orc raiding party does not return: If the raiding party does not 
  return for several hours, Tavik decides the raid has failed, which surprises 
  him. Tavik then commands Nagrod and four orc warriors to follow the 
  secret path back to the village to learn what has happened to the raiding 
  party. Since the “back door” is locked, Nagrod and the orcs exit over the 
  northernmost palisade in the southwestern wall, just below the southwest 
  tower. They travel up the edge of the keep to the “back door” and head 
  away, down the secret path. If the characters have not yet entered the keep 
  (because they have been busy reconnoitering the entire keep), the characters 
  can ambush this group of orcs just as they did Kren’s group. However, if 
  they spring their ambush too close to the keep so that the battle can be heard 
  there or if any of the orcs escape, the keep immediately goes on full alert. 
  If Nagrod does not return by morning, Tavik places the keep on full alert.
  If the characters have already snuck into the keep through the “back 
  door” when Nagrod and his orcs make their way to the secret path, 
  they will notice that the padlock on the back door is open, because the 
  characters cannot lock it behind them. However, Nagrod attributes it to 
  Kren’s sloppiness and simply locks the padlock. Nagrod has his own key 
  to the “back door”. This may prevent retreat by the characters, since there 
  is no way to open the padlock on the “back door” from the inside. When 
  Tavik dispatches Nagrod and his four orcs, he does not take any further 
  defensive precautions because the thought has not yet occurred to him 
  that anyone from Fairhill could be bold enough to bring the battle to him.
  The orc raiding party returns with the crucible and the characters 
  attack the keep that night: If the characters followed the old road and 
  were unable to overtake Kren and the raiding party (or were unable to 
  overtake the raiding party for any other reason), then the orcs return to the 
  keep victorious, their prize in hand, to the gleeful shouts of their comrades. 
  Tavik takes custody of the crucible. He places it on the desecrated altar 
  and defiles it by placing the candle of defiling inside of the crucible and 
  lighting it. Until the crucible is properly cleansed of the staining filth 
  created by the candle, none of its powers can be used.
  The orcs open several kegs of ale and drink themselves into a stupor. 
  In this situation, add Kren and his orcs to those normally present on the 
  first floor of the southwest tower. Tavik is annoyed at his orcs’ celebration, 
  but he still believes that there is no real chance of any repercussion for his 
  theft of the crucible. If the party attacks the night of the celebration, all the 
  orcs (including the guards) are at surprised on 1–5 on d6. Due to the noise 
  from the keep, all Move Silent checks are made at a +20%. In addition, 
  there is a 1–3 on 1d10 chance that at any given time a posted guard will be 
  away from his post. This does not apply to the sentries in the bell tower of 
  the chapel. Though this situation provides some strategic advantages, the 
  keep is at its fullest strength with the return of Kren and his orcs.
  The orc raiding party returns with the crucible and the characters 
  attack at dawn the next morning:
  This may prove to be the most advantageous situation for the characters, 
  though as stated above, the orcs at the keep are at their greatest number. 
  After their celebration, the orcs are severely hung over. There is a 1–5 
  on 1d10 chance that any guard is asleep at his post. In addition, because 
  it is now daytime, all the orcs are surprised on 1–3 on a d6 and are at –1 
  on combat rolls. Also, the orcs who are normally “sleeping” and could 
  wake up if the alarm sounds are now treated as “passed out.” Another 
  person must wake them up, and they take extra 5 rounds to respond to 
  any alarm. This drunkenness does not apply to the sentries in the bell 
  tower of the chapel. Kren and his orcs are passed out in the southwest 
  tower. In the southwest tower, only Nagrod and Grosh the ogre are not 
  passed out. Instead, they are simply “sleeping.” Obviously, neither Tavik 
  nor Vortigern is passed out.
  The raiding party returns with the crucible, but the characters do 
  not attack the keep for a day or more: In this situation, Tavik has the 
  
  45
  the crucible of freya
  crucible with him in the chapel as above. Kren and his orcs are in the 
  southwest tower. All other orcs are in their normal locations. Because Tavik 
  believes someone may come to scout the keep, he posts two of Kren’s 
  orcs on the roof of the gatehouse. This is possibly the worst situation for 
  the characters. The orcs are at full strength, more guards are posted and 
  there are no situational modifiers in favor of the characters. Your players 
  should have their characters make peace with their respective deities if 
  they attempt to assault the keep under these circumstances.
  Full alert: If a day or more has passed and the raiding party has not 
  returned or if any of the other conditions causing full alert described 
  above are met, Tavik puts the keep on full alert. The watch fires are lit at 
  night. All guards are alert, so surprise is not possible as they have been 
  ordered to be attentive or they will be beaten and whipped (and possibly 
  eaten) by Grosh the ogre. Noise is suppressed in the keep, and Tavik seals 
  the ale casks on pain of death for any orc that gets drunk. Tavik does not 
  sleep for several days, keeping ever vigilant. He uses divination magic to 
  gain information. Vortigern has Talon contact Dispater to gain information 
  about the raiding party. Two extra guards patrol the perimeter of the keep’s 
  exterior, and a permanent guard is stationed at the top of the gatehouse 
  (take these extra orcs from the ones normally sleeping in the southwest 
  tower). Nagrod personally patrols the outer courtyard at night. Two extra 
  guards in addition to those just mentioned are posted at the door from 
  the northwest tower into the inner courtyard. Approaching the keep under 
  these conditions, without having previously thinned out the ranks of orcs, 
  is tantamount to suicide. But what a story if the characters pull it off!
  Approaching the Keep
  There are three ways to approach the keep: by the secret forest path 
  from the west, by the main path from the north leading to the gatehouse, 
  or through the woods from the south or east.
  If the party approaches at night when the keep is on full alert, read the 
  following in addition to any text below:
  If the party approaches by the secret path, read the following:
  Remember, characters can search to notice the orc sentry in the bell 
  tower. If the characters do not make an excessive amount of noise, the 
  sentry will not look in their direction unless the keep is on full alert. The 
  sentry is used to hearing the returning orc parties before he sees them so 
  he does not keep a sharp lookout on the secret path.
  If the characters approach from the main road, read the following text:
  If the party approaches from the south or east, read or paraphrase the 
  following:
  The party may decide to do a reconnaissance of the entire keep, having 
  one or more of its number circle around the keep under the cover of the 
  surrounding forest. If so, read each of the above pieces of boxed text as 
  the characters pass the relevant locations. If the keep is not on full alert 
  and the characters are attempting to remain quiet and remain in the forest, 
  they pass each of the locations without detection. If the keep is on full alert 
  and the characters remain in the forest, they will be heard on a roll of 1–3 
  on d6. If the characters are in the open with keep on full alert, they are 
  automatically detected.
  If the raiding party returned with the crucible, read the following in 
  addition to any text above:
  Means of Entry
  There are a number of ways to get into the keep, from the sneaky to the 
  suicidal. They are detailed below:
  The Back Door: The best way to enter the keep is through the “back 
  door” using Kren’s key. There are never guards posted outside of this 
  door. The only danger is the green slime (which is why the orcs don’t 
  post a guard).
  Over the Wall: The ruined walls can be climbed by a character with 
  thieving skills. Due to the rubble and debris, a Move Silently check at 
  +20% must be made or rocks are disturbed, possibly drawing attention to 
  the climber. If there is a guard in the area, that guard will hear with a failed 
  Move Silently result. If the Move Silently check is successful, the guard 
  hears nothing. Of course, if climbing a wall brings a character in the line 
  of sight of a guard, the guard will see the character unless the character 
  is (successfully) Hiding in Shadows. Once on top of a ruined wall, the 
  character must make another Climb Walls check to maintain balance 
  or fall. The best wall to climb is the north wall flanking the gatehouse 
  because that wall is normally not watched and it is not ruined, so it does 
  not require a Move Silently check.
  The “Umbra”: If the watch fires are lit, observant characters detect 
  several shadowy areas where the firelight does not fully overlap. In these 
  sections, any character (thief or not) is hidden on 1–4 on d6; characters 
  with Hide in Shadows can attempt this check if the d6 check fails.
  Sneak Past the Guards: A near suicidal proposition unless the guards 
  are asleep from a hangover, this tactic may nevertheless be attempted. This 
  requires both Hide in Shadows and Move Silently check by a character 
  with thieving skills; alert guards automatically detect any other character.
  Frontal Assault: Characters bent on a heroic but swift death should 
  choose this option. Covering the open ground between the forest and the 
  keep guarantees that at least one of the characters will be seen by the orcs 
  at the palisades, in addition to subjecting them to bow fire from those 
  same orcs. Also, the sentry in the bell tower can bring the scorpion to 
  As you near the edge of the forest, you see a hellish glow coming 
  from the area ahead of you. As you reach the clearing containing 
  the keep, you notice that it is ringed with watch fires.
  Suddenly, the forest opens before you, revealing the crumbled 
  battlements of a ruined keep. Immediately in front of you is one 
  of the large stone towers of the keep. The tower has a partially 
  collapsed roof and a crack runs down its length. The crack has been 
  filled with stones, and a large iron door has been set into the filled 
  crack. An iron padlock seals the door. Above the crumbling curtain 
  wall, you can see the remains of what must have been the steeple of 
  a chapel. It is difficult to see much more from your vantage point, 
  since the forest has grown up to the very walls of the keep.
  An overwhelming din comes from within the keep—the shouts 
  and screams of the orcs celebrating their capture of the crucible. A 
  low, evil light comes from the inner courtyard of the keep.
  You come to the edge of the forest, which opens to the south side 
  of the keep. There is a wide stretch of open ground between the 
  edge of the forest and the keep. Here, the curtain wall of the keep 
  is almost entirely ruined. The denizens of the keep have erected a 
  palisade of dirt with what appears to be sharpened logs set along its 
  length filling the gaps in the ruined wall. You can see that both to 
  the northwest and northeast the trees grow more closely to the walls 
  of the keep. As you turn, a gleam of metal catches your eye. Several 
  paces from you, you notice the corpse of an elf impaled against a 
  tree by a large steel spear driven fully through the corpse’s torso. 
  Only a ballista could cause such a grisly death. It disheartens you 
  to think that the orcs might have such a weapon.
  The brambles and branches clear, revealing a mostly intact curtain 
  wall and gatehouse. The large, rusted portcullis of the gatehouse 
  stands closed. The air is still. You see no one. The forest, it seems, 
  has grown right up to the very walls of the keep. It is clear that the 
  path you are on and the gatehouse before you have not been used 
  for some time. The curtain wall and the encircling forest prevent 
  you from seeing more of the keep from where you stand. The 
  courtyard beyond the gatehouse is dark.
  
  46
  The lost lands": Stoneheart Valley
  bear on anyone crossing the open field or in the outer courtyard, as the elf 
  impaled to the tree clearly demonstrated.
  Running the Assault
  As long as the characters maintain stealth, they can move about the 
  keep as they wish. The best possible scenario is that an archer in the party 
  kills the sentry in the bell tower or a magic-user in the party puts him to 
  sleep. Once combat breaks out anywhere within the keep, however, the 
  rest of the orcs will most likely be alerted. The only way to avoid this is 
  by sneak attacks that result in silent kills or combat under magical silence.
  Once alerted, the sentry in the bell tower sounds the horn. When that 
  happens, all sleeping orcs wake up in 2 rounds, exit their respective 
  sleeping quarters, and head to the sound of battle. Posted guards are told 
  not to leave their posts, but since they are orcs, there is a 50% chance 
  that any posted guard will leave his post and head toward the sound of 
  melee. Nagrod emerges from the tower with his axe, spoiling for a fight. 
  The melee will eventually draw all the orcs in the keep except for those 
  disciplined enough to keep to their post. If the sentry in the bell tower 
  lives, he fires the scorpion at any intruders.
  If the sentry is killed so that there is no one to sound the horn, the 
  only orcs alerted by the noise of combat are those close to the battle. The 
  other orcs figure that if the danger is serious, the horn would sound. In 
  this situation, the nearby orcs begin to arrive five rounds after they hear 
  the battle. They are surprised to see intruders, believing that the sound 
  of battle was from the long anticipated showdown between Nagrod and 
  Kren.
  Regardless of whether or not the horn sounds, any sound of battle brings 
  Tavik from the chapel to investigate. It also draws Grosh the ogre. Tavik 
  gleefully enters melee, confident in his own abilities. However, as with 
  most evil characters, Tavik is fond of “leading from the rear,” ordering 
  his orcs to attack the most capable-seeming opponent, while he picks on 
  weaklings or Lawful clerics. Grosh wades into combat with no thought 
  of defense.
  If Tavik is slain or if both Nagrod and Grosh the ogre are slain and the 
  other orcs learn of this (e.g., the orcs witness their deaths or the party 
  brandishes their heads), the orcs suffer a –2 morale modifier to all attack 
  rolls. If all three are slain, the orcs drop their weapons and flee the ruins, 
  never to return.
  If Vortigern is present, he and Talon hang back from the melee. Vortigern 
  knows all too well about the characters and believes that they may try to 
  assault the keep. He has not shared this information with Tavik. Vortigern 
  casts protection spells on his person and sends Talon up to the bell tower to 
  see what is happening outside. Vortigern remains in the chapel receiving 
  information from Talon until he sees that the battle has swung clearly in 
  favor of one party or another. If in favor of the orcs, he emerges and casts 
  a token magic missile at one of the intruders. If in favor of the party, he 
  tries to make his escape (since he still has the amulet).
  The Blessing of Thyr: Thyr shows his favor to any seek justice against 
  Tavik and the orcs. If his name is invoked during combat, he places all of 
  the party under the equivalent of a bless spell. This lasts for the duration 
  of the melee. This is in addition to any benefit of invoking his name in 
  the chapel.
  Lannet: Don’t forget that Lannet has silently followed the party. He 
  may provide a crucial sneak attack or dagger throw if needed to get the 
  party out of trouble.
  Repeated Forays
  The characters may attack the keep and be forced to withdraw due to 
  injuries before they have fully cleansed the keep of the orc infestation. 
  Tavik can fortify his position by conscripting up to four more common 
  orcs to take the place of any orcs that have fallen in combat. If Nagrod and 
  Grosh are slain and Tavik has lost more than 12 orcs, he withdraws from 
  the keep, reluctantly returning as a failure to the temple of Orcus in the 
  Stoneheart Mountain dungeon. If ever reduced to less than 4 orcs or if the 
  tide of battle turns horribly against him, Tavik flees.
  If he has more than 10 orcs, Tavik orders two orcs to walk a patrol 
  around the keep at all times. In addition, he posts two orcs at the end of the 
  secret path. He posts four more orcs inside the outer courtyard as guards at 
  the palisade. The guards are on full alert. If he has fewer than 10 orcs and 
  if Vortigern is present, Tavik and his forces withdraw to the chapel, since 
  he and Vortigern are convinced that the amulet somehow opens a secret 
  chamber in the chapel. If Vortigern is not present, Tavik and his forces 
  withdraw to the southwest tower.
  Regardless, after an attack by the players, Tavik orders his orcs to 
  mine some green slime. From this point on, all orcs have two ceramic 
  jars containing green slime with them. They use these jars as projectiles. 
  Anyone struck with a jar is affected by the green slime as if they touched 
  it. The orcs also repair any damage to their fortification if they have the 
  time, replacing sharpened logs and rebuilding the palisade.
  Beneath the Keep . . .
  Once the orc infestation is removed, the players may wish to explore 
  the rooms beneath the keep. Use the material detailed in Part One to 
  handle such exploration. Eralion the shadow mage awaits!
  Act IV:
  Return to Fairhill
  Characters returning with the crucible are hailed as champions. 
  Shandril and Arlen are very pleased. Baran even smiles. If they return 
  with the crucible and have cleansed the keep, they are treated as heroes 
  of legend. Arlen allows them to stay in the noble’s house as if they were 
  visiting dignitaries whenever they are in Fairhill. Glarian offers to hold a 
  feast in their honor. Obviously, Shandril and Kath heal any injured party 
  members, and Shandril uses her scroll to raise any one party member 
  killed during the quest. Even Lauriel puts aside her jealousy and joins in 
  praising the characters.
  A local bard composes a song about their exploits. It contains a few 
  glaring exaggerations, such as a part where the characters drive the 
  vampire from the keep. If questioned about why he added the part about 
  the vampire, the bard responds that he knows it is not true but he wanted 
  to put to rest an old myth that was scaring the local children.
  Concluding the Adventure
  Tavik and Vortigern
  Tavik and Vortigern travel on to Bard’s Gate, where Vortigern hopes 
  to learn additional information about the amulet. Tavik then heads from 
  Bard’s Gate to the temple of Orcus in the Stoneheart Mountain dungeon. 
  If slain, Tavik returns to Fairhill once raised and uses new minions to learn 
  the whereabouts of the party. Both attempt to take their revenge on the 
  characters. They should serve as antagonists for many more adventures.
  A Bonus
  In appreciation for their faithful service and loyal return of the sword, 
  Shandril bequeaths her sword to the fighter who wielded it during the 
  adventure, saying, “Take this as a blessing from the bounty of the great 
  goddess, Freya. It has done great service in your hands, and I feel it will 
  do even greater service still.
  
  47
  the crucible of freya
  Additional Story Ideas
  The following items can be dropped into the main story at the discretion 
  of the Referee. Some are side quests, and some involve more extended 
  roleplaying opportunities.
  Vortigern’s Revenge
  If this adventure is being run as a continuation of The Wizard’s Amulet and 
  Vortigern escaped without the amulet, he is in Fairhill staying at the Cask and 
  Flagon. A number of adventures could be run centered on Vortigern and Talon 
  spying on the party and attempting to take their revenge or steal the amulet. 
  Possibly Talon wanders the town invisibly, spying on the party. He might 
  be shot down by the sharp-eyed Lauriel, who takes the unconscious imp to 
  Shandril to attempt to learn its purpose. The characters are summoned and 
  questioned. Or possibly Talon commits a crime while invisible and frames the 
  party for it. The party then needs to prove its innocence.
  Lannet
  Who better than a halfling thief to provide roleplaying opportunities? 
  Have Lannet steal an item from the party. Or have Lannet seek out the 
  party to provide him protection from someone who is after him for stealing 
  a valuable item that he subsequently lost.
  Missing Villagers
  Make sure the characters hear the rumor of the missing villagers. Have 
  them meet Voril and learn that his daughter, Arialle, is one of the missing 
  young villagers. He informs the party of the general direction in which 
  she and her companions were traveling, pointing them toward the area of 
  Girbolg’s lair.
  Fendrin’s Tale
  Surely the characters hear the sad tale of Fendrin. If the players 
  successfully return with the crucible, Fendrin resolves that they will be 
  able to help him take revenge on the manticore. He does not take “no” for 
  an answer. In fact, with all their notoriety, the villagers expect the party to 
  aid Fendrin. After all, they drove the vampire out of the keep.
  Sirya Runs Away
  The town is in an uproar. Sirya, Arlen’s daughter, has disappeared. She 
  shows up either hidden in the party’s room at the inn, begging to be taken 
  along as an adventurer, or possibly she tags along behind the party when 
  they set off after the crucible. A wicked alternative is that Talon murders her 
  and hides her body in the party’s room at the inn, framing it for her murder.
  Arlen’s Errand
  Arlen requests that the characters travel to the Monastery of the Standing 
  Stone and deliver a letter to Kala, the Master of the Yellow Robe. The 
  letter is in fact a cleric scroll of 3 spells that Kala asked Arlen to procure 
  for her. Arlen does not want Shandril to know that he commissioned the 
  scroll from a passing cleric as he does not want to hurt her feelings. So he 
  informs the party that Shandril is not to know of their journey, telling them 
  that the “letter” concerns her. Of course, it does not. Arlen’s caution may 
  however lead to an aura of mystery around the task. Use the wandering 
  monster tables for overland travel. This errand will most likely take the 
  characters to Crimmor as well.
  Eralion’s Journal
  If they characters recovered the tomes from Eralion’s workroom 
  (Lower Tower Level 2) they no doubt spend some time reading them and 
  learning new spells. Among those tomes they find a journal. It appears to 
  have been written when Eralion was much younger.
  Contents of the Journal: In addition to the customary wizardly 
  notes, the journal tells of Eralion’s acquaintance with Feriblan in Reme. 
  It describes several journeys he undertook as a young wizard, including 
  a trip to Bard’s Gate to have a staff created by Velior, a famous elven 
  craftsman. There are many references to his god, Thyr, and details of his 
  faith. It further tells how he came to live in Fairhill and his love for a 
  human woman named Gethrame who is described as a priestess, though 
  the god she worships is not named. It details how Shandril cast Gethrame 
  out of Fairhill and blinded her with a curse. Eralion describes his anger 
  about that event and he rails against his god, asking how a just god could 
  allow such a thing to happen to his love.
  The journal tells that this rift with Shandril is what motivated Eralion 
  to move from Fairhill and build his own keep. The character reading the 
  journal also gets the feeling that this event may be what led Eralion’s heart 
  to turn to darkness. The journal begins to detail the building of the keep 
  and his anger over the loss of his love, who ran off screaming into the 
  wilderness. Still, Eralion makes reference to Thyr, though with less zeal 
  than earlier entries. His despair is prevalent in these subsequent entries, 
  which grow less frequent.
  Then a long entry, written in an elated tone, where he details finally 
  locating Gethrame in a cave to the northwest of his keep. At her request 
  Eralion crafts for her a staff that allows her “great powers of sight” despite 
  the incurable blindness inflicted upon her by Shandril. Eralion notes that 
  he had to create the staff for his love, “despite the cost or consequences.” 
  The details of the creation of the staff are not given.
  The tone of the journal then darkens and in a later entry Eralion refers to 
  some “foolish soothsaying,” apparently casting aspersions on Gethrame’s 
  powers. Eralion then forsakes Gethrame, writing that he was forced to 
  leave her, stating that he “could not stand to see what she had become or 
  to hear her foolish ramblings.” His last words on the topic are: “I leave 
  her to her fate.”
  The rest of the journal is mostly mundane, though written in an angry 
  and pompous tone. It makes veiled reference to his desire to “live on with 
  greater power,” though it does not detail his plans, as if he is keeping 
  secrets from his own journal. The character reading the journal is left with 
  the feeling that it is a chronicle not only of Eralion’s life but also of his 
  slow descent into evil and madness.
  Information in Town: The characters should be intrigued by the story of 
  Gethrame. Certainly, learning the story behind one of the command words to 
  Eralion’s staff should interest them. The fact that she also has a staff created 
  by Eralion allowing “great sight” might make them curious as well. If the 
  characters ask in town about Gethrame they may learn some of the rumors 
  detailed above, though she is known as “the witch,” not as Gethrame. Arlen 
  knows nothing of the tale. Shandril knows it well, though she does not speak 
  of it in detail, other than to say that Gethrame opposed the will of Freya and 
  Supplemental Information
  
  48
  The lost lands": Stoneheart Valley
  had to be punished. Shandril appears remorseful and states that she wished 
  Gethrame had not forced her hand. She speaks no further of the matter. She 
  does not know where Gethrame lives now, or if she lives at all.
  Herl: If the characters do ask around about Gethrame, they are contacted 
  by Herl, an old ranger. He pulls the characters aside and says that the name 
  of Gethrame is known to him. He relates that he once loved that woman, 
  some 90 years ago, before Eralion. But her favor did not rest on him. She 
  scorned him in favor of Eralion. He watched and did nothing as Shandril cast 
  Gethrame from Fairhill. He tells the party that Shandril caught Gethrame 
  using some type of magical item to observe Shandril and the secret rituals 
  of Freya. For that, Gethrame was blinded and cast out. Herl tells that he 
  secretly helped Gethrame, using his powers over animals to have them lead 
  her to a cave, when she fled in her madness. He tells that he has watched 
  over her for the last 90 years, protecting her cave but never daring to enter 
  or reveal his help, since he knows she does not love him. He confirms that 
  indeed Eralion did visit Gethrame numerous times. He did not remain near 
  her cave when Eralion came, fearing discovery of his secret vigil.
  On his last visit to her cave he noticed things were not as they normally 
  were, as if there had been a disturbance within. He could hear her raising her 
  voice in despair. He has heard that the characters destroyed the “vampire” 
  that lived within the keep, and, believing that to be Eralion, worries that 
  their actions have upset Gethrame. He asks the characters to help her and 
  agrees to lead the characters to her cave in the woods (Area E). Herl cannot 
  bring himself to aid her directly. Even if the characters do not ask about 
  Gethrame, the Referee could still have Herl approach the characters because 
  he feels the destruction of Eralion has caused some distress to his love and 
  he wishes them to make things right or help her do so.
  If the characters, at Herl’s urging, speak to Gethrame, she agrees to heal the 
  party (if needed) and hints that she knows about Vortigern, the amulet and the 
  story of Eralion. She also knows other local information that she will trade 
  with the characters. But to gain this information the characters must perform 
  a service for her. She explains that her staff, which provides her with arcane 
  sight, has been stolen by strange rat creatures. If the party agrees to recover 
  the staff she will heal them. And if they return with it, she tells them the full 
  story of Eralion which, hopefully, you have still kept secret from your players. 
  She may also impart any other important piece of information as you wish.
  This should send the characters after the ratlings (at Area F). They can 
  find the warren with some difficulty, as detailed above. The ratlings fight 
  to retain the staff but will parley with the characters if forced. They reveal 
  the true history of the staff. This might put the characters in an ethical 
  quandary. Gethrame will fulfill her bargain if the staff is returned. If she 
  is told of the true origin of the staff she is distraught and requires the 
  characters to return the staff back to the ratlings. 
  The Gnoll Bandits
  A group of gnoll bandits have attacked and taken over the waystation 
  within the Stoneheart Forest, marked as the Ruined Way Station on the 
  Wilderness Map and detailed above at Area M. While the characters are 
  in Fairhill, staying in the Noble’s House (Area 3 in Fairhill) as a result of 
  their help to the village, a company of the Grand Duke of Westmarch’s 
  Sheriffs arrives in town, led by Sir Erlinar, accompanied by an impressive 
  mounted knight and 6 footmen. Sir Erlinar speaks with Arlen and, invoking 
  the powers of the Grand Duke, indicates that he requires some men to 
  aid them in retaking the way station and some craftsmen to begin work 
  on logs and a gate to repair the burnt stockade. Hopefully, the characters 
  volunteer to help. Certainly the populace of the village expects them to 
  do so. If not, the Duke’s men conscript eight of the town’s militia. The 
  group (hopefully including the characters) then heads out to the ruined 
  way station (see Area M) to deal with the gnolls.
  The Missing Adventurers
  Rumors abound in Fairhill about a missing group of adventurers—a 
  fighter, a thief, a mage and a paladin—who set out to explore Stirge Wood 
  and have not returned. The characters may decide, for whatever reason, to 
  look for them, possibly hoping to loot their bodies. Or it could be that the 
  magic-user is rumored to have an item that Lannet needs to get himself out 
  of a jam. Perhaps Lannet stole an item, sold it to the party’s magic-user, 
  and now needs to get it back to its rightful owner. So the characters have to 
  hunt down the mage to save Lannet’s hide. If so, make sure to include an 
  appropriate item at Area G, where the bodies are located. This adventure 
  leads the characters to Area G, above. It also takes them into Stirge Wood 
  (the local name for the Stoneheart Forest), which is a dangerous place. 
  The Druids’ Request
  The druids from the Grove of the Moon have recently come under 
  attack by a crazed owlbear. They cannot seem to divine what has made the 
  creature so enraged. They have reluctantly resolved that it must be killed. 
  They have heard of the presence of the characters (and their success in the 
  keep) and have sent a druid to Fairhill to request the characters to come 
  to the grove and there to ask them to kill the crazed owlbear. For every 
  night that the characters camp within 2 miles of the grove, there is a 1 in 6 
  chance that either they encounter the crazed owlbear or they find its tracks 
  and can track it to its current location. This crazed owlbear is in fact the 
  mate of the owlbear detailed in Area C so use those stats.
  Valkyria’s Quest
  If one of the characters grasps Valkyria, sees a vision of Freya and is 
  invited to worship Freya, the goddess may send the character on a quest 
  to prove his or her worth. Or, if the character decides to take a level of 
  experience next time he or she goes up a level as a cleric of Freya, she may 
  require the character to complete a quest. In either event, Freya (who hates 
  spiders) sends the characters to eradicate a den of spiders (the spiders at 
  Area G). Valkyria, through divine connection to Freya, points the way to 
  the spiders like a divining rod points to water if the character grasps the 
  sword, holds it out in front of her, speaks the words “Freya guide me” and 
  closes her eyes. This quest takes the characters into the Stoneheart Forest 
  and includes all the perils of entering those woods.
  The Dignitary’s Agents
  The visiting politician who abandoned the gem in the Noble’s house 
  (Area 3 in Fairhill), has sent several thief agents to Fairhill to retrieve the 
  gem. This could get interesting if the characters are currently staying in 
  the house as a reward for their success with the ruined keep.
  Political “Agents” (Thf6) (2): HP 23, 18; AC 7 [12]; Atk +1 
  short sword (1d6+1); Move 12; Save 10; AL C; CL/XP 6/400; 
  Special: backstab (x3), +2 save vs. traps and magical 
  devices, thieving skills.
  Thieving Skills:  Climb 90%, Traps/Tasks 40%, Hear 4 in 6, 
  Hide 35%, Silent 45%, Locks 35%. 
  Equipment: leather armor, +1 short sword, thieves tools, 
  3d6 gp.
  “Muscle” (Ftr3) (1d6): HD 3; AC 7 [12]; Atk club (1d6) or 
  dagger (1d4); Move 12; Save 12; AL N; CL/XP 3/60.  
  Special: multiple attacks (3) vs. creatures with 1 or fewer HD. 
  Equipment: leather armor, traveling clothes, club, 
  dagger, 2d4 sp.
  Creating a New Cloak
  Shandril’s cape of winter wolf fur was in the shrine when it was set on 
  fire by the orcs. She wants to make a new one. She requests the characters 
  obtain a pelt for her. However, since the animals are sacred to Freya, the 
  party must capture one and sacrifice it. She cautions them that any damage 
  
  49
  the crucible of freya
  to the creature ruins the pelt—it must be captured without injury. The 
  animal must be blessed, sprinkled with holy water and then sacrificed after 
  a proper ritual at the new moon. The body of the wolf must be preserved 
  (possibly by magic) and returned to Shandril where she can complete the 
  skinning of the animal. Shandril provides a scroll of bless and 2 vials of 
  holy water to the party. She indicates that winter wolves are rumored to be 
  found in the hills between the two rivers. She points out the general area 
  on their map: the hex containing the foothills of the Stoneheart Mountains 
  (the hex containing Area I), the foothills directly to the south of that hex, 
  and the hexes containing Areas B and D. Once the characters arrive in the 
  correct hex, they have a 1 in 10 chance per hour of encountering 1d4+1 
  winter wolves. In addition, characters can find winter wolf tracks leading 
  to their lair, detailed at Area I. Though, killing winter wolves might 
  trouble the druids at Area J…
  The Stirge Menace
  An emissary from Crimmor has heard of the valor of the party and 
  beseeches their aid against their new problem—a rash of stirge attacks! 
  This leads to the characters traveling to Crimmor and eventually finding 
  the stirge lair—a cave complex filled with stirges, where a twisted and 
  half-mad elf magic-user resides (Area H). This adventure could almost 
  become a mini-campaign in its own right, thwarting the machinations of 
  the master of stirges as he sends his creatures out to plague Crimmor. 
  Possibly, the characters are in Crimmor when the village is attacked by 
  50 stirges and they fight heroically as 20 or more commoners die in the 
  process. Then they have to trek into the forest to fight.
  Continuing the Adventure
  There are a number of ways the adventure contained in this module can 
  be continued.
  Eralion’s Request
  This option requires modifying the information in this module. Rather 
  than being reduced to a vile undead with a nearly shattered mind, in this 
  alternative Eralion retains his former personality. If the characters descend 
  into his lair, he asks them to help him restore his mortality. He sends them 
  on an errand to somewhere dangerous to recover an item of your choosing 
  that he requires to undo Orcus’ evil curse. Possibly, he asks them to head to 
  the Stoneheart Mountain dungeon to kill one of the evil priests responsible 
  for providing him with the poisoned potion. See The Tomb of Abysthor, 
  which details that dungeon.
  Arlen’s Letter
  If the characters successfully complete this adventure, they have 
  won the undying friendship of Arlen, the magistrate. He tells the party 
  of his youth as a captain of the Lyreguard in Bard’s Gate and gives the 
  party a letter, addressed to Imril, the current captain of the Lyreguard, 
  recommending the party as trustworthy. This letter has great significance 
  if the party heads on to Bard’s Gate. Arlen encourages the party to travel 
  there. He says, with nostalgia, that the characters remind him of himself 
  when he was young.
  Tavik’s Revenge
  As mentioned above, Tavik may develop into a campaign-long nemesis. 
  He sets into motion several nefarious agents of Orcus to exact his revenge 
  on the party, including a famous assassin from Bard’s Gate—Noria 
  Verilath.
  
  50
  The lost lands": Stoneheart Valley
  Module Background
  North of the city of Bard’s Gate, in the hills of the Stoneheart Mountains, 
  lie the ruins of twin shrines dedicated to Thyr and Muir—the God of 
  Justice and the Goddess of Virtue and Paladins. Near the ruined shrines 
  lies a series of catacombs used as burial halls for the followers of Thyr 
  and Muir. Long abandoned, these catacombs are now home to various 
  chaotic creatures. The complex has come to be known as the Stoneheart 
  Mountain Dungeon.
  This module details the entire Stoneheart Mountain Dungeon and is 
  designed to challenge characters of 2nd to 8th level (the deepest areas are 
  suitable for higher level characters). The dungeon and the wilderness area 
  surrounding it can be transplanted easily into any existing campaign. The 
  specific gods used herein—Thyr and Muir—can be replaced by any other 
  pair of Lawful deities related to paladins, or even merged and replaced 
  with one Lawful deity. The Valley of the Shrines can be placed in the 
  foothills a short distance away from any city in your campaign that has an 
  accompanying temple dedicated to the lawful gods. The gods you choose, 
  however, should be minor deities in your campaign so that the themes of 
  decay and decline can be maintained. Orcus, our favorite chaotic demon-
  prince, can be replaced with any chaotic god prevalent in your campaign 
  that has a connection with undead. Don’t replace Tsathogga unless your 
  campaign just happens to have another demon frog god.
  History
  In ages past, two vast temples to Thyr and Muir were erected in Bard’s 
  Gate at the founding of that great city that still stands today. The priestly 
  followers of these noble gods erected smaller duplicates of the twin 
  temples in a small, secluded valley to the north of the city, adjacent to a 
  lake of crystalline clarity. This valley became known as the Valley of the 
  Shrines. In the nearby hills they also carved burial halls to house their 
  fallen heroes and worshipers. For years the worship of Thyr and Muir 
  thrived, producing heroes and paladins of legend, some of whom are 
  entombed in the burial halls.
  But new gods came, replacing the older gods. And the worship of 
  Thyr and Muir—both demanding deities—waned in favor of the more 
  liberal gods of song, craft and commerce. Unable to maintain both the 
  twin temples in Bard’s Gate and the complex in the Valley of the Shrines, 
  the priests of Thyr and Muir sealed the northern shrines in the valley 
  and returned their worship to the temples in the city. Abandoned, the 
  burial halls still remained sacred places, and small groups of pilgrims 
  continued to make treks to the sealed temples to pay respect to their fallen 
  predecessors and to peer into the crystalline lake.
  As the years passed and the worship of Thyr and Muir declined further, 
  the shrines in the northern valley increasingly fell to disuse and ruin. Only 
  a handful of devoted priests, led by the high priest Abysthor, were left to 
  continue the elaborate rituals of their gods. Even the great twin temples 
  in Bard’s Gate began to deteriorate. Despite Abysthor’s devotion, his 
  temple and the worship of his gods waned. In his final years, Abysthor 
  spent many hours in the main temple in Bard’s Gate in communion with 
  his deity. Declaring he had received a great vision, he traveled alone—
  aged and infirm—to the Valley of the Shrines, claiming he would return 
  soon and that the glory of Thyr and Muir would be restored. Abysthor 
  never returned. Some said he had gone there to die and had done so alone 
  because no other priest could cast the spells necessary to consecrate him 
  properly. Many groups of priests followed after him, though none could 
  brave the corruption that had infested the burial halls since they had been 
  abandoned.
  Abysthor’s failed quest was taken as a sign of final decline. No more 
  paladins were ordained to Muir, the once-shining lady of virtue; no more 
  priests entered the worship of Thyr, the once-great god of justice. It has 
  been some twenty years since Abysthor disappeared. Only a handful 
  of lesser priests remain in the temples in Bard’s Gate, their cavernous 
  temples falling to ruin, empty of worshipers.
  For the Referee
  The physical ruin of the shrines and burial halls in the Valley of the 
  Shrines is by far the least of the corruption of the once-holy sanctuaries. 
  In the great caves beneath the burial halls, the tsathar, inhuman priests of 
  the foul god Tsathogga, long ago raised a temple to their hideous demon-
  frog god. More vile still, a contingent of priests of Orcus—the chaotic 
  demon-god of the undead—recently came some ten years ago from the 
  legendary dungeon of Rappan Athuk to corrupt the burial halls and exploit 
  the location as a base of operations for further expansion of their chaotic 
  cult. The followers of the two Chaotic gods have reached an uneasy truce. 
  Both, however, seek a power even darker still—the power of a legendary 
  Black Monolith rumored to be hidden somewhere in these caverns, sealed 
  away long ago by an ancient power.
  In addition to these priests of chaos, others inside the dungeon have their 
  own agendas. “Dark Natasha,” a renegade drow sorceress, seeks refuge 
  from the sun and a place to practice her demonic conjurations. Balcoth, an 
  undead rune mage from another plane, has also taken up residence in the 
  dungeon. Neither of these two has yet joined the priests of Orcus.
  Beneath all of this lies a power that none of the present or prior 
  occupants—save one—has yet discovered: a chamber of earth blood that 
  The Levels of the Stoneheart 
  Mountain Dungeon
  Entrance Level: The Burial Halls of Thyr and Muir
  Level 1: The Upper Caves
  Level 2: The Lesser Tombs and Dark Natasha’s Lair
  Level 2A: Balcoth’s Lair and the Priest Barracks
  Level 3: The Greater Burial Chambers
  Level 4: The New Temple of Orcus
  Level 5: The Great Cavern and the Temple of the Frog
  Level 5A: Tomb, Blood and Stone
  Level 6: The Deep Caverns
  
  51
  the tomb of abysthor
  holds the power of the Stoneheart Mountains themselves. Abysthor was 
  told of this chamber by Thyr and instructed that its power could be used 
  to purge the halls of chaos and restore the temples to their former glory. 
  Abysthor discovered this chamber when he descended into the depths of 
  the caverns beneath the burial halls. In the gloom and chaos of the great 
  cavern beneath the halls, Abysthor encountered the vile tsathar and their 
  high priest, Lokaug. Abysthor learned from Thyr of the Black Monolith 
  and of Lokaug’s desire to find it and tap its power for his own evil ends. In 
  the depths of the dungeon Abysthor built for himself a final resting place. 
  But he knew he had one last task to complete—he needed to prevent 
  either Lokaug or the priests of Orcus from accessing the Black Monolith. 
  Dutifully, Abysthor warded his tomb against evil. Grasping his staff, he 
  set out to find the legendary monolith. But Abysthor’s strength failed him. 
  He was ensnared by the dark magic of the monolith and now lies trapped 
  in the lower chambers of the dungeon—his prepared burial hall empty. He 
  did, however, successfully thwart Lokaug and the priests of Orcus from 
  discovering either the earth blood or the Black Monolith. But his wards 
  will not stand forever . . .
  A Referee might wonder why all these groups would build their temples 
  at this location. It is not uncommon for holy sites to be built unknowingly 
  on sites that held power in antiquity. Such is the case here, as a brief 
  timeline explains. The area where the dungeon is now located is the 
  location of the earth spirit of these mountains (see Level 2, area 6), which 
  exudes a subtle but powerful aura of magic. In addition, many centuries 
  ago, the earth god created the Chamber of Earth’s Blood (Level 5A, area 
  13) and his priests warded it. They disappeared. Next to arrive were the 
  priests of Thyr and Muir, who, sensing the power in the mountains, chose 
  this site for their burial halls. Long after that—and unknown to either 
  group—Lokaug and his tsathar were drawn here by the same earth power 
  and erected their foul temple on Level 5. The tsathar had no contact with 
  the burial halls above them and no knowledge of the Chamber of Earth’s 
  Blood. Then, as the power of Thyr and Muir waned, evil arose. Powerful 
  demonic forces placed the Black Monolith here, hopeful that their evil 
  servants and followers would find it and use it as a gate to allow access to 
  this plane. Lokaug became aware of this evil presence, though he could 
  not locate it. Orcus commanded his priests to search for the monolith, and 
  so some ten years ago Koraashag arrived with his contingent and built the 
  evil temple to Orcus on Level 4 and corrupted the burial halls. Thus, what 
  began as a source of earth power has over the ages drawn many groups.
  Dungeon Politics
  The dungeon, in addition to being a collection of Chaotic creatures, 
  is a dynamic setting. The priests of Tsathogga run their vile temple—the 
  Temple of the Frog God. They seek the Black Monolith and have the 
  best access to the level in which the monolith is located. The priests of 
  Orcus are rather new to the dungeon and have come here from the famed 
  dungeon of Rappan Athuk in an attempt to locate the Black Monolith as 
  well. Thus, the two Chaotic groups—though not openly in conflict—both 
  seek the same thing. The priests of Orcus are trying to find a “back way” 
  to the level that contains the monolith, and thus have constructed some 
  barracks on Level 2A in addition to their temple on Level 4.
  The leaders of the two groups of priests—Lokaug, the high priest of 
  Tsathogga, and Koraashag, the high priest of Orcus—have established a 
  détente of sorts, though each secretly searches for the monolith, hoping 
  the other does not find it first. In addition to their desire to locate the 
  monolith, the priests of Orcus have grand plans of expansion and covet 
  the use the upper levels and their newly created Font of Bones to lead an 
  undead army against Bard’s Gate—to once and for all destroy the temples 
  of Thyr and Muir.
  Add to this mix Balcoth and Dark Natasha—two powerful individuals 
  with their own goals and desires—and it is clear that the dungeon denizens 
  are at a tense standoff. All intelligent residents are affiliated in some fashion 
  with the main groups. Either group (including Balcoth and Natasha as well) 
  may enlist the characters’ aid against one of the other factions.
  Use this Machiavellian environment to spice up a traditional dungeon 
  crawl with cunning plans, elaborate subterfuges, and chances for 
  roleplaying.
  Using a Dungeon
  Dungeons are classic settings for heroic swords and sorcery adventuring. 
  Turning your party loose in a dungeon to explore it and cleanse it of 
  evil (and treasure) is a time-honored tradition. Certainly the Stoneheart 
  Mountain Dungeon is loaded with evil and treasure sufficient to satisfy the 
  lusts of any bold adventurer. 
  Dungeons, however, do not need to be tied to “hack and slash” 
  adventuring. Instead, the best use of a dungeon is as a dramatic setting 
  for storytelling. Rather than have your players simply bash in door after 
  door looking for monsters and loot, design a purpose for the party to delve 
  into the dungeon. Give them a quest or a goal to give them direction and 
  a sense of accomplishment. It keeps their dungeon adventuring focused 
  and keeps the tension high—there is a risk of failing to accomplish their 
  mission.
  There are a number of such story ideas for the Stoneheart Mountain 
  Dungeon, from less to more difficult: recovering the holy tracts from the 
  chambers beneath the shrine of Thyr, liberating a magic weapon from the 
  stores beneath the shrine of Muir, retrieving the Stone of Tircople and the 
  Chalice of Elanir, recovering the fabled axe of blood or even destroying 
  the Black Monolith and freeing Abysthor himself. There are appropriate 
  tasks for parties of all alignments and levels.
  Standard Dungeon Features
  Unless otherwise noted, the ruined temples and the Stoneheart Mountain 
  Dungeon share the following features:
  Dungeon Walls and Ceilings: The dungeon can be divided into carved 
  sections and cavern sections. In the carved sections, passages are smoothly 
  carved and run 8 to 12 feet in height. Interior masonry walls are generally 
  1 to 2 feet thick. The rooms in carved sections average 10 to 15 feet in 
  height. Larger rooms may be 20 feet high. Walls in the cavern sections are 
  rough and somewhat slick from mineral deposits. The passages in cavern 
  sections range from 6 to 10 feet in height, varying with the width of the 
  passage. Rooms in cavern sections vary widely in height, normally being 
  a minimum of 8 feet high, though larger rooms are as high as they are 
  wide, or higher. All cavern sections have stalactites and stalagmites, some 
  of which are joined into columns.
  Climbing: Climbing a wall requires the thieving skill of Climb Walls 
  unless the proper tools are used.
  Doors: All doors in the dungeon are locked and made of iron-reinforced 
  wood. They tend to swing shut 1d4 rounds after they are opened.
  Locks: Many of the doors in this adventure are kept locked by the 
  people who own what’s on the other side. In addition to the ordinary ways 
  of handling locks (thieves unlocking them, magic-users casting knock 
  on them, or physically destroying the door/lock), you might also wish to 
  Death Touch
  Many of the priests of Orcus can inflict a death touch. This 
  fearsome demonic gift allows the priest to touch a foe and 
  potentially cause instant death. If the servitor of Orcus hits a target 
  with his hand (a successful to-hit roll is required), the Referee rolls 
  a number of six-sided dice (the number of dice depends on the 
  priest’s power, and is given in the priest’s stats). If the resulting 
  number is equal to or greater than the victim’s current hit points, 
  then the victim must make a saving throw or die in the same 
  manner as if killed by the finger of death spell. If the number of 
  resulting hit points is fewer than the target’s hit points, no damage 
  is taken at all. This ability may only be used a limited number of 
  times per day, although the death-energy is not lost if the Chaotic 
  priest’s attack misses.
  
  52
  The lost lands": Stoneheart Valley
  give strong characters the ability to physically break a lock (with a tool 
  or weapon, not with the bare hands). The advantage to this approach, as 
  opposed to breaking down doors or shattering chests, is threefold. First, it 
  is relatively quiet. Second, it is much quicker than hammering a door into 
  slivers. Third, it will not break delicate potion bottles inside a chest. If you 
  choose to give the players this option, the easiest way is just to use the 
  normal open doors check (as described in the rulebook under Strength). 
  For a locked door, use a d12 instead of the ordinary d6 that is used for a 
  stuck door. If a character has nothing but bare hands, though, the chance 
  would more likely be a d100.
  Secret Doors: All secret doors are made of stone and must be opened 
  by a hidden latch to the right of the secret door. A counterweight opens the 
  doors when the latch is pulled, and the same counterweight closes the door 
  two rounds after it is opened.
  Noise: Except for the levels occupied by humanoids (Levels 2A, 4 
  and 5), most of the dungeon is very quiet. Noise echoes throughout the 
  level. Though the sounds are disorienting to the players, the denizens of 
  the dungeon have grown used to identifying the location of such noises. 
  Noise increases the chance of encountering wandering monsters with a 
  –2 modifier on the wandering monster check, except on Level 4 and the 
  tsathar-occupied portions of Level 5, both of which have far too much 
  commotion to allow such a modifier.
  Lighting: Cavern sections are unlit, since creatures with darkvision 
  mostly occupy them. The only exception is Level 5, which is dimly lit by 
  the strange phosphorescence of the lake and the evil glow of the statue 
  of Tsathogga. Carved sections all include sconces and torch holders. 
  Normally these are empty or the torches unlit unless the area is occupied 
  by humanoids (such as portions of Level 2A and all of Level 4). In that 
  case, the torches are lit. Level 4, in addition, is lit with a hellish glow from 
  the braziers of the temple of Orcus.
  
  53
  the tomb of abysthor
  The Wilderness Map depicts the Valley of the Shrines, which lies in the 
  foothills of the Stoneheart Mountains to the northwest of the city of Bard’s 
  Gate, as well as the wilderness area surrounding the Valley. The vale north of 
  Bard’s Gate and the Valley of the Shrine are verdant green, dotted with birch 
  and pine. The foothills of the Stoneheart Mountains in this region are rough, 
  with sharp exposed rock. The mountains themselves are rougher still, making 
  travel difficult. Because the region is so lush, even the foothill areas that are 
  not marked as forested are wooded with pine and birch. It rains frequently 
  and water is plentiful in the area surrounding the Valley. In the colder months, 
  snow caps the tips of the Stoneheart Mountains. The nearby forest at the 
  northwest end of the Valley has long been known as the Forest of the Faithful, 
  since it contains the Burial Halls of Thyr and Muir. Now, however, it has fall 
  under the corruption brought by the priests of Orcus.
  Encounter Areas
  The following areas are indicated on the Wilderness Map.
  1. Ancient Path
  This path winds its way from the floor of the vale north of Bard’s Gate 
  through the foothills up to the Valley of the Shrines. At points the path is 
  steep and consists of stone stairs cut into the side of the hills. This path was 
  made to facilitate pilgrims or groups of worshipers from Bard’s Gate reaching 
  the shrines. It is now rarely traveled and the beginning of the path from the 
  vale below is difficult to find, requiring a secret door check to find the two 
  weathered white marble obelisks that mark the start of the path. Even today, 
  a feeling of calm blankets those who travel the ancient path to the valley of 
  the shrines, as if Thyr and Muir yet watch over those who would travel to 
  their holy place. At the end of the path—at the entrance to the Valley of the 
  Shrines—is another pair of weathered obelisks of white marble.
  2. Shrines to Thyr and Muir
  Near the dark lake stand the two Romanesque temples to Thyr and 
  Muir, which were blackened and desecrated some 10 years ago when the 
  temple of Orcus was established in the Stoneheart Mountain Dungeon. 
  The shrine to Muir sits to the west of the shrine to Thyr. Both shrines face 
  towards the center of the lake.
  Each shrine shares the same layout—a stone slab foundation with a 
  large central room, ringed by mighty pillars supporting a gently sloping 
  inverted V-shaped stone roof. Thus, one map depicts the interior for each 
  of the two shrines (as well as the rooms beneath, which are also identical 
  in layout). The front of each shrine was once worked with bas-relief 
  images of their respective deities as well as with priests and warriors of 
  legend. Inside of each shrine originally stood a great statue of the god to 
  which the shrine is dedicated, standing some 20 feet tall, in front of which 
  is a large stone altar.
  Special: The characters possibly encounter another adventuring party 
  or a band of mercenaries; or possibly they have a sighting of Imril (the 
  Captain of the Lyreguard from Bard’s Gate) and a few of his elite guard on 
  griffins flying overhead or possibly a sighting of what might be a wyvern 
  or a black dragon.
  Acolytes and Lesser Priest of Orcus: This group consists of 3 acolytes 
  and 1 lesser priest of Orcus.
  They are either heading to or returning from further desecrating the 
  shrines in the valley.
  Priest of Orcus and Font of Bones Skeletons: This group is on a significant 
  mission from the chaotic temple of Orcus on Level 4 of the dungeon, either 
  making contact with the orc bands in the surrounding area or parlaying with 
  the syanngg at Area 11. The skeletons accompanying the priest are the variety 
  created by the Font of Bones on the Entrance Level of the dungeon.
  Acolytes of Orcus (Clr2) (3): HP 12, 6, 9; AC 5[16]; Atk touch 
  or mace (1d6); Move 12; Save 14; AL C; CL/XP 3/60; Special: 
  control undead, 1/day—death touch (roll 2d6: if total equals or 
  exceeds target’s current hit points, it dies; save avoids), spells (1).
  Spells: 1st—cause light wounds.
  Equipment: ring mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 4d10 gp.
  Ettin: HD 10; HP 46; AC 3[16]; Atk 2 clubs (3d6); Move 12; 
  Save 5; AL C; CL/XP 10/1400; Special: surprised only on 1 in 6.
  Font Skeletons (1d8+4): HD 2; AC 6[13]; Atk longsword (1d8); 
  Move 12; Save 16; AL C; CL/XP 2/30; Special: immune to 
  sleep and charm, turned as zombies. 
  Equipment: shield, longsword.
  The Wilderness Areas
  Wandering Monsters
  When the characters travel in the area depicted in the Wilderness 
  Map, check for a wandering monster every 3 hours or every 
  time the party enters a different hex on the wilderness map. An 
  encounter occurs on 1–4 on 1d20. Roll the result on the following 
  table on 1d6 with the following cumulative modifiers: +1 in the 
  northwest hex of the Valley of the Shrines (which contains part of 
  the forest), +1 in a hill or foothill hex, +2 in a low mountain hex, 
  +3 in a mountain hex, +2 in a forested hex, +2 if at night.
   
  ROLL 1D6 
   + MODIFIER 
  RESULT
   
  1 
  Special (see below).
   
  2 
  2d4 goblins, 50% chance led by a 
   
   
  goblin leader.
   
  3 
  2d4 Stirges (2d8 at night)
   
  4 
  A group of 2 acolytes of Orcus 
   
   
  (Clr2) led by a lesser priest of 
   
   
  Orcus (Clr4). 
   
  5 
  2d6 wolves. If at night they are 
   
   
  accompanied by 1d2+1 worgs
   
  6 
  2d4 ghouls, if more than 4 ghouls 
   
   
  there is a 25% chance they are 
   
   
  accompanied by a ghast
   
  7 
  2d6 giant spiders (4 ft. diameter)
   
  8 
  Brundle the one-eyed troll. 
   
   
  See Area 7.
   
  9 
  A priest of Orcus (Clr5) from the 
   
   
  dungeon accompanied by 1d8+4 
   
   
  font skeletons. See Area 2.
   
  10 
  1d2 manticores
   
  11 
  An ettin
   
  12 
  1d3 wyverns
   
  13 
  The syanngg. See Area 11.
  
  54
  The lost lands": Stoneheart Valley
  Ghast: HD 4; HP 30; AC 4[15]; Atk 2 claws (1d3), bite (1d6); 
  Move 15; Save 13; AL C; CL/XP 5/240; Special: paralyzing 
  touch, stench.
  Ghouls (2d4): HD 2; AC 6[13]; Atk 2 claws (1d3), bite (1d4); 
  Move 9; Save 16; AL C; CL/XP 3/60; Special: immunities, 
  paralyzing touch.
  Giant Spiders (4ft diameter) (2d6): HD 2+2; AC 6[13];  
  Atk bite (1d6 + poison); Move 18; Save 16; AL N;  
  CL/XP 5/240; Special: 5 in 6 chance to surprise prey, lethal 
  poison (+1 save).
  Goblins (2d4): HD 1d6 hp; AC 6[13]; Atk short sword (1d6) or 
  javelin (1d6); Move 9; Save 18; AL C; CL/XP B/10; Special: –1 to 
  hit in sunlight.
  Equipment: leather armor, shield, short sword,  
  2 javelins, 3d4 sp, 4d4 cp. 
  Goblin Leader: HD 2; HP 9; AC 5[14]; Atk short sword (1d6) or 
  light crossbow (1d4+1); Move 9; Save 16; AL C; CL/XP 2/30; 
  Special: –1 to hit in sunlight. 
  Lesser Priest of Orcus (Clr4): HP 14; AC 4[15]; Atk touch or 
  mace (1d6); Move 12; Save 12; AL C; CL/XP 5/240; Special: 
  control undead, 1/day—death touch (roll 4d6: if total equals 
  or exceeds target’s current hit points, it dies; save avoids), 
  spells (2/1).
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person.
  Equipment: chain mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 5d10 gp.
  Manticore (1d2): HD 6+4; HP 40, 32; AC 4[15]; Atk 2 claws 
  (1d3), bite (1d8), 6 tail spikes (1d6); Move 12 (fly 18); Save 11; 
  AL C; CL/XP 8/800; Special: tail spikes.
  Priest of Orcus (Clr5): HP 21; AC 3[16]; Atk touch or mace 
  (1d6); Move 12; Save 12; AL C; CL/XP 5/240 ; Special: control 
  undead, 1/day—death touch (roll 5d6: if total equals or 
  exceeds target’s current hit points, it dies; save avoids), 
  spells (2/2).
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person, silence 15-ft. radius.
  Equipment: +1 chain mail, black robe emblazoned 
  with symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, prayer book, a small sack with 
  6d10 gp.
  Stirges (2d4 or 2d8 night): HD 1+1; AC 7[12]; Atk proboscis 
  (1d3); Move 3 (fly 18); Save 17; AL N; CL/XP 2/30;  
  Special: blood drain (1d4), +2 to hit bonus.
  Wolves (2d6): HD 2+2; AC 7[12]; Atk bite (1d4+1); Move 18; 
  Save 16; AL N; CL/XP 2/30; Special: none.
  
  55
  the tomb of abysthor
  Worgs (1d2+1): HD 4; AC 6[13]; Atk bite (1d6+1); Move 18; 
  Save 13; AL C; CL/XP 4/120; Special: none.
  Wyvern (1d3): HD 8; AC 3[16]; Atk bite (2d8) or sting (1d6 
  + poison); Move 6 (fly 24); Save 8; AL N; CL/XP 10/1400; 
  Special: poison sting.
  Both shrines have since suffered neglect and defilement. Having been 
  abandoned long ago, their roofs are mostly collapsed and many of the pillars 
  are crumbled and broken. Both have been blasted by magical evil fire and 
  their once white walls are now blackened. The standing pillars and the 
  interior rooms of both shrines are covered with evil writings and smears 
  of humanoid feces and blood. The small interior fonts for holy water have 
  been chipped and broken (or left intact and foully corrupted) and the great 
  statues of Thyr and Muir have been defaced and broken. Any Lawful person 
  inside or near either shrine and able to witness the depths to which they have 
  fallen suffer a –1 penalty to all rolls. There is a 50% chance that each shrine 
  contains 2d4 font skeletons. These skeletons are called “font skeletons” 
  because they were created by the Font of Bones at Area 6 of the Entrance 
  Level of the dungeon. They serve the will of the priests of Orcus.
  Font Skeletons (1d8+4): HD 2; AC 6[13]; Atk longsword (1d8); 
  Move 12; Save 16; AL N; CL/XP 2/30; Special: immune to 
  charm and sleep, turned as zombies.
  Equipment: shield, longsword.
  Cleansing the Shrines: Cleaning the filth and removing the runes in 
  either shrine takes over 100 man hours of work in addition to 100 vials of 
  Augury
  Spell Level: Cleric, 2nd Level
  Range: Caster
  Duration: Instantaneous
  An augury can tell whether a particular action will bring a good 
  or bad result in the immediate future of about half an hour. The base 
  chance for receiving a meaningful reply is 70% + 1% per caster level, 
  to a maximum of 90%; the roll is made secretly. A successful augury 
  will get one of four results: 1) Weal (good result); 2) Woe (bad result); 
  3) Weal & Woe; and 4) Nothing (for actions that don’t have especially 
  good or bad results). If the spell fails, the caster gets the “nothing” 
  result without any way to know if the augury was successful or not. 
  All auguries cast by the same person about the same topic use the 
  same first casting die result.
  Augury is a prayer-chant that has fallen into disuse over time, but 
  many deities will grant a cleric the ability to cast it, if asked.
  Chant
  Spell Level: Cleric, 3rd Level
  Range: 30 ft.
  Duration: concentration; maximum 5 rounds per level 
  (see below)
  As long as you chant, you bring special favor upon your allies 
  and bring disfavor to your enemies. You and your allies gain a +1 
  on all attack rolls and saves, while your foes suffer a –1 penalty on 
  such rolls. You must chant in a clear voice. Any interruption in your 
  chanting, such as a silence spell, or you speaking or casting another 
  spell, ends the effect. As an exception to the general rule, the effects of 
  this spell add to those of a prayer spell if cast by a cleric of the same 
  deity and alignment during your chanting.
  Divine Favor
  Spell Level: Cleric, 1st Level
  Range: Caster
  Duration: 1 turn
  Calling on the strength and wisdom of a deity, the caster gains a +1 
  to-hit and damage bonus. The spell is often only granted to priests of 
  warlike gods, but many deities of all kinds are known to have granted 
  this spell to their faithful from time to time. 
  Glyph of Warding
  Spell Level: Cleric, 3rd level
  Range: 0
  Duration: Permanent until discharged or dispelled
  A glyph of warding allows a cleric to trap or ward an area with 
  a permanent symbol that causes damage or has other effects on 
  anyone crossing, touching, or reading the glyph. Typically the glyph 
  is inscribed over a doorway or other portal, although it can also be 
  placed on a box or chest. When the symbol is broken (e.g. the door is 
  opened, the chest is opened, the inscription is read, etc.), it discharges. 
  Damaging glyphs typically do 1d6 points of fire, cold, or electrical 
  damage per two levels of the caster in a 5-ft radius with a save for 
  half-damage. Non-damaging glyphs like blindness, disease, or poison 
  affect the first creature to break the symbol. The glyph is invisible 
  until it briefly glows a second before discharge. The glyph may be 
  located with detect magic, identified with read magic, and removed 
  with dispel magic. The Referee may allow any harmful cleric spell 
  effect to be used as a glyph providing the caster can cast the spell.
  Magic Weapon
  Spell Level: Cleric, 2nd Level; Magic-User, 3rd Level
  Range: Touch
  Duration: 1 turn
  This spell turns a single normal weapon into the equivalent of a +1 
  weapon with no bonuses. The weapon for the duration is considered 
  enchanted for purposes of hitting creatures that are immune to normal 
  weapons.
  Remove Paralysis
  Spell Level: Cleric, 2nd Level
  Range: Touch
  Duration: Immediate
  By use of this spell, the cleric can free one creature from the effect 
  of paralyzation such as caused by ghoul touch or hold person.
  Shield Other
  Spell Level: Cleric, 2nd Level
  Range: 25 ft. + 5 ft./2 levels
  Duration: 2 turns
  This spells wards the subject and creates a mystic connection of 
  protection between the caster and the subject. The subject gains a 
  –1[+1] AC bonus. Additionally, the subject takes half damage from 
  attacks that cause hit point loss. The caster takes the other half of the 
  damage. Forms of harm not involving hit point loss, such as charm 
  effects, level drain, and death effects, are not affected. If the caster and 
  subject move out of range of each other, the spells ends.
  New Spells
  
  56
  The lost lands": Stoneheart Valley
  holy water. If the characters attempt to cleanse either of the shrines before 
  destroying the temple of Orcus on Level 4 of the dungeon, a group of 4 
  acolytes of Orcus, 2 lesser priests of Orcus, a priest of Orcus and 2d10 
  font skeletons are dispatched to prevent the cleanup operation.
  Inside the Shrine of Thyr
  Inside the shrine of Thyr the statue of the seated Thyr the Lawgiver has 
  been beheaded. The head is nowhere to be found. The rod of kingship he 
  once held in his right hand is destroyed and the chalice of peace once held in 
  his left hand is now a broken and unrecognizable lump of stone. The statue 
  of Thyr covers stairs down to secret rooms below. Barely discernible on the 
  base of the great statue amid the evil runes and filth is a line of runes written 
  in Celestial. On the base of the statue of Thyr are inscribed the words: “As 
  you obey the commands of Thyr so does this figure obey your COMMAND.” 
  If a Lawful cleric casts command and commands the statue to “approach” 
  or “flee,” or even a non-standard command such as “open,” or “move,” the 
  statue of Thyr shifts, revealing the stairs to the secret rooms below.
  Trap: A glyph of warding has been placed in the shrine of Thyr located 
  at the base of the statue of Thyr. The glyph is triggered by any Lawful 
  aligned character touching or reading the inscription in the Celestial 
  Language, above.
  Glyph of Warding (fire): Cast at 6th level, delivers 3d6 points 
  of exploding fire damage in a 5 ft. radius (save for half). 
  Beneath the Shrine of Thyr
  The main room (A) is a central study chamber, with chairs, tables and 
  bookstands. Among the books are several journals and lesser holy tracts 
  valuable to priests of Thyr or to historians (100 gp value).
  The Secret Doors: The secret doors in the central study chamber are 
  easy to locate (secret door check –2). Each door bears writing in the 
  Celestial Language. The door to Room B reads: “Passage comes with the 
  blessing of Thyr.” The door to Room C reads: “Intone praises to Thyr, 
  brother, and you may enter.” The door to Room D reads: “Devout prayer 
  is the pathway to knowledge.” The doors can be opened by any Lawful-
  aligned cleric casting bless, chant (a new spell, see the sidebar) and prayer 
  respectively on the doors to Rooms B, C and D. The doors open freely 
  from the inside allowing passage back out to Room A.
  The Secret Rooms (B-D): Each secret room contains several cots as 
  well as tables and chairs used long ago by the priests of the shrine for 
  study and contemplation. Each secret room also contains several small 
  chests with vestments and various minor religious items. In addition to 
  these standard features, each secret room contains a number of unique 
  items. 
  Room B contains 3 cleric scrolls, each containing 5 cleric spells: cure 
  light wounds (x2), bless, chant and prayer. The room also contains 20 
  vials of holy water. 
  Room C contains a large cache of 11 cleric scrolls, each containing 
  one spell: bless (x3), cure light wounds (x3), protection from evil (x3) and 
  prayer (x2). The room also contains 5 potions of healing. 
  Room D contains greater holy texts, worth 500 gp to priests of Thyr 
  or historians. It also contains a cache of 14 cleric scrolls, each containing 
  one spell: divine favor (x2), magic weapon (x2), shield other (x2), augury 
  (x2), cure serious wounds (x2), remove paralysis (x2) and dispel magic 
  (x2). In addition, in an unlocked chest, is a +1 light mace. The priests left 
  these items behind when they sealed the shrines long ago in the event that 
  they may one day be needed. Lawful characters may use these items in 
  
  57
  the tomb of abysthor
  need but should not be allowed to greedily take all of them.
  Inside the Shrine of Muir
  Inside the shrine of Muir the statue of the Lady of Paladins has been 
  beheaded. The head lies on its side next to the base of the statue. It has 
  been chipped away so that its features are unrecognizable and is covered 
  with evil runes. The blade of her upraised sword has been broken off at 
  the hilt. The shield of truth she bears has been defaced with a symbol of 
  Orcus.
  The statue of Muir, as with the statue of Thyr, covers stairs down 
  to secret rooms below. On the base of the statue of Muir are inscribed 
  the following words in the Celestial Language: “Speak, O warrior 
  stouthearted and true, the triune virtues of our Valorous Lady.” If a 
  Lawful character speaks the words “Truth, Honor and Courage,” which 
  are the tenets of Muir, the statue of Muir shifts, revealing the stairs to 
  the secret rooms below. Characters ordinarily will not know the tenets of 
  Muir unless they have previously acquired that knowledge in Bard’s Gate 
  through roleplaying or unless one of the characters is a paladin of Muir or 
  cleric of Thyr or Muir.
  Trap: A total of three glyphs of warding are located in the shrine of 
  
  58
  The lost lands": Stoneheart Valley
  Muir (one on the decapitated head of the statue, one on the front of the 
  statue’s shield, and one at the base of the statue). Any Lawful-aligned 
  character touching or reading the inscription at the base of the statue or 
  touching the statue’s head or shield triggers the glyphs.
  Glyph of Warding (fire): Cast at 6th level, delivers 3d6 points 
  of exploding fire damage in a 5 ft. radius (save for half). 
  Beneath the Shrine of Muir
  The main room (A) beneath the Shrine of Muir is lined with four 
  tapestries depicting Muir with her upraised sword (as depicted in the 
  statue in the shrine above), Muir battling demons, Karith the Paladin 
  slaying a dragon with his holy sword and a group of questing Justicars 
  (high paladins of Muir). These tapestries are very valuable (value of 500 
  gp each), though it would be sacrilege for any paladin or Lawful-aligned 
  cleric to disturb them.
  The Secret Doors: As with the rooms beneath the shrine of Thyr, 
  the secret doors in the central chamber are easy to locate (secret door 
  check at –2). Each door bears an inscription in Celestial. The door to 
  Room B reads: “Invoke the divine favor of our goddess and speak the 
  name of the virtue that is her shield.” The door to Room C reads: “Call 
  upon the power of our goddess to make your weapon as hers and speak 
  the name of the virtue that is her sword.” The door to Room D reads: 
  “Pray to our goddess that through your self-sacrifice you may protect 
  others and speak the name of the virtue that is her armor.” The doors 
  can be opened by any Lawful character that casts the proper spell and 
  speaks the proper word. The door to B requires the opener to cast divine 
  favor and speak the word “Truth.” The door to C requires the opener to 
  cast magic weapon on his weapon and speak the word “Courage.” The 
  door to D requires the opener to cast shield other and speak the word 
  “Honor.” 
  The Secret Rooms (B-D): Room B contains numerous cots, as if the 
  room once housed many warriors. Also in the room, neatly stacked, are 12 
  spears, 12 short swords in scabbards and 12 small shields. 
  Room C similarly includes a large number of cots as well as 12 
  longswords in scabbards, 12 shields and 12 suits of leather armor. 
  Room D contains only a few cots. It also contains four suits of chain 
  mail, four shields, four full helms, four surcoats bearing the device of 
  Muir (the red upturned sword), and, set aside on their own, laid over 
  a large trunk, a +1 longsword and a suit of +1 chain mail. Inside the 
  unlocked trunk are 2 cleric scrolls, each containing 5 cleric spells: cure 
  light wounds (x2), bless, chant and prayer.
  Any lawful character touching the magic sword or armor is visited by 
  an apparition of the great paladin
  Karith, who commands the character to don the armor and take up the 
  sword in the name of Muir and recover the stone and chalice on the 2nd level 
  of the dungeon (Level 2, Area 2C) and return them to the main Temple of 
  Muir in Bard’s Gate. Any non-Lawful aligned character wearing the magic 
  chain mail is treated as if wearing –2 chain mail. In the hands of any non-
  Lawful aligned character, the magic sword is treated as a –2 longsword.
  3. The “Crystal Lake”
  Once a lake of crystalline clarity, the lake is now fouled with the 
  excrement from the breeding pits of the Temple of the Frog in the caverns 
  below the burial halls. Muck rings the lake and reeds clog its shores. 
  Anyone spending time on the shore of the lake amidst the reeds has a 1–5 
  on 1d20 chance of encountering 1d6 giant frogs (medium)—insignificant 
  tadpoles that escaped from the breeding pits and now make their home in 
  the lake. In the depths of the lake (inaccessible without magical means) 
  is an underwater passage that leads to the pools in the breeding pits of the 
  Temple of the Frog at Area 4 of Level 5 of the dungeon (See that area for 
  more details).
  Giant Frogs (medium) (1d6): HD 2; AC 7[12]; Atk tongue 
  (grapple) or bite (1d8); Move 3 (swim 9); Save 16; AL N; CL/
  XP 2/30; Special: leap (150 ft.).
  4. Underground River Passage
  The crystal lake at Area 3 flows into a smaller river that eventually runs 
  into a narrow canyon channel and
  falls through a crevasse into an underground passage. It emerges 
  from a cave opening to the southwest. Running the entire distance of the 
  underground river channel, next to and slightly above the water level, are 
  a set of ancient stone stairs carved from the surrounding rock. They are 
  extremely slick and require a save every hour they are traveled. Those 
  failing the save fall into the underground river and may drown. This 
  treacherous path is another way to access the Valley of the Shrines. It is 
  also rumored that along this path is a secret door leading to more tombs.
  5. Path to the Burial Halls
  As the characters near the edge of the woods on the west side of the 
  valley, they may detect that there is a break in the uniform wall of trees 
  (secret door check). This break is the beginning of the path to the entrance 
  to the Burial Halls. It is flanked by two stone monoliths, similar to the 
  ones flanking the ancient path at Area 1. The path and the twin obelisks, 
  however, are overgrown and covered by trees and shrubs. The characters 
  may also find the path by skirting the edge of the wood. If they do so, 
  allow them to retry the check with a +2 bonus. Once the path is detected, 
  it is strangely clear and easy to follow. It leads to Area 6. As the characters 
  travel the path, check for an encounter every hour. On a 1–8 on 1d20 the 
  characters encounter 2d4 giant spiders (4 ft. diameter). This check is 
  made in addition to any normal wandering monster checks since the forest 
  is filled with the evil vermin.
  Giant Spiders (4 ft. diameter) (2d4): HD 2+2; AC 6[13];  
  Atk bite (1d6 + poison); Move 18; Save 16; AL N; CL/XP 5/240; 
  Special: lethal poison (+1 save), 5 in 6 chance to surprise 
  prey.
  
  59
  the tomb of abysthor
  6. Entrance to the Burial Halls and 
  the Stoneheart Mountain Dungeon
  The path ends in a small clearing surrounding an indentation into the 
  side of the mountain. Set in that indentation is the entrance to the Burial 
  Halls. Refer to the Entrance Level, Area 1, for more details.
  7. Lair of Brundle the One-Eyed Troll
  In a small cave a few miles east of the entrance to the Burial Halls is the 
  lair of Brundle the one-eyed troll. His lair contains the hides of several bears 
  and deer and a number of human and elven skulls. At the far end of the lair is 
  a medium chest that is neither locked nor trapped. It contains 583 gp, 1,248 
  sp, four 100 gp gems, a golden chalice worth 50 gp, which was once a holy 
  artifact from the temple of Thyr that Brundle got from killing a chaotic Priest 
  of Orcus, a potion of extra-healing, a necklace of firebaubles and a +2 dagger.
  Brundle the One-Eyed Troll: HD 6+3; HP 39; AC 4[15]; Atk 2 
  claws (1d4), bite (1d8); Move 12; Save 11; AL C; CL/XP 8/800; 
  Special: regenerate 3hp/round. 
  Tactics: Brundle was brash in his younger years, before an eager 
  paladin with a flaming sword slashed his left eye, earning him his name. 
  Rending that one was very enjoyable. Now he older and wiser and he 
  prefers to ambush his victims, attacking from concealment with hit-and-
  run tactics. He has learned the danger of fire and is overly wary of it, 
  retreating if he sees his victims produce fire or acid.
  8. Gnoll Village
  At this location is an aboveground village of gnolls containing 100–200 
  male gnolls, in addition to females and young. There are additionally 10 
  lieutenant gnolls (3HD) and 1 chieftain gnoll (5HD). These forces will 
  one day be brought to bear against Bard’s Gate. Characters should be able to 
  avoid these settlements, at worst encountering a small patrol of 2d4 gnolls.
  Gnolls (2d4): HD 2; AC 5[14]; Atk bite (2d4) or pole arm 
  (1d8+1); Move 9; Save 16; AL C; CL/XP 2/30; Special: none.
  9. Entrance to the Under Realms
  This dark cave leads steadily downward. It has no major side chambers or 
  other passages. Hundreds and hundreds of feet below it joins up with a major 
  passage of the Under Realms. The only significant feature of the downward 
  path occurs when the passage intersects an underground river. The passage 
  opens into a larger cavern at that point. The river plummets 100 feet below 
  from an opening in the wall of the cavern. A stone stairway, slippery from the 
  spray of the falls, parallels the waterfall and descends to the cave floor below 
  where the downward passage continues. The cave has several side passages 
  and chambers and is possibly the lair of a powerful monster.
  10. Abandoned Mines
  These caves, once worked by miners from Bard’s Gate, are now the 
  home of Calthraxus the black dragon. Calthraxus is beginning to call to 
  his lair other evil creatures to reside there with him. He has allowed three 
  trolls and a group of 45 black orcs to take up residence in the upper levels. 
  Calthraxus’ hoard is small, as he has eaten most of the gems.
  Calthraxus, Old Black Dragon: HD 8; HP 40; AC 2[17]; Atk 2 
  claws (1d4), bite (3d6); Move 9 (fly 24); Save 8; AL C; CL/XP 
  12/2000; Special: spits acid.
  Trolls (3): HD 6+3; HP 39, 44, 41; AC 4[15]; Atk 2 claws (1d4), 
  bite (1d8); Move 12; Save 11; AL C; CL/XP 8/800;  
  Special: regenerate 3hp/round.
  Black Orcs (45): HD 2; AC 5[14]; Atk two-handed sword 
  (1d10); Move 12; Save 16; AL C; CL/XP 2/30; Special: none. 
  See The Tome of Horrors Complete for more details.
  11. The Syanngg’s Lair
  Here, in a deep, twisting cave, Xarrr’x the syanngg makes his lair. He 
  is not as intelligent as most syannggs, but he has little problem surviving 
  due to his formidable eye rays. In recent weeks, the priests of Orcus have 
  sent a delegation to speak with him in an attempt to form an alliance.
  Xarrr’x the Syanngg: HD 8+20; HP 60; AC 2[17]; Atk up to 6 bites 
  (1d4); Move 6; Save 7; AL C; CL/XP 14/2600; Special: charm, 
  dispel magic, lightning bolt, magic resistance (25%), paralysis, 
  petrify, slow. See the Appendix for more details.
  Treasure: In his lair, Xarrr’x has 3,112 gp, 4,672 sp, 6 potions (extra-
  healing x2, fire resistance, flying, invisibility, and poison), a wand of magic 
  missiles (10 charges), a +2 dancing longsword, and a helm of reading 
  magic and languages, in addition to a large amount of mundane weapons 
  and armor, from his various victims.
  12. Worm Holes
  These massive sinkholes dot the landscape in a haphazard fashion. The 
  truth of the geologic anomalies is that they are the air-holes for a swarm 
  of purple worms that have travelled through the Stonehearts for a number 
  of years. The tunnels are quite smoothly burrowed; however they are 
  increasingly unstable after many years. There is a 1–2 chance on 1d20 
  that a tunnel will collapse while it is being investigated. Should there be 
  a cave-in, characters take 4d6 points of damage from falling debris, and 
  must make a saving throw at +2 or be buried. Buried characters can be 
  unearthed by companions after 1d6 x 10 minutes. 
  Rivulets of water cascade down the steeper tunnels, sometime creating 
  underground waterfalls and sizable ponds. Various Under Realm inhabitants 
  investigate these “skylights”, as they are quite rare to the underground denizens. 
  The holes are extensive; an entire campaign could be run using nothing 
  but these enormous tunnels. It is possible (Referee discretion) that 
  these tunnels may reach all the way east to the vast underground of the 
  Cyclopean Deeps (see the Cyclopean Deeps from Frog God Games), but 
  none have explored them that extensively. 
  There is a 1–3 chance on 1d10 that while spelunking in any worm hole, 
  explorers run afoul of a purple worm meandering through the tunnels. 
  The worm attacks on sight.
  Purple Worm: HD 15; HP 80; AC 6[13]; Atk bite (2d12), sting 
  (1d8 + poison); Move 9; Save 3; AL N; CL/XP 17/3500; 
  Special: poison sting, swallow whole.
  13. Orc Camp
  This small encampment of black orcs is a forward position for Calthraxus 
  (Area 10) and his intent to fortify his position against the gnolls to the northeast 
  (Area 8). The orcs are not hostile, and are simply a sentry position, watching 
  the Ancient Path and making forays to the Crystal Lake (Area 3) under cover 
  of night, to judge how far the gnolls are roaming. If the orcs are attacked, they 
  use a fighting withdrawal tactic to avoid casualties as best they can.
  Black Orcs (12): HD 2; AC 5[14]; Atk two-handed sword 
  (1d10); Move 12; Save 16; AL C; CL/XP 2/30; Special: none. 
  See The Tome of Horrors Complete for more details.
  
  60
  The lost lands": Stoneheart Valley
  This main level is the uppermost level of the ancient burial halls of 
  Thyr and Muir. It contains the minor crypts and the old worship rooms 
  once used by visiting clerics to pay respects to the dead. It was also once 
  used as a viewing area for final rites on bodies being interred in the lower 
  catacombs. The most significant feature on this level was the Font of 
  the Ancients—a fountain of holy water. With the coming of the priests 
  of Orcus this level has been defiled. They recently finished placing an 
  exceedingly powerful rune on the fountain at Area 6, converting it into 
  a horrible cursed item of chaos—the Font of Bones—a fountain that can 
  create an army of skeletons. Skeletons created from this evil fountain are 
  more powerful than normal and are called Font Skeletons (See Area 6). 
  The priests of Tsathogga rarely venture this close to the surface and are 
  unaware of the activities of the priests of Orcus on this level.
  1. Entrance
  The entrance to the burial halls is flanked by what were once two white 
  marble monoliths worked with silver inlayed glyphs and holy symbols of 
  Thyr and Muir. Those monoliths still stand but have been desecrated and 
  blackened by fire. The top has been knocked off each of the monoliths, 
  and the inlaid symbols have been rudely chipped away. The entranceway 
  itself was once made of white marble and covered with symbols of Thyr 
  and Muir. It, too, has been defiled and now bears evil symbols written 
  in charcoal or blood. The archway opens to a small room beyond with a 
  hallway leading north.
  The runes and symbols appear to have been placed recently. The evil 
  symbols on the archway are linked to the demon prince Orcus. They are 
  Entrance Level: 
  The Burial Halls
  
  61
  the tomb of abysthor
  part of the plan by the priests to control the entrance to the dungeon for use 
  in later assaults on Bard’s Gate and the surrounding wilderness. Invisible 
  among the evil symbols is a trap.
  Trap: One of the symbols is a glyph of warding. The glyph is traced 
  on the front side of the capstone of the archway and is triggered by any 
  Lawful character passing beneath. In addition, triggering the glyph causes 
  the Font of Bones at Room 6 to generate 4 font skeletons and dispatch 
  them to this area (see Room 6).
  Glyph of Warding (fire): Cast at 6th level, delivers 3d6 points 
  of exploding fire damage in a 5 ft. radius (save for half).
  Font Skeletons (4): HD 2; HP 12, 10, 8, 15; AC 7[12]; Atk 
  longsword (1d8); Move 12; Save 16; AL C; CL/XP 2/30; 
  Special: immune to sleep and charm, turned as zombies.
  Equipment: shield, longsword.
  Ghouls (1d3): HD 2; HP 10, 6, 8; AC 6[13]; Atk 2 claws (1d3), 
  bite (1d4); Move 9; Save 16; AL C; CL/XP 3/60;  
  Special: immunities, paralyzing touch.
  Giant Rats (3d6): HD 1d4hp; AC 7[12]; Atk bite (1d3);  
  Move 12; Save 18; AL N; CL/XP A/5; Special: 1 is diseased.
  Font Skeletons (1d6+1): HD 2; AC 7[12]; Atk longsword (1d8); 
  Move 12; Save 16; AL C; CL/XP 2/30; Special: immune to 
  sleep and charm, turned as zombies.
  Equipment: shield, longsword.
  Acolytes of Orcus (Clr2) (3): HP 12, 9, 8; AC 5[16]; Atk touch 
  or mace (1d6); Move 12; Save 14; AL C; CL/XP 3/60;  
  Special: control undead, 1/day—death touch (roll 2d6: if 
  total equals or exceeds target’s current hit points, it dies; 
  save avoids), spells (1).
  Spells: 1st—cause light wounds.
  Equipment: ring mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 4d10 gp.
  Modification: If Lawful-aligned characters make a successful foray 
  into the dungeon against the priests of Orcus (or if your party is of 5th 
  or higher level), the priests of Orcus replace any discharged glyphs with 
  glyphs that trigger bestow curse (–4 to attacks and saves permanently until 
  removed).
  2. Entrance Room
  This room must have once been an antechamber to the burial halls. 
  A pair of strange stone protrusions, which in ages past must have been 
  basins for holy water, flank the inside of the archway. They are smashed 
  and desecrated. Tattered shreds of ancient tapestries depicting Thyr and 
  Muir hang on the walls. More filth and foul symbols of evil cover the 
  walls. None are magical.
  Entrance Level
  Difficulty Level: 2 for most of the level, 4 at the Font of 
  Bones and 12 at Area 10.
  Entrances: Main entrance only.
  Exits: A poorly hidden secret door hides a passage to 
  Level 1. A magically guarded secret door in the rear 
  of the level leads to the evil temple on Level 4. Rat 
  tunnels also lead to Level 1.
  Wandering Monsters: There are few wandering 
  monsters on this level. Roll a wandering monster 
  check on 1d20 once per hour (–1 to the roll if it is night 
  outside):
   ROLL 1D20 
  RESULT
   
  1 
  1d3 ghouls
   
  2 
  3d6 giant rats
   
  3 
  1d6+1 font skeletons 
   
  4 
  3 acolytes of Orcus, 50% chance 
   
   
  accompanied by 2d4 font skeletons
   
  5–20 
  No encounter
  Detections: Characters checking for magic or evil 
  should be given the following information. They 
  detect evil to the north of the entrance centered on 
  the Font of Bones at Area 6. Past the Font of Bones, 
  general evil can be detected with faint good toward 
  8A and extreme evil to the north at Areas 9A and 10. 
  Strong magic emanates from the Font of Bones and 
  can be detected easily 60 feet away.
  Continuous Effects: Due to the Chaotic symbols of 
  desecration, the entire level is imbued with strong 
  negative energy so that there is penalty of –3 on all 
  undead turning checks. Unhallow is centered on the 
  Font of Bones at Area 6. 
  Standard Features: All of the rooms on this level 
  are made of worked stone of extraordinary 
  craftsmanship, recently marred by the priests of Orcus 
  in their attempt to control this level. The walls of this 
  level were once carved with the sacred eagle and 
  lion of Thyr and the falcon of Muir, as well as their 
  respective holy symbols. Those have all been marred 
  or desecrated in some way. The beautifully worked 
  white marble has also been desecrated or marred. 
  The whole level is covered with foul runes and symbols 
  of Orcus. Each room contains numerous symbols of 
  chaos associated with the demon prince Orcus and 
  drawn in a paste of what appears to be charcoal 
  and blood.
  Bestow Curse
  Spell Level: Cleric, 3rd Level 
  Range: Touch 
  Duration: Permanent
  The caster places a curse on the touched target. The caster 
  has the choice of the following: 1) Reduce one ability score 
  to 3 chosen randomly; 2) –4 to attack and saving throws; 3) 
  During combat, every round, the target has 50% to act normally; 
  otherwise does nothing. With Referee permission, other 
  curses may be invented that are no more powerful than above. 
  The curse bestowed by this spell cannot be dispelled but must be 
  removed by a remove curse, limited wish, or wish spell.
  Unhallow
  Spell Level: Cleric, 5th Level
  Range: Touch
  Duration: Permanent until dispelled.
  This spells makes area in a 10 feet/level radius emanating 
  from the touched point an unholy site. The site is guarded by a 
  permanent protection from good and undead turning check have 
  a penalty of –4. 
  
  62
  The lost lands": Stoneheart Valley
  
  63
  the tomb of abysthor
  3. Priest’s Room
  Yet another defiled room, this chamber was once the room of the priest 
  overseeing the burial halls, who would greet those entering the halls. His 
  simple cot and plain table have long been destroyed. Nothing remains here 
  but filth and vile runes of chaos. The ancient book kept by the priest, bearing 
  the names of all who visited the halls, was taken and burned long ago.
  4. Secret Door
  The secret door itself is rather easy to find (secret door check –1) 
  because of its obvious seam, though the mechanism to open it is not. 
  The opening mechanism is a small stone to the right of the door on the 
  west wall that presses in and opens the door. Several of the runes on the 
  surface of the door appear to overlap the outline of the secret door. The 
  opening the secret door will violate the integrity of the symbols. Two of 
  the symbols are magical traps.
  Trap: The first of the two magical sigils is a fire trap, which, if disturbed, 
  explodes for 1d4+8 hp in a 5-foot radius of the secret door. Disturbing the 
  second sigil, which is highly unusual in appearance, causes the Font of 
  Bones in Room 6 to create 8 font skeletons and send them toward the 
  door (see Room 6). Both symbols can be removed with dispel magic. 
  Physically, disturbing either rune (such as by opening the secret door) 
  triggers them. The summoning rune is a strange and alien rune taught to 
  the priests of Orcus by the rune-mage Balcoth on Level 2A.
  Font Skeletons (8): HD 2; HP 12, 10, 13, 9, 14, 11, 6, 8;  
  AC 6[13]; Atk longsword (1d8); Move 12; Save 16; AL C;  
  CL/XP 2/30; Special: immune to sleep and charm, turned as 
  zombies.
  Equipment: shield, longsword.
  5. Trap and Stairs Down
  Beyond the secret door is a passage that curves to the north. On the 
  south wall, just inside the door, is a small metal lever. The lever sits in a 
  slot carved in the stone wall and is in the “up” position. The lever controls 
  the locking mechanism for the trap.
  Trap: In the “up” position, the lock is disabled and the pit opens when 
  50 or more pounds of weight are applied to its cover. A person falling into 
  the pit falls 30 feet and takes 3d6 points of damage. The cover of the pit 
  resets itself after two rounds, trapping anyone inside of the pit until it is 
  opened again. In the “down” position, the lock is engaged and the pit may 
  be crossed safety. In any case, moving the lever causes a metallic grinding 
  noise. Beyond the pit are stairs down to Level 1.
  6. Main Burial Hall — 
  “The Font of Bones”
  This great hall contains over twenty stone sarcophagi and was once 
  the main burial room. The holy symbols within the room have been 
  desecrated and defiled. In the center of the room is something that is 
  an abomination to behold: a fountain of what once was white marble, 
  now stained crimson, filled with blood and bones. A glowing red rune, 
  radiating pure Chaos, has been rudely carved into the once-pure fountain 
  base. Gouts of blood bubble a spurt grotesquely from the top of the 
  fountain, spattering the floor around the font with red ichor. The pall of 
  evil hangs heavy here.
  The sarcophagi are now all empty; their contents pillaged and piled 
  in the Font of Bones. The entire room radiates unhallow. The presence 
  of any Lawful-aligned character in the room cause 4 font skeletons to 
  animate every other round within the font and move out to attack. There 
  is no limit to the number of skeletons that may be generated this way; the 
  skeletons continue to animate as long as any Lawful-aligned character 
  remains in the room. After 10 rounds, the Font begins to produce skeletons 
  every round. If any Lawful-aligned characters remain in the room after 20 
  rounds, the Font pauses for 1 round, then summons 1 vrock demon to the 
  room, in addition to producing 2 skeletons. This continues every round a 
  Lawful-aligned character remains in the main burial hall. The Font stops 
  producing creatures as soon as no Lawful-aligned characters are in the 
  room, restarting the cycle from where it left off should they re-enter. After 
  24 hours of no Lawful-aligned characters in the room, the Font resets to 
  begin the cycle anew. The glowing rune on the font is a rune of undeath, 
  learned by the priests of Orcus from Balcoth, the undead rune mage on 
  Level 2A. It cannot be removed unless the font is restored, as described 
  below.
  The Font of Bones: In the center of the room is the major feature of the 
  room: a large fountain like holy water font with a wide basin collecting 
  the spilling water, similar to the fountains set in the plaza of a great city. 
  Once a source of Law, known as the Font of the Ancients, it is now filled 
  with blood and piled deep with the desecrated bones of the faithful. This 
  horrible Chaos-artifact was created by the priests of Orcus in mockery of 
  the reverence of the followers of Thyr and Muir for their buried ancestors. 
  A month-long ritual created it, and its power is tied to the evil temple of 
  Orcus on Level 4. If that temple is destroyed, the priests of Thyr and Muir 
  Fire Trap
  Spell Level: Magic-User, 4th Level
  Range: Touch
  Duration: Permanent until discharged
  This spell creates a fiery explosion when an intruder opens the 
  item that the trap protects. Any object that can open or closed can 
  be warded. A point is selected on the object as the spell’s center. 
  When the intruder opens the object, a fiery explosion fills area 
  within a 5-ft. radius around the spell’s center. The flames deal 
  1d4 + 1 hp/level. The item protected by the trap is not harmed by 
  the explosion. The caster can use the fire-trapped object without 
  discharge. Others can use the item if a password is set at the time 
  of casting.
  This spell is somewhat rare; in many places there is a death 
  penalty (or severe imprisonment) for casting it, or even having it 
  written in a spell book.
  Font of Bones Skeletons
  Hit Dice: 2
  Armor Class: 6 [13]
  Attacks: longsword (1d8)
  Saving Throw: 16
  Special: immune to sleep and charm, turned as 
  zombies
  Move: 12
  Alignment: Chaos
  Number Encountered: Varies
  Challenge Level: 2/30
  Font of Bones skeletons are created by the Font of Bones, 
  a corrupted artifact of great power, in the burial halls of 
  Thyr and Muir. These skeletons are covered in red stains 
  from the blood within the font from which they are spawned. 
  Their eyes glow with a fiendish light. They normally wield 
  longswords and use shields, as these are the weapons of the 
  goddess of paladins and these skeletons exist as mockeries of 
  the followers of that deity.
  
  64
  The lost lands": Stoneheart Valley
  from Bard’s Gate can cleanse the font to restore its former Lawful power 
  of providing unlimited holy water. Strong necromantic magic emanates 
  from the Font of Bones and can be detected easily 60 feet away.
  Font Skeletons (4): HD 2; HP 11, 14, 8, 12; AC 6[13];  
  Atk longsword (1d8); Move 12; Save 16; AL C; CL/XP 2/30; 
  Special: immune to sleep and charm, turned as zombies.
  Equipment: shield, longsword.
  Vrock Demon: HD 8; HP 46; AC 0[19]; Atk 2 foreclaws (1d8),  
  2 rear claws (1d6), beak (1d6); Move 12 (fly 18); Save 8;  
  AL C; CL/XP 11/1700; Special: darkness, immune to fire, 
  magic resistance (50%).
  Notes: When resolving turn checks against font skeletons, remember 
  that they turn as zombies and clerics have –7 on their turn check due to the 
  Chaotic symbols of desecration and the unhallow effect. Attacks against 
  the font skeletons are made at –1 and saving throws by the font skeletons 
  are at +1 due to the continuous unhallow effect radiating from the font.
  6A-D. Side Rooms
  Each of these rooms up small stairs from the main room contains 
  slightly more elaborate sarcophagi. Each is empty. Presence of Lawful-
  aligned characters in these rooms triggers the creation of 4 font skeletons 
  every other round.
  Font Skeletons (4): HD 2; HP 12, 10, 8, 15; AC 6[13];  
  Atk longsword (1d8); Move 12; Save 16; AL C; CL/XP 2/30; 
  Special: immune to sleep and charm, turned as zombies.
  Equipment: shield, longsword.
  7A-B. Greater Crypts
  These recessed crypts were once the burial place of more important 
  clerics of Thyr and Muir. They, too, are empty, their bones now corrupted 
  and piled in the font at Area 6.
  8. Lesser Crypts
  This room is filled with smaller stone coffins. All are empty. 3d6 giant 
  rats are present. There are large rat tunnels in the east wall, though no 
  opening is more than 2 feet high. A halfling character could crouch or 
  travel normally on hands and knees; however, all other characters could 
  scurry though on their belly or hands and knees with difficulty.
  Giant Rats (3d6): HD 1d4hp; HP 2; AC 7[12]; Atk bite (1d3);  
  Move 12; Save 18; AL N; CL/XP A/5; Special: none are diseased.
  8A. Priests’ Tombs
  This small side room holds four sarcophagi of ancient priests of 
  Thyr. The room is under protection from evil due to the enchanted stone 
  
  65
  the tomb of abysthor
  sarcophagi and has not defiled. The aura of good is quickly apparent to 
  any Lawful-aligned creatures that enter, in stark contrast to the rest of 
  the level. No monsters enter this room, including font skeletons. Font 
  skeletons are not generated while the characters are in this room. The 
  remains of the priests are intact. Creatures of Lawful alignment may not 
  disturb them without suffering alignment conflict. Characters may rest 
  here without fear.
  8B. Rat’s Nest
  There are 3d6+6 giant rats here. Also in the nest, amidst a large pile 
  of heavily soiled cloth and leather items, are 128 gp, 387 sp and 1,091 
  cp, as well as six gems of 25 gp value. There are also four daggers. Also, 
  there is a ring of protection +1. Beyond the nest continuing to the east are 
  more rat tunnels, which eventually connect with the rat tunnels at Area 6 
  or Area 8B of Level 1.
  Giant Rats (3d6+6): HD 1d4hp; AC 7[12]; Atk bite (1d3);  
  Move 12; Save 18; AL N; CL/XP A/5; Special: 2 are diseased.
  9A-B. Hallway of Lesser Crypts
  These two passages are lined on either side with inset crypts, all of 
  which are empty—their contents having been added to the Font of Bones. 
  At the end of passage 9A, a glowing red, pulsing light can be seen. If the 
  characters head toward it, proceed to Area 10. Passage 9B includes giant 
  rat tunnels that link up with 8B and eventually lead to Area 6 of Level 1. 
  There is a 50% chance that there are 2d6 giant rats in  9B.
  Giant Rats (2d6): HD 1d4hp; AC 7[12]; Atk bite (1d3);  
  Move 12; Save 18; AL N; CL/XP A/5; Special: 2 are diseased.
  10. Symbol and Secret Door
  As characters approach within 30 feet of the end of the hall, they 
  observe the source of the red pulsing glow: a large red rune inscribed on 
  the end of the hallway. They cannot quite make out the details of the rune 
  at this distance. If any Lawful-aligned characters approach any closer and 
  look at the rune other than through a mirror, they trigger the trap. The 
  rune covers a secret door.
  Referee Note: This is an extraordinarily dangerous trap. Give the 
  players the benefit of the doubt on any reasonable precautions they take 
  against a trap, here. 
  Trap: The rune at the end of the hallway is a symbol of persuasion (see 
  sidebox), which glows with a red pulsing glow. The symbol is triggered by 
  any Lawful-aligned character coming within 10 feet of the symbol, or by 
  anyone touching or reading the symbol. Failure to save against the symbol 
  makes the character sympathetic to the will of Orcus. Triggering the trap 
  (or calling out the name Urriligishool) also gates in the guardian of the 
  door, Urriligishool the Gatekeeper (a hezrou demon). This symbol was 
  placed by a high priest of Orcus from Rappan Athuk who helped establish 
  the temple on Level 4.
  Urriligishool the Gatekeeper, Hezrou Demon: HD 9; HP 52;  
  AC –2[21]; Atk 2 claws (1d3), bite (4d4); Move 6 (fly 12);  
  Save 6; AL C; CL/XP 11/1700; Special: demonic magical 
  powers, magic resistance (50%).
  Tactics: If all persons present are Chaotic, the demon opens the secret 
  door and admits them to the temple below. He attacks any who are not 
  Chaotic, casting darkness 15 ft. radius, fear and then attacking with claws 
  and bite. If a cleric of another deity fails his save, Urriligishool does not 
  slay him, but instead joins with him (and any other characters affected by 
  the symbol) in destroying the remaining party members. He then leads 
  the persuaded cleric to the temple below, where he is rewarded with the 
  converted cleric’s soul. Any cleric persuaded by the symbol and led to the 
  temple is offered three levels of experience and several magic items if he 
  converts immediately to the worship of Orcus.
  Secret Door: The passage ends in a wall that is in fact a secret door. 
  The door is covered with a powerful limiting magic and may be opened 
  only by the demon, Urriligishool the Gatekeeper. If Urriligishool is slain, 
  the door may be opened normally. This door was added by the evil priests 
  of Orcus and hides a passage down to the evil temple on Level 4.
  This level was once the exclusive home of Gorbash the ogre. The 
  priests of Tsathogga never cared much about the levels near the surface 
  and allowed him to create his lair here, though they have placed some of 
  their lesser frog servants here to watch the passage to the lower caverns. 
  Recently, the priests of Orcus installed Draeligor on this level in an attempt 
  to gain control of the entrance to the dungeon as part of their future plan 
  to use the dungeon as a base of operations for assaults on Bard’s Gate. 
  Gorbash and Draeligor have an uneasy truce. Unlike the entrance level, 
  this level is not covered with runes of Orcus.
  Symbol (Cleric)
  Spell Level: Cleric, 7th Level
  Range: Referee’s discretion (according to symbol)
  Duration: Varies (depends upon symbol used)
  A Symbol spell creates a deadly magical trap, written into the 
  shape of a divine rune. The rune’s magic is activated when any 
  person or creature hostile to the caster reads it, or passes over, 
  under, or past it. In addition to the standard Symbols in the Swords 
  & Wizardry Complete rulebook, is this new version:
  Symbol of Persuasion: all creatures within 30 feet must make 
  a saving throw or change alignment to Chaotic for 1d20 x 10 
  minutes and act as if under charm person.
  
  66
  The lost lands": Stoneheart Valley
  1. Entrance Cave and Iron Portal
  The stairs come to an end and open into a small cavern. A large iron 
  door is set into the cave wall on the far side of the cavern. The door is 
  covered with strange runes similar to those on the level above. The wall 
  has sconces for torches, all empty. A small pool of dark water fills one part 
  of the room. Characters must skirt this pool to reach the far door. The air 
  here is still.
  In the pool, hidden beneath the surface of the dark water, are 2 giant 
  frogs (medium)—the least of the monstrosities bred in the dark pits of the 
  Temple of the Frog in the caverns far below. They do not molest a large 
  party, though one may attempt to use its tongue to seize a single halfling 
  character if that character is some distance from the main party, such as a 
  scout or a rear guard. The pool leads to a small cave where the frogs make 
  their lair. They have no treasure.
  Giant Frogs (medium) (2): HD 2; HP 8, 14; AC 7[12];  
  Atk tongue (grapple) or bite (1d8); Move 3 (swim 9);  
  Save 16; AL N; CL/XP 2/30; Special: leap (150 ft.).
  Iron Door: The large iron door on the far end of the room is carved 
  with strange runes. None of them is magical. These runes once holy 
  symbols of Thyr and Muir that have now been covered with symbols 
  of the cult of Orcus. The door is not trapped. Any priest of Orcus 
  (not including Acolytes or Lesser Priests) has a key to this door. The 
  lock is somewhat rusted, allowing for an easier than usual chance to 
  break in the door. Doing so prevents the door from being locked in 
  the future.
  Font Skeletons (1d3): HD 2; HP 11, 6, 9; AC 6[13];  
  Atk longsword (1d8); Move 12; Save 16; AL C; CL/XP 2/30; 
  Special: immune to sleep and charm, turned as zombies.
  Equipment: shield, longsword.
  Giant Rats (3d4): HD 1d4hp; AC 7[12]; Atk bite (1d3);  
  Move 12; Save 18; AL N; CL/XP A/5; Special: 1d2 are diseased.
  Stirges (1d6): HD 1+1; AC 7[12]; Atk proboscis (1d3);  
  Move 3 (fly 18); Save 17; AL N; CL/XP 2/30; Special: blood 
  drain (1d4), +2 to hit bonus.
  Bats (10d6): HD 1–2hp; AC 8[11]; Atk bite (1); Move 1 (fly 
  24); Save 18; AL N; CL/XP A/5; Special: sonar flight in total 
  darkness, swarm.
  Shadow: HD 2+2; HP 13; AC 7[12]; Atk touch (1d4 + strength 
  drain); Move 12; Save 16; AL C; CL/XP 4/120; Special: drain 1 
  point Strength with hit, hit only by magic weapons.
  2. Sinkhole Above
  The floor and walls of these areas are covered with bat guano. Faint 
  rays of light hit the floor, as the sinkhole allows access to the surface. The 
  bats and stirges in the cave complex use these holes as a means of entry 
  and exit. There is a chance of an encounter here aside from any wandering 
  monster encounters. Roll 1d20 any time the characters enter these areas: 
  1–2 a swarm of bats; 3–4 2d4 stirges, 5–20 no encounter.
  Bats (10d6): HD 1–2hp; AC 8[11]; Atk bite (1); Move 1 (fly 
  24); Save 18; AL N; CL/XP A/5; Special: sonar flight in total 
  darkness, swarm.
  Stirges (1d6): HD 1+1; AC 7[12]; Atk proboscis (1d3);  
  Move 3 (fly 18); Save 17; AL N; CL/XP 2/30; Special: blood 
  drain (1d4), +2 to hit bonus.
  3. The Large Cavern
  The tight passage opens into a much larger cavern. Passages lead off 
  in several directions. The far southwestern side of the cavern apparently 
  ends in a ledge, leading to darkness. Immediately to the right is a 10-foot 
  depression containing loose earth, blocking access to a passage beyond. 
  Strangely, the cavern lacks stalactites and stalagmites.
  Though large, the main cavern is empty. Its ceiling is some 30 feet 
  Level 1: The Upper Caves
  Level 1: The Upper Caves
  Difficulty Level: 2–3.
  Entrances: The cave access (Area 1), the three 
  sinkholes from the surface (Area 2).
  Exits: Cave hole to Level 2, Stairs to Levels 3, 4 and 5. 
  No water passages.
  Wandering Monsters: Once past the door at Area 1, 
  roll a wandering monster check on 1d20 once per 30 
  minutes or after the party makes any significant noise. 
  Subtract 1 from the check if the party is in or to the 
  east of the singing corridor.
   ROLL 1D20 
  RESULT
   
  1 
  1d3 font skeletons
   
  2 
  3d4 giant rats
   
  3 
  1d6 stirges
   
  4 
  Gorbash the ogre: See Area 15. If he 
   
   
  is encountered, play him intelligently. 
   
   
  He would most probably lead the 
   
   
  party to Area 11, and then to his rock 
   
   
  pile setup. Note that Gorbash does 
   
   
  not normally go into Room 17 or 
   
   
  beyond or Room 9 or beyond.
   
  5 
  10d6 bats
   
  6 
  Screaming Gust of Wind: Torches go 
   
   
  out 50% of the time, lanterns 20% of the 
   
   
  time. Papers are disrupted, 
   
   
  communication is difficult and spell 
   
   
  casting is impossible.
   
  7 
  1 shadow
   
  8–20 
  No encounter
  Standard Features: In the carved areas and the areas 
  where the worshipers of Thyr and Muir were buried 
  (including caverns), the walls have been worked with 
  lions, eagles and falcons as well as holy symbols of 
  Thyr and Muir, though the latter have been marred or 
  destroyed. The craftsmanship is exquisite.
  Light: This level is dimly lit from sinkholes or other cracks 
  to the surface.
  
  67
  the tomb of abysthor
  above the floor. If detect evil is cast, it indicates the presence of evil 
  toward the ledge in the southwest corner of the room. The ledge rises 10 
  feet from the floor of the cavern to Area 7. The depression at Area 4 is 10 
  feet below the level of the cavern floor. The passage to Area 6 is difficult 
  to spot until the characters are within 20 feet of the opening.
  4. The Collapsed Section
  The floor in this area has collapsed 10 feet below the level of the main 
  cavern. Its floor is soft earth, and there are bones of several giant rats littered 
  about. Ten feet under this soft earth is an ankheg, which waits for its meals 
  to descend into the pit and cause vibrations that tell it to come and eat. Also 
  within this depression is a hole in the wall of the cliff made by the collapsed 
  portion of the floor, which leads to a passage that slopes down to Level 2.
  Ankheg: HD 3; HP 19; AC 2[17] underside 4[15]; Atk bite 
  (3d6); Move 12 (burrow 6); Save 14; AL N; CL/XP 4/120; 
  Special: spits acid (5d6, 1/day, save for half).
  Treasure: If the characters spend several minutes sifting through the 
  soft earth and bones in the floor of the depression, they locate 27 gp, a +1 
  throwing axe, a dagger, a mace and five large pieces of malachite worth 
  25 gp each.
  5. Dead End
  Stairs descend 20 feet to a dead-end passage. There is a 1–3 on 1d20 
  chance that 2d6 giant rats are here.
  Giant Rats (2d6): HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 12; 
  Save 18; AL N; CL/XP A/5; Special: none are diseased.
  6. The Fungus Cavern
  The walls of this cavern, due to dampness and air from the sinkhole, are 
  covered with a barely luminescent green moss. Several (3d6) mushrooms of 
  abnormal size also are in this room, but they are not magical. There is a 1–3 on 
  1d20 chance that 2d4 giant rats are here feasting on the fungus and mushrooms. 
  Several of the rat tunnels lead to the Entrance Level, Areas 8B and 9B.
  
  68
  The lost lands": Stoneheart Valley
  Giant Rats (2d4): HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 12; 
  Save 18; AL N; CL/XP A/5; Special: none are diseased.
  7. The Burial Room
  In this man-carved alcove are four rotted coffins. They all contain 
  skeletons, which wield scimitars and animate when any coffin is disturbed, 
  or if a force of law comes within 15 feet of the coffins. These skeletons 
  all wear amulets of protection from good, which provide –2 penalty on 
  turning attempts in addition to the benefits of protection from good.
  Skeletons (4): HD 1; HP 5, 8, 4, 7; AC 7[12]; Atk scimitar (1d6); 
  Move 12; Save 17; AL N; CL/XP 1/15; Special: immune to 
  sleep and charm spells.
  Equipment: shield, scimitar, amulet of protection from good.
  Treasure: In the coffins is a total of 26 gp and 134 sp.
  8. The Rat Caves
  These passages are all no more than 4 feet in height, and the rat tunnels 
  themselves are from 2 to 3 feet in height.
  8A. The Nest
  There are a total of 28 giant rats here of various sizes. The nest is made 
  of rotted clothing, straw and fungus.
  Giant Rats (28): HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 12; 
  Save 18; AL N; CL/XP A/5; Special: 4 are diseased.
  Treasure: Several shiny pieces of metal are in the nest, and one is a 
  ring of fire resistance. There are also a couple of daggers, both of which 
  are nonmagical, as well as several nonmagical rings of both silver and 
  gold (six valued at 5 gp each and three valued at 10 gp each), and a small 
  jade statuette of a serpent worth 20 gp. 
  8B. The Hidden Nest
  Reaching this nest requires the characters to crawl through rat tunnels; 
  on the way they meet 12 giant rats.
  Giant Rats (12): HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 12; 
  Save 18; AL N; CL/XP A/5; Special: 1 is diseased.
  Treasure: The nest here is mostly made of shredded cloth, and within 
  it are a total of 12 gp, 64 sp and 129 cp. There are also five 1 sp rings, and 
  a +1 longsword in a bejeweled scabbard worth 100 gp.
  9. Cavern
  The passage opens up to reveal a strangely shaped cavern with a 
  depression at the far end that leads to an obviously man-made alcove. A 
  wooden door is set in the far manmade wall. The alcove is filled with what 
  appear to be wooden coffins, though they have rotted and decayed.
  The main cavern itself is unpopulated, as is the depression to the south, 
  which descends 10 feet below the floor of the main cavern. The depression 
  contains a man-made alcove filled with six rotted and destroyed coffins. They 
  are unoccupied. However, the shadows from Area 10 may be present. If so, 
  they occupy the two sarcophagi marked on the map. The small passage to the 
  west contains stairs down to Level 3, Area 1. A wooden door in the south wall 
  leads to Area 10. The door is locked with a poor-quality lock and is rather old.
  Old Locked Wooden Door: AC 9[10]; HP 10; Open Door (–1, x2); 
  Open Lock +15%.
  9A. Giant Rat Shadows
  The shadows at Area 10 captured a pack of giant rats that lived in the 
  nest to the east of their room and turned them into 5 giant rat shadows. 
  These rather strange undead befuddle anyone familiar with the power of 
  normal shadows, which usually create only human shadows. They have 
  no treasure. The shadows took it all.
  Giant Rat Shadows (5): HD 1+1; HP 4, 9, 7, 5, 8; AC 7[12];  
  Atk bite (1d4 + Strength drain); Move 12; Save 17; AL N;  
  CL/XP 3/60; Special: drain 1 point of Strength with hit, hit  
  only by magic weapons.
  Tactics: These giant rat shadows swarm in their incorporeal state and 
  attack with an incorporeal Strength-draining bite. They serve the whim of 
  the shadows and attack until slain or commanded to retreat.
  How they were created is a mystery, and the anomaly of their existence 
  would confound sages schooled in the lore of undead.
  10. The Back Room
  These coffins are the normal home of 2 shadows. They are most likely 
  encountered at Area 9, however. See “Tactics,” below.
  Shadows (2): HD 2+2; HP 14, 12; AC 7[12]; Atk touch (1d4 + 
  strength drain); Move 12; Save 16; AL C; CL/XP 4/120; Special: 
  drain 1 point Strength with hit, hit only by magic weapons.
  
  69
  the tomb of abysthor
  Tactics: The shadows that reside here will most likely not be in their 
  coffins. The light from the approaching party’s torches disturbs them, and 
  they move to wait for the party in the corners of the alcove in Area 9 to 
  come upon the party from behind. Once the characters draw near, they 
  summon their servitor giant rat shadows that they have created from Area 
  9A. The shadows then attack with their touch attacks, draining Strength. 
  If discovered and successfully attacked, they use their incorporeal form to 
  pass through the walls and escape their attackers. 
  Treasure: Coffin 1 contains silver jewelry amounting to 45 gp, as well 
  as 128 gp, fourteen 25 gp gems, three potions of healing and a dagger. 
  Coffin 2 contains 183 sp, two silver rings valued at 2 gp each, a gold 
  statuette of a nude woman of exquisite craftsmanship valued at 300 gp, 
  a potion of heroism, a potion of diminution and a scroll of 2 magic-user 
  spells (alarm and ice storm).
  11. The Singing Corridor
  At this corridor, due to the wind between the sinkholes, there is a great 
  whistling, and the party is affected by a blast of wind as if Wandering 
  Monster Table result #6 had been rolled. Hear Noise checks are 
  impossible due to the loud noise masking other sounds.
  12. The Pool Cavern
  The dripping of the water from the stalactites into the pool can be heard 
  echoing down the corridor before this room is entered. This room is very 
  wet, and a thin patina of water covers the whole room. Any fast movement 
  in the room (such as combat) requires a save or the character slips and 
  falls. At the three “X”s are the denizens of this room: 3 piercers. There 
  is, however, no treasure in this room since the piercers do not care about 
  it and the other monsters in the dungeon scavenge it off the floor. There is 
  also a 1–4 on 1d20 chance that 1d3 giant poisonous frogs from Area 13 
  are lurking in the portion of the pool that intrudes into this room.
  Piercers (1d3): HD 2; HP 10, 13, 8; AC 3[16]; Atk drop  
  and pierce (2d6); Move 1; Save 16; AL N; CL/XP 2/30; 
  Special: drop from ceiling.
  Giant Poisonous Frogs (medium) (1d3): HD 2; HP 12, 14, 11; 
  AC 7[12]; Atk tongue (grapple plus poison), bite (1d8 plus 
  poison); Move 3 (swim 9); Save 14; AL N; CL/XP 3/60;  
  Special: leap (150 ft.), poison drains 1d6 Strength.
  Door and Stairs: Here, a door bars passage down to Level 4. The large 
  bronze door has a silver lock. The lock can be picked only at –50% after the 
  door itself has had a knock or dispel magic cast on it. Otherwise, one needs one 
  of the several silver keys that the priests of the temple possess to open this door.
  13. Water Passage
  Only a very strong swimmer could make this swim through the narrow 
  underwater passage without magical aid, let alone without light, since the water 
  is very dark. In the northern area of the water passage, under an inch of silt on the 
  bottom, is a suit of +1 plate mail. The pool itself is occupied by 6 giant poisonous 
  frogs. These frogs were placed here by the priests of Tsathogga and are killing 
  machines bred in the pits of the Temple of the Frog in the caverns below. The 
  poisonous giant frogs viciously attack any persons swimming through the passage.
  Giant Poisonous Frogs (medium) (6): HD 2; HP 12, 14, 11 x2, 
  13, 8; AC 7[12]; Atk tongue (grapple plus poison), bite (1d8 
  plus poison); Move 3 (swim 9); Save 14; AL N; CL/XP 3/60; 
  Special: leap (150 ft.), poison drains 1d6 Strength.
  14. The Crystal Cavern
  This room has its walls covered by highly reflective crystals of an unusual 
  size. Any light source brought into the room causes shimmering colors and 
  strange and blinding prismatic special effects. The crystals themselves are 
  quite hard and not easy to break. They have little value individually, other 
  than to be used as curios on pendants by superstitious commoners.
  Alcoves: In these side alcoves north of the main room are 2 more giant 
  poisonous frogs.
  Giant Poisonous Frogs (medium) (2): HD 2; HP 11, 9; AC 7[12]; 
  Atk tongue (grapple plus poison), bite (1d8 plus poison); 
  Move 3 (swim 9); Save 14; AL N; CL/XP 3/60; Special: leap 
  (150 ft.), poison drains 1d6 Strength.
  Stairs: The stairs from this room lead down to the Great Cavern and the 
  Temple of the Frog on Level 5.
  15. Gorbash’s Lair
  In this large cave, filled with skins and bones and garbage, is Gorbash the 
  ogre. Gorbash is rather bright (unlike his brother Ambro, who resides in the 
  dungeon of Rappan Athuk) and has consumed several parties of adventurers. 
  Gorbash does not like undead, though he has an uneasy truce with Draeligor 
  the wight—purchased by the magic maul given to him by the priests of Orcus 
  on Level 4. For now the evil priests are content to purchase Gorbash’s loyalty. 
  He does not ordinarily travel into Room 17 (or beyond). Nor does he go into 
  Areas 9 or 10. In fact, he generally does not even travel down the corridor to 
  Room 16 unless he is forced to, as described below. Instead, Gorbash waits 
  for his meals to come to him, as described under “Tactics,” below. He can 
  occasionally be caught roaming the halls of this level, hunting for giant rats, 
  which are his favorite food (when adventurers are unavailable).
  Gorbash the Ogre (Ftr2): HD 6+1; HP 40; AC 3[16]; Atk +1 
  maul (2d6+4); Move 9; Save 13; AL C; CL/XP 6/400;  
  Special: +2 to hit and +3 damage bonus for Strength.
  Equipment: chain mail crudely modified to fit him, a 
  +1 maul (huge morningstar that Gorbash uses two-
  handed, unusable by the characters, given to him by 
  the priests of Orcus).
  Tactics: His favorite tactic is to wait by the big column that divides the 
  entrance into his room into a north and a south passage. He has learned that 
  torchlight means a meal is on its way. At the points on the map marked “rock 
  piles,” he has piled a small rock wall low enough for an 8-foot, 6-inch ogre to 
  jump over easily but high enough to require smaller characters to climb (Climb 
  Walls check). Since the rocks are an obstacle to characters, Gorbash waits and 
  looks to see where any approaching light is coming from. This delay allows him 
  to get a good fix on the party. He then waits for the light to start moving again—
  telling him that the party is past the first of the two rock walls. Gorbash then 
  circles around the other path and comes on the party from behind—hopefully 
  while they are between the two rock walls. If the party is few in number, he tries 
  to sweep right through it. If the party is large, he kills the rear character (and 
  maybe one more) and then goes back around the other way while the characters 
  struggle with the rock walls. If combat goes against him, Gorbash tries to flee 
  to Areas 18 and 19, where he calls on the aid of Draeligor. He is loath to do so, 
  however, since such an act would establish Draeligor as the leader of this level. 
  If summoned to Gorbash’s aid, Draeligor brings four of his skeletons.
  Small Cave: There is a small cave at the far east end of Gorbash’s cave. 
  The entrance to this cave is some 15 feet off the ground. It can be reached 
  with a successful Climb Walls attempt.
  Treasure: In this cave is Gorbash’s treasure. It consists of five sacks, a 
  small wooden chest and a pile of clothing, weapons and armor.
  The five sacks respectively contain the following: sack 1: 2,063 sp; sack 
  2: 46 sp, 353 gp; sack 3: 1,067 gp; sack 4: eight 50 gp gems, three necklaces 
  
  70
  The lost lands": Stoneheart Valley
  (worth 10 gp each), a silver bracelet (5 gp) and a small jade statuette (25 gp); 
  sack 5: two brass candleholders (8 gp), a fine mirror (25 gp), a silver chalice 
  (10 gp), seventeen assorted earrings (1 gp total), five gold rings (worth 2 gp 
  each), ring of protection +1, a silver holy symbol of Muir (10 gp).
  The small wooden chest is locked and contains three potions: water 
  breathing, heroism and poison. If the chest is smashed open, the potion 
  containers are broken and the potions ruined.
  In a pile in the rear of the cave Gorbash has collected six longswords, 
  two maces, three short swords, eight daggers, two hand axes, a two-
  handed sword, a longbow made by a famous half-elf bowyer in Bard’s 
  Gate, a light crossbow, and a battle axe. In a pile he has various cloaks and 
  other items of clothing, a suit of leather armor, three sets of chain mail, 
  a suit of ring mail, three shields with serious damage to them and two 
  undamaged shields. All of the armor requires some degree of repair from 
  obvious combat damage (Referee to determine—from 5% to 50% of the 
  value of the armor). The weapons, though, are in good condition, except 
  for the light crossbow, which is without its string or goat’s foot lever.
  16. Cavern
  This cavern is empty save for four half-burned-out torches lying on the 
  floor and a broken holy water vial near the far wall.
  17. Worked Cavern
  This cave is empty and deathly still. The south wall has obviously been 
  worked and has a door in the center of it that is wooden with iron bands. It 
  is not locked, but it requires forcing, as the wood of the door has expanded 
  due to the dampness of the dungeon. Two discarded longswords lie on the 
  floor, one of which is heavily notched.
  Stuck Iron-Banded Wooden Door: AC 7[12]; HP 25; Open Doors (+1).
  18. Crypt
  This room of carved stone contains six stone sarcophagi. Each holds a 
  skeleton with a scimitar and shield. Once a force of law enters the room, the 
  6 skeletons animate. Their proximity to the evil shrine at Area 19 as well as 
  their amulets give the characters a penalty of –4 on turn undead rolls.
  Skeletons (6): HD 1; HP 5, 8, 4, 7, 6, 3; AC 7[12]; Atk scimitar 
  (1d6); Move 12; Save 17; AL N; CL/XP 1/15; Special: immune 
  to sleep and charm spells.
  Equipment: shield, scimitar, amulet of protection from 
  good, rubies (see Treasure).
  Treasure: Each of the skeletons has a 15 gp ruby in each of its eye 
  sockets (twelve in all), which glow while the creatures live their unlife. 
  Each skeleton also wears an amulet of protection from good, which given 
  a –2 penalty on turn undead rolls in addition to the benefits of protection 
  from good while worn. When the skeletons are destroyed, the gems cease 
  to glow. There is a 75% chance that combat in this room draws Draeligor, 
  the denizen of Room 19, into this room.
  19. The Shrine of Darkness
  This room contains a dais of black stone carved in a demonic likeness 
  of Orcus and spattered with blood. The room is permanently shadowed. 
  Even strong light provides no more than flickering illumination, effectively 
  negating normal light sources to 10 feet of illumination. In this evil room 
  all undead give a penalty of –2 on turn undead rolls. Further, merely 
  being in this room causes Lawful characters to make a save or suffer a –1 
  penalty to attack, saving throws and 1d3 temporary Strength damage from 
  the Chaos-energy emanating from the altar.
  The stone sarcophagus in this room is the resting place of the evil 
  undead guardian of this horrible shrine of darkness—Draeligor the 
  wight. Draeligor came to this dungeon with the priests of Orcus from 
  Rappan Athuk. He was stationed here to gain control over the first level of 
  the dungeon. He wears magical chain mail emblazoned with an obscene 
  magical rune of Orcus that causes fear.
  Draeligor the Wight: HD 3; HP 20; AC 0[19]; Atk claw (1 
  hp plus level drain); Move 9; Save 14; AL C; CL/XP 5/240; 
  Special: level drain (1 level) with hit, can only be hit by 
  magical or silver weapons.
  Equipment: +1 chain mail of fear (6 charges per fear 
  spell), unholy water (x6).
  Tactics: Draeligor prefers to remain in his shrine unless drawn by the 
  sound of combat in Room 18. He immediately uses a charge from his 
  chain mail of fear and wades in to attack any persons not stricken by fear. 
  He attacks cleric first, using his energy drain power. Even if the tide of 
  battle turns against him, Draeligor does not flee. Death of his corporeal 
  form is nothing compared to the torment he would suffer at the hands of 
  Orcus for abandoning the shrine he was entrusted to guard.
  Treasure: In his crypt, Draeligor has 21,476 cp, 1,612 sp, 322 gp, four 
  small 100 gp diamonds and three golden statues of Orcus valued at 50 gp 
  each, as well as a +1 shield. The shield has a symbol of Orcus painted on 
  it, but this could be scrubbed off.
  
  71
  the tomb of abysthor
  This strange level is home to a diverse set of occupants. It contains 
  one of the hidden burial halls of Thyr and Muir. Dark Natasha makes her 
  home on this level in the rooms beyond the strange mist she created to 
  shroud approach to her lair. Stirges fill the northern caves and are a deadly 
  nuisance throughout the level. The priests of Orcus have temporary 
  barracks here near the stairs down to their temple. Though he does not live 
  on this level, Balcoth (from Level 2A) is a constant threat. Balcoth and 
  Dark Natasha are at a standoff, having reached an agreement that neither 
  is to enter the other’s domain. Neither Balcoth nor Dark Natasha has yet 
  joined with the priests of Orcus, though the evil priests are courting them. 
  Carrion creepers wander the entire level and are a continuous menace, 
  particularly to low-level adventurers.
  1. Entrance Cavern
  This large, vaulted cavern smells faintly of offal and decay. The ceiling 
  is over 60 feet above the cavern floor. A passage leads off to the south. 
  Obvious on the northern wall is an opening some 30 feet above the cave 
  floor (see Area 1A). It appears that passages lead off from that opening 
  in either direction.
  Wandering Monsters: As the characters enter, immediately roll on the 
  wandering monster table, as the sound of approaching footsteps and light 
  has a chance to draw a monster.
  Level 2: The Lesser Caves 
  And Dark Natasha’s Lair
  Difficulty Level: 4.
  Entrances: Cave passage from Level 1, Area 4.
  Exits: Overhead intersecting passage that leads to Level 2A 
  (Balcoth’s Lair), Stairs to Level 3 and hidden stairs to Level 4.
  Wandering Monsters: The level is divided into several 
  areas for purposes of wandering monsters: Rooms 1 and 
  5–8: Check once per 30 minutes on 1d20:
   ROLL 1D20 
  RESULTS
   
  1 
  2d6 stirges. If a lightly armored character 
   
   
  is killed in combat with a stirge horde, eight 
   
   
  to ten stirges combine to carry the 
   
   
  character back to Area 3A.
   
  2 
  1d4 carrion creepers
   
  3 
  2d4 giant bats
   
  4–20 
  No encounter
  Rooms 2–4: Follow the “Stirge Check” guides given in 
  Area 3. All random encounters here are stirges. If a lightly 
  armored character is killed in combat with a stirge horde, 
  eight to ten stirges combine to carry the character back 
  to Area 3A.
  Rooms 9–15: These areas do not have random encounters 
  since no monsters enter the mist that Natasha has 
  created. Natasha herself is not always in one set location.
  Rooms 16–21: These areas are very densely populated. 
  Check once per 30 minutes on 1d20:
   ROLL 1D20 
  RESULTS
   
  1 
  1d6 ghouls
   
  2 
  1d4 giant spiders (4 ft. diameter)
   
  3 
  2d6 giant rats
   
  4 
  2d6 stirges. If a lightly armored character 
   
   
  is killed in combat with a stirge horde, eight 
   
   
  to ten stirges combine to carry the 
   
   
  character back to Area 3A.
   
  5 
  Balcoth. In his insubstantial form, Balcoth 
   
   
  is roaming this level, testing out the limits of 
   
   
  Natasha’s watchfulness. He observes the 
   
   
  party but does not attack unless he is 
   
   
  attacked. He is never found in or beyond 
   
   
  Area 9 (the purple haze). See Level 2A, 
   
   
  Area 7, for details.
   
  6 
  1 manticore
   
  7 
  Dark Natasha. She is most likely invisible. 
   
   
  She spies on the party. From this point on 
   
   
  she is alerted to their presence. She does 
   
   
  not attack them immediately. See Area 12 
   
   
  for details.
   
  8 
  1d4 carrion creepers
   
  9–20 
  No encounter
  Room 24–25: Roll 1d20 when any such room is entered:
   ROLL 1D20 
  RESULTS
   
  1 
  A delegation of priests (1 lesser priest and 
   
   
  1d4 acolytes of Orcus) either heading to or 
   
   
  coming from the graves at Area 21 or 
   
   
  Balcoth on Level 2A.
   
  2 
  Acolyte workers (1d6 acolytes of Orcus led 
   
   
  by a lesser priest) defacing holy runes and 
   
   
  spreading filth.
   
  3 
  1d4 ghouls
   
  4–20 
  No encounter
  Standard Features: The cavern sections are unlit. The 
  worked sections have torch holders every 20 to 30 feet—
  simple iron rings in which torches can be set.
  Continuous Effects: All spell effects on this level are at 
  caster level 9 unless otherwise noted. Areas 2, 2A–C, 4 
  and 4A are covered by a hallow spell. Area 9 is filled with 
  the magical mist created by Dark Natasha.
  Level 2: The Lesser Caves and Dark Natasha’s Lair
  
  72
  The lost lands": Stoneheart Valley
  
  73
  the tomb of abysthor
  Illusory Wall: The passage leading to Area 2 has been covered with 
  an illusory wall to appear as part of the surrounding stone wall. A save is 
  allowed to disbelieve the illusion if the illusory wall is interacted with.
   
  Detections: The illusory wall radiates faint magic, if detected. See 
  Area 2 for details on illusory wall.
  1A. Passage above to Balcoth’s Lair 
  Here, the passage is blocked by a ledge that rises to 30 feet above the 
  floor (the ceiling is 50 feet above) and bisects the passage. On either side 
  of the ledge, 30 feet above the ground, are openings that lead to Level 
  2A—Balcoth’s Lair.
  See Level 2A, Area 1. This passage also effectively keeps monsters out 
  of the area to the north, except for the major denizen: stirges.
  To pass over the ledge to Areas 3 and 4 beyond, characters (and 
  monsters) must climb (or fly) up the south side of the ledge and then go 
  down the north face, which on that side is 40 feet above the floor of the 
  cavern, requiring a Climb Walls check.
  Detections: Magic can be detected emanating from the magical runes 
  Balcoth has placed on the ledge above. See Level 2A, Area 1, for more details.
  Acolytes of Orcus (Clr2) (1d4): HP 12, 10, 7, 4; AC 5[16];  
  Atk touch or mace (1d6); Move 12; Save 14; AL C; 
  CL/XP 3/60; Special: control undead, 1/day—death touch 
  (roll 2d6: if total equals or exceeds target’s current hit points, 
  it dies; save avoids), spells (1).
  Spells: 1st—cause light wounds.
  Equipment: ring mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 4d10 gp.
  Carrion Creepers (1d4): HD 2+4; AC 7[12]; Atk bite (1 hp) and 
  6 tentacles; Move 12; Save 14; AL N; CL/XP 4/120; Special: 
  tentacles cause paralysis (save or paralyzed for 2d6 turns).
  Stirges (2d6): HD 1+1; AC 7[12]; Atk proboscis (1d3);  
  Move 3 (fly 18); Save 17; AL N; CL/XP 2/30; Special: blood 
  drain (1d4), +2 to hit bonus.
  Ghouls (1d6): HD 2; AC 6[13]; Atk 2 claws (1d3), bite (1d4); 
  Move 9; Save 16; AL C; CL/XP 3/60; Special: immunities, 
  paralyzing touch.
  Giant Bats (2d4): HD 4; AC 7[12]; Atk bite (1d10); Move 4 (fly 
  18); Save 13; AL N; CL/XP 5/240; Special: 2 are diseased.
  Giant Rats (2d6): HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 12; 
  Save 18; AL N; CL/XP A/5; Special: 1d2 are diseased.
  Giant Spiders (4ft diameter) (1d4): HD 2+2; AC 6[13];  
  Atk bite (1d6 + poison); Move 18; Save 16; AL N; CL/XP 5/240; 
  Special: lethal poison (+1 save), 5 in 6 chance to surprise 
  prey.
  Lesser Priest of Orcus (Clr4): HP 16; AC 4[15]; Atk touch or 
  mace (1d6); Move 12; Save 12; AL C; CL/XP 5/240;  
  Special: control undead, 1/day—death touch (roll 4d6: if 
  total equals or exceeds target’s current hit points, it dies; 
  save avoids), spells (2/1).
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person.
  Equipment: chain mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 5d10 gp.
  Manticore: HD 6+4; AC 4[15]; Atk 2 claws (1d3), bite (1d8), 6 
  tail spikes (1d6); Move 12 (fly 18); Save 11; AL C; CL/XP 8/800; 
  Special: tail spikes.
  2. The Hidden Cave  
  and the Sanctuary
  This area, accessed by a narrow path behind the illusory wall, appears 
  to be nothing but a small cave. The west wall, however, is also covered 
  with an illusory wall spell. A save is allowed to disbelieve the illusion if 
  the illusory wall is interacted with.
  Even if the illusory wall is not detected, this area is under the effects of 
  hallow (see Area 2C). Lawful-aligned creatures feel the presence of the 
  protection this spell provides and feel safe here.
  Detections: The illusory wall radiates faint magic, if detected. Magic 
  from the hallow spell can also be detected.
  2A. Anteroom
  This room of white stone was carved long before this complex was 
  corrupted by minions of evil and has remained pure ever since. The four 
  white pillars are graven with holy runes. In the northeast wall is a silver 
  basin filled with the equivalent of ten vials of holy water. This water 
  replenishes itself at the rate of one vial per day. This room is also hallowed 
  (see Area 2C).
  2B. Hall of Warriors
  This room is filled with eight standing stone sarcophagi (see Standard 
  Features) that contain the corpses of valiant warriors who have fallen 
  in the service of Thyr and Muir. Characters may recognize the names of 
  these lesser knights of legend. The Referee is free to create these names 
  as befits their campaign.
  Each corpse wears a suit of armor of differing types (four wear 
  plate, two wear chain, two wear ring), and each bears a shield and a 
  weapon (three are longswords, three are bastard swords, one a mace 
  and one a spear). Each wears a circlet of silver worth 50 gp. The armor, 
  shields, and weapons may be of special make. Roll 1d20 individually: 
  1 +1 flaming if a weapon; 2 +1 if armor or shield; 3–4 +1 if weapon; 
  5–20 normal. This room, too, is under the effects of hallow (see Area 
  2C). Lawful-aligned characters should not disturb the contents of this 
  Hallow
  Spell Level: Cleric, 5th Level
  Range: Touch
  Duration: Permanent until dispelled.
  This spell makes area in a 10 feet/ level radius emanating from 
  the touched point a holy site. The site is guarded by a permanent 
  protection from evil and undead turning attempts have a bonus of 
  +4. A dead body interred in a hallowed site cannot be turned into 
  an undead creature.
  Illusory Wall
  Spell Level: Magic-User, 4th Level
  Range: 25 ft. + 5 ft. / 2 levels
  Duration: Permanent
  This spell creates the illusion of a wall, floor, ceiling, or similar 
  surface. It appears real when viewed but physical objects can pass 
  through it. A save to disbelieve is allowed upon touch. A probing 
  search automatically reveals the true nature of the surface, though 
  these measures do not cause the illusion to disappear. 
  This spell has circulated to many of the more powerful magic-
  users of the Stoneheart Valley, but it is mainly kept in their private 
  collections and is not commonly found as treasure outside this 
  region.
  
  74
  The lost lands": Stoneheart Valley
  room without permission from Alaric. Appropriate penalties are at the 
  discretion of the Referee.
  2C. The Tomb of Alaric
  This tomb is lined with eight stone sarcophagi (see Standard Features) 
  of heroes as is the tomb described above (see Area 2B). However, at the 
  far end of the tomb on a raised dais is the tomb of Alaric the Paladin, 
  who lived during the time of the great reign of the Third High Lord, before 
  the corruption and downfall.
  Inside of this stone sarcophagus (see Standard Features) is the 
  perfectly preserved corpse of Alaric himself, dressed in +2 plate mail and 
  holding his +3 bastard sword. Both of these items are restricted to use by 
  Lawful persons, or the user finds that the items becomes –2 plate mail and 
  a –3 bastard sword. Items can be voluntarily removed without the casting 
  of remove curse. Alaric also wears a circlet of pure gold worth 1,000 gp.
  The Chalice and the Stone: To his right and left side are small altars, 
  both covered with a small silk cloth. Behind his tomb is a large holy 
  symbol of Muir. On the altar to the right is a silver chalice. On the altar to 
  the left is what appears to be a broken chunk of carved marble. 
  The silver chalice is the chalice of Elanir, a holy chalice that radiates 
  good. Any liquid poured into it becomes pure wine of a fine quality, fit 
  to drink (regardless of its previous magical qualities, poison content or 
  impurities—excepting only earth blood, which it will not change). Filling 
  the chalice with holy water and then consuming the entire contents acts as 
  cure serious wounds, operating in this manner once per day.
  The broken piece of marble is the stone of Tircople. This holy artifact is 
  a piece of the altar stone of the now ruined and desecrated great temple in 
  the ruined holy city of Tircople. The holder of the stone gains a permanent 
  protection from evil.
  The two may be used in combination. If the stone is placed upon the 
  chalice and the chalice filled with two vials of holy water and the whole 
  is consecrated with bless and then consumed, whoever drinks receives the 
  effects of cure disease in addition to the cure serious wounds effect above. 
  The stone and chalice can operate together in this manner once per week, 
  and only if the cure serious wounds power has not been used on the day 
  in question. 
  Obtaining the Chalice and Stone: If proper respect is given to the 
  tomb, and if a cleric or paladin of Thyr or Muir worships at the tomb as 
  is befitting ceremony, the character is visited and instructed that he or she 
  is worthy and has been chosen to carry the stone and the chalice from the 
  tomb to further the will of his or her deity.
  Hallow: This tomb is the focus of the hallow spell, which also protects 
  Areas 2, 2A and 2B. Long ago, the priests of Thyr and Muir placed 
  this permanent spell on this tomb. This tomb should not be troubled or 
  desecrated in any way by any Lawful-aligned character. Appropriate 
  penalties are at the discretion of the Referee.
  3. Stirge Caverns
  These caves are filled with stirges. There are at least 24 stirges here 
  in these several caves at all times. This number does not reflect the total 
  number of stirges that inhabits the cavern, as many are flying outside and 
  
  75
  the tomb of abysthor
  around the various levels. Stirges are vital elements of the dungeon food 
  chain, and destroying this complex of caves (with several fireballs or the 
  like) causes a meteoric rise in the rat and bat populations until the stirges 
  can be replaced by the stirge demon (see Area 3B).
  Stirges (24+): HD 1+1; AC 7[12]; Atk proboscis (1d3);  
  Move 3 (fly 18); Save 17; AL N; CL/XP 2/30; Special: blood 
  drain (1d4), +2 to hit bonus.
  Stirge Check: Upon entering Area 3 by coming over the ledge to 2A, 
  roll 1d6 every turn. On a 1–3, 2d6 stirges show up and attack. Continue 
  this process as long as the characters remain north of the ledge to 2A. 
  Remember to continue checking, even when combat is joined.
  3A. The Main Lair
  This is where stirge hatchlings from the stirge demon are brought by 
  the stirge drones and nursed. Young stirges are disgusting, misshapen 
  larvae that are a sickly pinkish white in color. Currently twelve of the foul 
  hatchlings are here. They are helpless. They are attended by 2d4 stirges 
  at all times.
  Stirges (2d4): HD 1+1; AC 7[12]; Atk proboscis (1d3);  
  Move 3 (fly 18); Save 17; AL N; CL/XP 2/30; Special: blood 
  drain (1d4), +2 to hit bonus.
  Treasure: Also in this room is the following treasure: 2,365 cp, 1,704 
  sp, 4,339 gp, six gems worth 50 gp each, twelve pieces of jewelry worth 
  25 gp each, a +1 dagger, a staff of striking, a set of +1 leather armor, a 
  scroll of 3 magic-user spells (dispel magic, haste and lightning bolt), a 
  potion of extra-healing and a potion of polymorph self. 
  3B. Lair of the Stirge Demon
  At the far end of the stirge cave is a small hole, about 2 feet in diameter. 
  It reeks of offal and of the abyss. It radiates Chaos with great strength.
  Referee Note: You should discourage all but high-level characters (8th 
  level plus) from exploring this hole.
  Beyond the hole is a twisting passage about 2 feet in diameter that 
  heads practically straight down over 100 feet. At the terminus of this long 
  passage is a set of small caverns. In one of those caverns, not depicted on 
  the map, attended by 12 stirges, is the stirge demon. The stirge demon 
  lays the larval stirges that are then taken by the stirge drones up to Area 
  3A, where they hatch. The dungeon will never fully be rid of stirges until 
  this demon is destroyed.
  Stirges (12): HD 1+1; HP 8x3, 6, 4x2, 5x3, 2x3; AC 7[12];  
  Atk proboscis (1d3); Move 3 (fly 18); Save 17; AL N;  
  CL/XP 2/30; Special: blood drain (1d4), +2 to hit bonus.
  Stirge Demon: HD 8; HP 40; AC 0[19]; Atk 2 claws (2d6), bite 
  (1d10); Move 9 (fly 24); Save 8; AL C; CL/XP 16/3200;  
  Special: blood drain, drone, immunity to electricity and 
  poison, magic or silver weapons to hit, magic resistance 
  (40%), spell-like abilities, spider climb. See The Tome of 
  Horrors Complete for more details.
  Spell-like Abilities: at will–darkness, dispel magic, 
  teleport, telekinesis, telepathy (100 ft.); 1/day–gate 
  (2d8 dretches or 1 stirge demon) 35%, summon 2d20 
  stirges automatically.
  Description: The stirge demon is a loathsome cross between a human, 
  a stirge and an abyssal fly. It stands on four stirge like hind legs and grasps 
  with its humanlike forelimbs, which end in chitinous, claw like fingers. It 
  has the wings of a stirge, though wrinkled and seemingly useless. Its stirge 
  like head has distinctly human features. Its head is topped with a bristled, 
  backswept mane. Its mouth is tiny and filled with fangs, though its nose 
  is long and sharp and is used to pierce and draw blood. The stirge demon 
  can walk on walls and ceilings.
  4. Undisturbed Tomb–Anteroom
  Due to the number of stirges that have since made their home here, 
  this tomb has never been disturbed or corrupted by the chaotic minions 
  of Orcus. The room marked “4” proper is the anteroom to the tomb. It has 
  several moldy tapestries hanging from the walls.
  Stirge Check: Once the party begins down the passage toward Area 
  4, the “Stirge Check” mentioned above in Area 3 occurs only once every 
  5 turns. This continues as long as the players remain in Areas 4 and 4A.
  Door and Pit Trap: The door to 4A is a large wooden door 
  with a lock (see Standard Features). It is trapped with a pit 
  in front of the door that opens along with the door. The pit 
  is 20 feet deep (2d6 damage, save avoids) and is filled with 
  gooey mold that is not harmful.
  Detections: The tomb beyond the door detects as good.
  4A. Tomb
  Within this tomb are four stone sarcophagi. Each contains the corpse of 
  a warrior. Two of them are dressed in chain mail and hold bastard swords, 
  and the other two are dressed in plate mail and hold two-handed swords. 
  The weapons and armor are in fine condition. The two-handed swords are 
  of fabulous workmanship. They are fine weapons made by the old master 
  weapon smiths. They are also rather impressive as antique works of skill. 
  Some of the crafting techniques have been lost and the items are of special 
  value to craftsmen. The armor and weapons may be of special make. Roll 
  1d20 individually: 1 +1 flaming if a weapon; 2 +1 if armor; 3–4 +1 if 
  weapon; 5–20 normal.
  Protection from Evil: This tomb is under the permanent effects of a 
  protection from evil. All Lawful-aligned characters instinctively feel that 
  this is a safe place and such characters should not disturb the contents of 
  this room without the permission of Alaric. Appropriate penalties are at 
  the discretion of the Referee.
  5. Large Cavern
  In this large cavern, which gives off a rather foul odor of dung, are 3 
  carrion creepers.
  Referee Note: Carrion creepers are very dangerous. If you feel your 
  characters are either too low level or are unacquainted with the concept 
  of running away from an encounter, feel free to reduce the number of 
  creatures to one or two.
  Carrion Creepers (3): HD 2+4; HP 14, 20, 17; AC 7[12]; Atk bite 
  (1 hp) and 6 tentacles; Move 12; Save 14; AL N; CL/XP 4/120; 
  Special: tentacles cause paralysis (save or paralyzed for 2d6 
  turns).
  Treasure: In a pile of offal in the most easterly spur of the room if 
  specifically searched are the following: 3,561 cp, 2,450 sp, 687 gp, 
  a potion of polymorph self and a –1 cursed longsword placed here by 
  Balcoth (see Level 2A) as a cruel joke.
  6. The Cavern of the Stone Enigma
  In this cavern is a large, humanlike head standing 8 feet tall. It has a 
  blank stare and a closed mouth, but one gets the distinct feeling that it 
  is on the verge of speaking one very powerful word. The statue radiates 
  neither good nor evil, but it does radiate magic—a dim flicker of magic, 
  deep within and distant. The radiation of magic is due to the fact that the 
  root of this statue reaches down into a pool of earth blood (see Level 
  5A), and the power courses through the statue. Mortal weapons or spells 
  may not harm the statue. The original builders of the complex unearthed 
  it long ago.
  
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  The lost lands": Stoneheart Valley
  This statue is an earth spirit. In fact, it is the spirit of the Stoneheart 
  Mountains. It spoke the word that made these mountains when the earth 
  god commanded it, and it will one day speak the word that shall destroy 
  them. It is said that a spirit such as this exists within every formation of 
  earth that is a distinct entity: mountain ranges, gorges, hills, cliffs, and so 
  on. Further, it is said that these spirits, if found, may be made to reveal the 
  words that they can speak—words of great power. It is rumored that when 
  Margon and Alycthron raised the Wizard’s Wall and changed the face of 
  the land, they did so only because the combined power of their wizard’s 
  staves was able to extract one of these great words from the earth spirit 
  of that region.
  If one stays in the chamber for a sufficient period of time and examines 
  the face, it becomes obvious that for some reason it grieves. Possibly for 
  the word it must one day pronounce; possibly for the corruption of the 
  earth that it embodies by the foul minions of Orcus and Tsathogga and 
  their shrines; possibly because it wishes to speak that word that lingers 
  on its lips now, but knows it cannot or possibly because of some fate man 
  cannot fathom. The statue should fill the characters with a sense of awe of 
  the powers above their pitiful magic, of the powers that exist in the very 
  earth itself, of the life that is in all things.
  7. Cavern
  This cavern is empty.
  8. Cavern
  This cavern is also of little interest, except that its southwest exit is 
  shrouded in the purplish mist that Natasha has placed here to guard her 
  lair. Also, as indicated by the figure on the map, one of her zombie guards 
  is located here.
  Zombie: HD 2: HP 7; AC 3[16]; Atk pole arm (1d8+1); Move 6; 
  Save 16; AL N; CL/XP 2/30; Special: immune to charm, hold 
  and sleep.
  Equipment: chain mail, pole arm
  Note: See the description of the purple haze below for its effects and 
  the concealment it provides to the zombies stationed within the mist.
  9. The Purple Haze
  Natasha created this mist through a strange and intricate ritual that 
  she herself only partially understands. The formula for this ritual can be 
  found in her spell tomes. The moist, purplish mist feels wet and cold. 
  Vision is limited to 5 feet in the best of light conditions, such as light 
  from continual light or darkvision. Torchlight allows only sputtering light 
  that often cannot illuminate the hand at the end of a human’s outstretched 
  arm. Natasha and her zombie minions are immune to the mist’s effect on 
  vision, seeing through it as if it were not there. The mist cannot be moved 
  with any wind spells. It can be dispelled if two successful dispel magic 
  rolls are made, treating the mist as created by a 20th level magic-user. 
  There is a 1–4 on 1d20 chance that Dark Natasha (see Area 12) is present 
  in the mist, keeping watch for Balcoth. 
  Concealment: The mist provides total concealment to those inside of 
  it (–4 on all attacks against those concealed). Remember that Natasha and 
  the zombies are immune to the mist’s effect on vision, and so their attacks 
  do not suffer the penalty.
  Zombies: Within the mist, at the spots designated on the map with a 
  figure, Natasha has posted her guards: 6 zombies in chain mail.
  Zombies (6): HD 2: HP 5, 10, 9, 7, 12, 13; AC 3[16];  
  Atk pole arm (1d8+1); Move 6; Save 16; AL N; CL/XP 2/30; 
  Special: immune to charm, hold and sleep.
  Equipment: chain mail, pole arm
  Zombie Tactics: The zombies stay within the mist. They use their 
  pole arms to attack outside the mist, but they themselves do not leave it. 
  Natasha can give them simple commands, such as “attack” or “return,” 
  which cause them to return to Area 10.
  Natasha’s Tactics: If Natasha has ample warning or is alerted to the 
  presence of intruders, she wanders inside the mist to see if it is Balcoth 
  approaching. If it is, she slips back into Room 10. If it is not, she harasses 
  any intruders with spells from the mist and then retreats to Area 10.
  Iron Door: Also located within the mist is a large iron door that is 
  not physically locked, but is wizard locked and warded with an alarm 
  spell that goes off quietly in Areas 10, 12 and 13. The password for the 
  door is “Balcoth.” Since it is Balcoth she is primarily protecting against, 
  Natasha finds her selection of his name as a password quite amusing. She 
  does, however, consider him a serious adversary, though now they are at 
  a standoff.
  Wizard Locked Iron Door: AC 4[15]; HP 60; Open Door (+2, 
  x2); Open Lock impossible.
  10. The Room of Protection
  This circular chamber is 60 feet in diameter and 35 feet high. Created 
  long ago to house priests servicing this level of the burial halls, the room 
  has a pentagram of magical protection, which operates as an inward-
  facing protection from evil in the center of the room, and a protection from 
  Alarm
  Spell Level: Magic-User, 1st Level 
  Range: 10 feet
  Duration: 2 hours/level 
  A subtle ward is created on the selected area that sounds a 
  mental or audible alarm each time any creature larger than about 
  1/2 cubic foot in volume or more than about three pounds in 
  weight. A creature that speaks the password determined by the 
  caster does not set off the alarm. The choice of a mental or audible 
  alarm is made at the time of casting.
  Mental Alarm: The caster is alerted as long as within 1 mile 
  of the warded area. A single mental “ping” awakens from normal 
  sleep. Silence, 15-ft radius has no effect on a mental alarm.
  Audible Alarm: Anyone within 60 feet of the warded area clearly 
  hears the sound of a hand bell. The distance is reduced by 10 feet 
  for each interposing door and by 20 feet for each interposing wall. 
  The loudness of the alarm may be set by the caster.
  Alarm can be made permanent with the spell permanency.
  Various versions of the alarm spell have been in circulation 
  among the world’s magic-users for centuries. It is almost as 
  common as the standard spells listed in the Swords & Wizardry 
  Complete Rulebook, but most teachers leave it out of the 
  apprentice curriculum because it is laborious to copy. The spell 
  has almost three times as many words as other spells of first level.  
  Spider Climb
  Spell Level: Magic-User, 1st Level
  Range: Touch
  Duration: 3 rounds + 1 round/level
  The subject can climb and travel on vertical surfaces or traverse 
  ceilings as a spider. The movement rate for a climbing person is 6, 
  and the subject must have bare hands and feet.
  
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  the tomb of abysthor
  evil around the perimeter of the room. These circles are carved into the 
  floor and are permanent. Natasha has chosen not to  remove them, as they 
  serve to keep Balcoth (and his summoned minions) from entering this 
  room, though the symbols cause her discomfort.
  Tactics: Natasha generally retreats to this room to prepare for battle. 
  Natasha likes to hide up in the shadows of the room’s ceiling (using 
  spider climb) when adventurers enter, and rain spells down onto them 
  after summoning her guards from the next room to come and melee the 
  intruders. She then flees invisibly.
  11. Guard Room
  This barren room contains six more of Natasha’s zombies in chain mail, 
  which come at her command.
  Zombies (6): HD 2: HP 6, 8, 9, 12, 7, 13; AC 3[16];  
  Atk pole arm (1d8+1); Move 6; Save 16; AL N; CL/XP 2/30; 
  Special: immune to charm, hold and sleep.
  Equipment: chain mail, pole arm
  12. Natasha’s Room
  This chamber is lavishly decorated with silks and satins, velvet curtains 
  and pillows, a warm fire of coals from a bronze brazier, a divan and a large 
  bed, a wardrobe full of sumptuous robes of various silken textures and 
  rich furs, and a very large full-length silver mirror. Natasha is a sensuous 
  creature who enjoys the vanity and comforts that her power and beauty 
  bring her. From the brazier, a trail of musky incense rises, giving the 
  whole room a very sexual feel. Above the bed, the canopy is hung with 
  gossamer resembling a spider’s web. On her small table is a golden idol of 
  the demon spider goddess (worth 300 gp). This is Dark Natasha’s shrine. 
  She does not keep her treasure in this room.
  Dark Natasha, Female Drow (Clr5/MU8): HP 46; AC 2[17];  
  Atk +2 mace (1d6+2) or hand crossbow (1d3 + sleep poison); 
  Move 12; Save 3; AL C: CL/XP 15/2900; Special: magic 
  resistance (50%), +2 saving throw bonus, spell-like abilities, 
  spells [cleric (2/2)/ magic-user (4/3/3/2)], surprised on 1 in 8.
  Spell-like Abilities: darkness 15ft radius, faerie fire, 
  create lantern-like lights at range of 60 ft.
  Magic-User Spells: 1st—alarm, charm person, magic 
  missile, spider climb; 2nd—invisibility, web, wizard lock; 
  3rd—fireball, lightning bolt, protection from normal 
  missiles; 4th—ice storm, polymorph other.
  Cleric Spells: 1st—cure light wounds (x2); 2nd—hold 
  person, silence, 15-ft. radius.
  Equipment: bracers of defense AC 4[15],+2 mace 
  of venom, +3 vs. Lawful (1/day, save or die), hand 
  crossbow with 20 envenomed bolts (save at –4 or 
  sleep), ring of protection +2, ring of spectral hand (7 
  charges), seven potions (extra-healing [x3], flying, 
  haste, heroism, polymorph self)
  
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  The lost lands": Stoneheart Valley
  Natasha’s Tactics: Natasha attacks the party directly only if it seems 
  to present an immediate threat. Even then, she attacks with her zombie 
  minions, supporting them with spells such as web and hold person as 
  well as her poison crossbow bolts and her spectral hand ring. She is most 
  concerned with shifting the balance of power against Balcoth, and to that 
  end she may engage the characters with promises of magic items if they 
  agree to exterminate him. She has no intent to live up to her end of the 
  bargain. Instead, she follows behind the characters invisibly to either 
  finish off the party or Balcoth, depending on who is left standing.
  If events go against her, Natasha has been known to return to this room 
  and pretend to be the trapped concubine of the wizard that the “valiant 
  party has obviously driven off.” Now the characters can “rescue” her and 
  reap their rewards, which she is willing to give. Of course she slays the 
  party when given the opportunity.
  Secret Door: The secret door is hidden behind a velvet curtain and is 
  wizard locked. Touching first the stone to the right of the door and then 
  the stone to the left opens after the wizard lock is knocked or dispelled. It 
  makes for an excellent getaway hatch.
  Escape Route: If Natasha escapes using this secret door, she heads 
  north through Room 14, past the illusory wall at Area 15 and down to 
  Area 9, where she reenters the mist and heads west and south, bypassing 
  Areas 16 and 17 and then heading up to Area 22, where she takes the 
  stairs down to Level 3, then up the stairs on Level 3 to Level 1, passing 
  the shadows and Room 4 and going out to the surface. There, she heads to 
  the entrance to the Under Realms labeled on the Wilderness Map.
  13. Natasha’s Study
  This room is more spartan. It contains several tables, bookshelves and a 
  desk. It also has a cask of both water and wine and a large barrel holding 
  iron rations. There are three chests in the room. The tables are covered 
  odd chemicals and unguents and several neat stacks of parchment holding 
  Natasha’s current notes and thoughts.
  Trapped Chests: The chests are trapped with poison needles covered 
  in potent spider poison (save or die).
  The chests hold:
  Chest 1: 12,407 sp.
  Chest 2: 4,562 cp, 3,875 gp and four potions (extra-healing, flying, 
  invisibility and polymorph self). Natasha normally does not carry these 
  potions with her, holding them in reserve for special need.
  Chest 3: fine silks and furs worth 800 gp total, several necklaces, rings 
  and other feminine jewelry worth 500 gp total.
  14. The Back Room
  This small cavern has a cask of wine and a cask of water as well as a 
  bedroll in a backpack. The pack also contains 50 feet of rope, iron spikes, 
  two small sacks, two vials of unholy water, and tinderbox with flint and 
  steel. This is Natasha’s special hideout room.
  15. Alarm-Trapped Illusory Walls
  The two locations marked as “15” on the map are both locations 
  where Natasha has covered a boulder-filled passage with an illusory 
  wall spell to make the passage appear to be part of the surrounding 
  wall. A save is allowed to disbelieve the illusion if the wall is  
  closely inspected (and, of course, anything touching the wall will go 
  through it .
  Alarm: Also, both locations are protected with alarm spells that sound 
  with a small chime in Areas 10, 11, 12 and 13 if anyone goes through the 
  area.
  Detections: The illusory walls radiate magic, if a detect magic spell is 
  used.
  16. The Gauntlet
  This place is the home of 14 cave morays, which live in holes or 
  fissures in the cave walls. The holes are noted on the level map. They 
  lunge out and strike at anything that passes. Careful observation within 
  15 feet of a hole allows it be noticed upon a successful secret door check. 
  Roll for each hole.
  Cave Morays (14): HD 4; HP 16x2, 22x3, 19x3, 24, 17, 14x2, 
  18x2; AC 1[18]; Atk bite (1d6); Move 6; Save 13; CL/XP 4/120; 
  Special: recoil attack, surprise on 1–3 on 1d6 (+1 bonus to hit 
  on surprised opponent). See The Tome of Horrors Complete 
  for more details.
  17. Mold Cavern
  This large cavern is rather damp. It is covered with fungi of various 
  types, including large mushrooms. They are neither special nor harmful. 
  There is a 45% chance of 1d3 piercers being in this room.
  Piercers (1d3): HD 2: HP 8, 12, 10; Atk drop and pierce (2d6); 
  Move 1; Save 16; AL N; CL/XP 2/30; Special: drop from 
  ceiling.
  Tactics: These creatures wait for unsuspecting victims to pass 
  beneath them. They are hard to detect (1 in 8, 1 in 6 for dwarves) 
  amidst the stalactites; otherwise they drop and attack with automatic 
  surprise. Once on the ground, piercers are move slowly and can be 
  quickly killed. 
  Ring of Spectral Hand
  This ring is charged with the spell spectral hand and allows the 
  user to cast that spell. The power of the ring allows the spell to be 
  cast the same round as the ring is activated. All effects are as per 
  the spell, except that the hand may also render any other touch-
  delivered effects available to the wearer, including a Chaotic 
  priest’s death touch. The ring normally has up to 30 charges. When 
  expended the ring is worthless. It cannot be recharged.
  Spectral Hand
  Spell Level: Magic-User, 2nd Level
  Range: 100 ft. + 10 ft./level
  Duration: 1 round/level
  A ghostly hand shaped from the caster’s own life force 
  materializes and moves as the caster desires, allowing delivery 
  of any touch-delivered spell of 4th level or lower. The spell to be 
  delivered by the hand must also be cast by the caster along with 
  the summoning forth of the hand itself. The caster loses 1d4 hit 
  points, that return immediately when the spell ends or is dispelled. 
  If the hand is destroyed, the hit points do not immediately return, 
  but are healed as normal. The spell gives a +1 bonus on any attack 
  roll (if one is needed to deliver the spell’s magic), with the hand 
  always striking from the caster’s direction. If the hand goes out of 
  the caster’s sight or beyond range, or if the caster ceases directing 
  it, the hand evaporates into nothingness. The hand is incorporeal 
  and cannot be harmed by normal weapons. It has an AC 0[19] and 
  1 to 4 hit points, as many as were lost in creating it.
  
  79
  the tomb of abysthor
  18. Dripping Cave
  This small cave has a large stalactite in the center of it, which slowly 
  drips water onto the floor. There is a small pool of water beneath the 
  formation. It is good, fresh water, and there is a 25% chance that 1d6 
  giant rats are here.
  Giant Rats (1d6): HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 12; 
  Save 18; AL N; CL/XP A/5; Special: none are diseased.
  19. The Manticores
  This room is the play area for 2 manticores. It is a large cavern with a 
  very high ceiling (nearly 75 feet), facilitating use of the creatures arching 
  volleys of tail darts. They live primarily off of the rats that drink at the 
  pool at Area 18, or wandering spiders. In fact, one is often waiting by the 
  intersection leading to Area 18. They also occasionally leave the dungeon 
  by half-clawing and half-flying up the crevasse on the map near their lair 
  that leads to a secluded section of the surrounding mountains. There, they 
  hunt other creatures.
  Manticores (2): HD 6+4; HP 34, 32; AC 4[15]; Atk 2 claws 
  (1d3), bite (1d8), 6 tail spikes (1d6); Move 12 (fly 18); Save 11; 
  AL C; CL/XP 8/800; Special: tail spikes.
  Treasure: In the eastern spur of the northern alcove, in a pile on the 
  ground, is the treasure the monsters have collected: 3,872 cp, 2,976 sp, 
  2,812 gp, a +1 longsword, a potion of fire resistance, a wand of magic 
  detection and a scroll of 5 magic-user spells (cloudkill, confusion, 
  dimension door, hold monster and wall of fire).
  20. Rats
  In this large cave, and in the unmapped tunnels that lead from it, live 
  over 50 giant rats. There are 2d8 giant rats here when the characters enter. 
  Giant Rats (2d8): HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 12; 
  Save 18; AL N; CL/XP A/5; Special: 2 are diseased.
  21. The Graves
  This room once held graves of the faithful of Thyr and Muir, but they 
  have since been unearthed—leaving foul-smelling open pits—and the 
  contents turned into vile undead. In this room there are 12 ghouls, and 
  their leader, who is a ghast. The priests of Orcus took all of their treasure.
  Ghast: HD 4; HP 20; AC 4[15]; Atk 2 claws (1d3), bite (1d6); 
  Move 15; Save 13; AL C; CL/XP 5/240; Special: paralyzing 
  touch, stench.
  Ghouls (12): HD 2; HP 10x2, 8, 14, 11, 9, 7, 4, 6, 15x), 13; AC 
  6[13]; Atk 2 claws (1d3), bite (1d4); Move 9; Save 16; AL C; 
  CL/XP 3/60; Special: immunities, paralyzing touch.
  22. The Spider Room
  This cave is the home of 7 giant spiders (6ft. diameter). Natasha has 
  taken all of their treasure.
  Giant Spiders (6 ft. diameter) (7): HD 4+2; HP 20, 24, 22, 19, 
  23, 18, 21; AC 4[15]; Atk bite (1d6+2 plus poison); Move 4; 
  Save 13; AL C; CL/XP 7/600; Special: lethal poison, webs.
  Webs: Webs spun by giant spiders require a saving throw to avoid 
  becoming stuck. Those who make a saving throw can fight and move 5 ft. 
  per round through the webs. The webs are flammable.
  23. The Fresco Room
  This room, though empty, has three sides of worked stone that were 
  carved with frescos and decorations honoring the dead that were buried 
  beyond the door. Those carvings have since been destroyed and defaced 
  by the priests of Orcus. The door itself is a large iron door. It has a heavy 
  lock and must be picked. The evil priests have also added a poison needle 
  trap (save at +2 or die).
  24. Empty Rooms
  Each room is filled with cheap wooden coffins that have been destroyed. 
  Their contents are now vile undead in the service of Orcus. All of the 
  rooms show signs of having been recently occupied by humanoids—
  bedrolls, litter, scraps of somewhat fresh food, empty water skins and so 
  on, even if the room does not currently have occupants.
  Roll on the Wandering Monster table for Room 24 when any of the 
  rooms marked “24” are entered.
  25. Secret Door Room
  This room is like the others before it, except that it contains a secret 
  door to Level 4. The secret door is opened by a small catch in the seam of 
  the north and south wall. Like in Room 24, check for a wandering monster 
  here as well.
  26. Priest of Orcus
  This room is the sleeping quarters for Barzag, a cleric of Orcus, as well 
  as 4 Acolytes of Orcus. Barzag is in charge of defiling these graves and 
  the ones in Area 21. As can be seen, his task is nearly complete. The room 
  holds their bedrolls as well as various and sundry supplies.
  Barzag, Orc, Priest of Orcus (Clr5): HP 20; AC 3[16]; Atk touch 
  or +1 mace (1d6+1); Move 12; Save 12; AL C; CL/XP 5/240 
  ; Special: control undead, 1/day—death touch (roll 5d6: if 
  total equals or exceeds target’s current hit points, it dies; 
  save avoids), spells (2/2).
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person, silence 15-ft. radius.
  Equipment: +1 chain mail, black robe emblazoned 
  with symbol of Orcus, shield, +1 mace, +2 vs. Lawful, 
  unholy water (x3), unholy symbol of Orcus, prayer 
  book, a small sack with 62 gp.
  Acolytes of Orcus (Clr2) (4): HP 8, 7x2, 5; AC 5[16];  
  Atk touch or mace (1d6); Move 12; Save 14; AL C;  
  CL/XP 3/60; Special: control undead, 1/day—death touch 
  (roll 2d6: if total equals or exceeds target’s current hit points, 
  it dies; save avoids), spells (1).
  Spells: 1st—cause light wounds.
  Equipment: ring mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 4d10 gp.
  
  80
  The lost lands": Stoneheart Valley
  This relatively small level contains the lair of Balcoth—a wizard from 
  another dimension who practices strange magic and has transformed 
  himself into a wraith. He has surrounded himself with a great many 
  magical protections as well as a charmed rust monster and a group of 
  ettercaps. Also on this level is a delegation of priests of Orcus who are 
  attempting both to persuade Balcoth to join their cause and to use this 
  level as a means of entering Level 6 and thus Level 5A—where they hope 
  to find the Black Monolith. Balcoth also seeks the Black Monolith for 
  his own reasons. The tsathar priests of Tsathogga do not venture to this 
  level and are unaware of the activities of the priests of Orcus here. Dark 
  Natasha, aware of Balcoth’s magical traps through hard experience, does 
  not venture onto this level.
  Stirges: HD 1+1; AC 7[12]; Atk proboscis (1d3); Move 3 (fly 
  18); Save 17; AL N; CL/XP 2/30; Special: blood drain (1d4), +2 
  to hit bonus.
  1. Ledge
  This ledge has slopes down on the north and south sides that lead to 
  Level 2 (with the ledge being 30 feet above the floor on the south and 40 
  feet above on the north). Both sides are very steep. The ceiling, 20 feet 
  above the ledge, also serves as the ceiling for Level 2, Area 1.
  Runes: Balcoth has placed a rune of fire (9d6), a rune of darkness and 
  a rune of seeing here. Balcoth has also placed an alarm spell here, which 
  alerts him to the presence of individuals on the ledge. Like glyphs of 
  warding, the runes are invisible until activated. See the spell descriptions 
  for more details. If Balcoth is actively using the rune of seeing to spy on 
  the characters, all characters with Intelligence 12 or more can make a 
  saving throw to sense the scrying through the rune.
  Level 2A: Balcoth’s Lair 
  And the Priest Barracks
  Level 2A: Balcoth’s Lair  
  And the Priest Barracks
  Difficulty Level: 6 (9 if Balcoth or the delegation is 
  encountered)
  Entrance: Passage opening dropping to Level 2 
  below.
  Exits: Stairs to Level 6 behind a secret door in the 
  newly constructed priest barracks.
  Wandering Monsters: Once onto the passageway at 
  Area 1 from Level 2, check every 30 minutes on the 
  following table:
   ROLL 1D20 
  RESULT
   
  1 
  2d4 stirges (past Area 2, treat as no 
   
   
  encounter, since stirges don’t make it 
   
   
  past the webs)
   
  2 
  The phase spider (see Area 2)
   
  3 
  “Rusty” the rust monster (see Area 4)
   
  4 
  Balcoth (see Area 7). Note: Balcoth is 
   
   
  most likely aware of the party. He 
   
   
  generally chooses to watch and to 
   
   
  retreat to his lair if they appear to notice 
   
   
  him.
   
  5 
  The sound of very large footsteps in the 
   
   
  distance
   
  6 
  1d2 ettercaps (see Area 6)
   
  7 
  A delegation of Priests of Orcus (3 lesser 
   
   
  priests sent by the priests on Level 4 as 
   
   
  emissaries to Balcoth, see Area 14)
   
  8–20 
  No encounter
  
  81
  the tomb of abysthor
  Balcoth’s Tactics: Once the alarm spell sounds, Balcoth activates his 
  circle of seeing and views the ledge through the rune of seeing placed there 
  (see Area 7 for more details on the circle). If there are several intruders, 
  he activates the rune of fire, which explodes for 9d6 points of damage. He 
  then sends Rusty the rust monster (see Area 4) and/or several ettercaps 
  (see Area 6) to dispatch the intruders.
  Detections: The runes, though not visible, detect as faint magic.
  “Stirge Check”: In addition to any wandering monster checks, roll 1d6 
  every round characters remain on the ledge. On a 1–3, 2d6 stirges show 
  up and attack. Remember to continue checking every minute, even when 
  combat is joined.
  Stirges (2d6): HD 1+1; AC 7[12]; Atk proboscis (1d3);  
  Move 3 (fly 18); Save 17; AL N; CL/XP 2/30; Special: blood 
  drain (1d4), +2 to hit bonus.
  2. Caves of Webs
  These caves are high ceilinged. If ample light is in the room, it can 
  easily be seen that the ceiling is covered in webs. Also both the entrances 
  to the two eastern-most caves are closed off with webs. However, there 
  is no spider here. This is his stirge trap. The phase spider lives in Area 3.
  Webs: Webs spun by the phase spider require a saving throw to avoid 
  becoming stuck. Those who make a saving throw can fight and move 5 ft. 
  per round through the webs. These webs are gooey and do not burn easily 
  or quickly. Note that the phase spider normally uses dimension phasing to 
  pass through its own webs. 
  
  82
  The lost lands": Stoneheart Valley
  3. The Spider
  Out of phase in Area 3, near the tunnel entrance, lurks the phase spider 
  that has made the webs in Area 2. On occasion it can be found in that area 
  feasting on trapped stirges. The priests of Orcus have bargained with him, 
  offering it fresh food (humans captured from the surrounding villages) 
  in exchange for allowing them unmolested passage on this level. This 
  particular spider is rather intelligent and slightly evil.
  Phase Spider: HD 5; HP 26: AC 6[13]; Atk bite (1d6 plus 
  poison); Move 6 (web 15); Save 12; AL N; CL/XP 7/600; 
  Special: dimension phasing, lethal poison, webs.
  3A. Treasure
  Here the spider keeps the older bones and corpses of its kills. As a 
  result of that collection, it has amassed some treasure, consisting of 2,376 
  cp, 4,207 sp, 2,081 gp, two pearls (worth 100 gp each), two nonmagical 
  rings of gold (25 gp each), a silver necklace (25 sp), a +1 short sword and 
  a ring of invisibility.
  3B. Food
   This cave has several decalcified corpses and a few fresh ones. There is also 
  a pile of clothing nearby. Within it is a pouch containing 6 rubies (50gp each). 
  4. Rusty’s House 
   This is the normal home of Rusty the charmed rust monster. If he 
  has not been previously encountered or moved by the will of Balcoth, he 
  can be found here. Rusty lives here in a pile of cloth strips. Rusty wears 
  a strange hardened leather collar carved with runes that was created by 
  Balcoth. Any creature wearing the collar comes under the mental control 
  of Balcoth as if under a charm monster spell. The collar does not work on 
  humanoids. Normally prone to leaping and bounding like an enthusiastic 
  puppy, Rusty is instead subdued and depressed due to the leather collar he 
  wears that subjects him to the evil will of Balcoth.
  Rust Monster: HD 5; HP 24; AC 2[17]; Atk 2 antennae (0); 
  Move 12; Save 12; AL N; CL/XP 5/240; Special: cause rusting.
  Note: Removing Rusty’s collar frees him from Balcoth’s control. He 
  immediately flees the level.
  5. Cave of Spikes
  This cavern is full of stalactites and stalagmites of a very large size. 
  Though players may become paranoid, there are no piercers in here. 
  However, there is a 1–5 on 1d20 chance that one or both of the ettercaps 
  (see Area 6 for details) are here, lurking amongst the stalactites.
  6. The Dark, Constricted Passages
  These tight passages are bathed in magical darkness (see below) and 
  filled with webs in the areas that constrict down to 4 feet in diameter 
  (marked by dashed lines on the map). The sections that are not so 
  constricted have high ceilings—some 15 to 20 feet high. The tall sections 
  are filled with stalactites and stalagmites. If the passage constriction, 
  stalactites and darkness were not bad enough, these passages are the 
  hunting grounds of 2 ettercaps (unless previously encountered in Area 
  5) who have made a pact with Balcoth to guard him. He uses his rune of 
  seeing to help locate food for them.
  Webs: In the magical darkness, characters are automatically stuck by 
  webs if unable to see. Otherwise, webs spun by the ettercaps require a 
  saving throw to avoid becoming stuck. Those who make a saving throw 
  can fight and move 5 ft. per round through the webs. 
  Ettercaps (2): HD 5; HP 26, 30; AC 6[13]; Atk 2 claws (1d3), 
  bite (1d8 + poison); Move 12; Save 12; AL C; CL/XP 6/400; 
  Special: lethal poison bite, traps.
  Rune of Darkness: At the location of the number 6 on the map is a rune 
  of darkness permanently inscribed on the ceiling. Balcoth placed this rune 
  using a scroll and a ritual as a means of warding his lair. The effect of the 
  magical darkness covers the area marked on the map with impenetrable 
  darkness as if by a darkness spell. Balcoth and the ettercaps are immune 
  to the darkness effect, having been specifically named when the rune was 
  placed. Normal light and any light spells brought into the darkness are 
  extinguished. Magical continual light temporarily negates the darkness 
  within its sphere of illumination, allowing normal light to function.
  6A. The Ettercaps’ Lair
  If not previously encountered, the ettercaps (see Area 6) are here. 
  They have a pile of treasure that consists of 4,829 gp and a +1 two-handed 
  sword. 
  7. Balcoth’s Lair
  Referee Note: Balcoth is a specialized magic-user and knows many 
  powerful and unique rune spells. Familiarity with those spells is imperative 
  for running this encounter.
  This dank, wet and unnaturally dark cavern is the haunt of the wraith-
  wizard Balcoth. His resting place, an ornate stone sarcophagus, is in the 
  south end of the room. Around his sarcophagus is a permanent protection 
  against good. Behind Balcoth’s sarcophagus is his permanently inscribed 
  circle of seeing (see the spell description for details).
  About the room, amid the smell of putrid decay, are various rotted 
  trappings of a wizard: divans and bookshelves with rotted tracts; a table in 
  the south corner with several glass and stone jars holding various liquids, 
  powders and unguents; colored chalks; bees wax; candles; sulfur and 
  various carving and inscribing tools, as well as all of the spell components 
  to cast each spell he knows several times.
  Runes: Balcoth has placed a number of runes around this room; at 
  the entrance to the cavern he has placed two runes of darkness and two 
  runes of fire, and has placed a rune of poison near his sarcophagus. He 
  can discharge these with the trigger rune spell (see the spell description 
  for details). In addition, he placed the runes that are found on the entrance 
  ledge to this level at Area 1. Balcoth has been working on placing other 
  runes—particularly runes of seeing keyed to his circle—but Dark Natasha 
  keeps dispelling them. 
  Balcoth the Rune Mage Wraith (MU9): HD 13; HP 65; AC 4[15]; 
  Atk touch (1d6 + level drain); Move 9 (fly 24); Save 4; AL C; 
  Bloodstorm
  Spell Level: Magic-User 3rd Level
  Range: 150 ft.
  Duration: 1 round/level
  The spell summons a whirlwind of blood with area of 25 ft. 
  wide and 40 ft. high. It has several effects on those caught within 
  it. First, those in the area must make a saving throw or be blinded 
  by the swirling blood while they remain within the whirlwind and 
  for 2d6 rounds after leaving it. Second, all attacks within the area 
  have a –2 penalty to attack rolls, including ranged attacks fired 
  into it. Finally, the blood deals 1d4 points of acid damage per 
  round of exposure.
  The only copy of this spell – in this plane of existence, at least 
  – is in the possession of Balcoth’s wraith.
  
  83
  the tomb of abysthor
  CL/XP 20/4400; Special: corporeality (3/day), drain 1 level 
  with hit, magic or silver weapon to hit, magic resistance 
  (35%), turn as spectre, spells (4/3/3/2/1)
  Spells: 1st—trigger rune (x4); 2nd—phantasmal force, 
  pyrotechnics x2; 3rd—bloodstorm x2, fireball; 4th—
  circle of seeing, ice storm, wall of ice; 5th—magic jar.
  Background: Balcoth is a wizard from a far-off plane who specializes 
  in rune magic. By an arcane and chaotic ritual Balcoth long ago turned 
  himself into a wraith, but with the ability to temporarily manifest into 
  a corporeal form (3/day, for 1d6 rounds). Balcoth is Chaotic because of 
  his undead nature, but above all he seeks knowledge and will barter with 
  the players for information. Some years ago he learned of a monolith of 
  power here under these mountains and he came to these halls to look for 
  it. He believes he has located it, though he cannot approach it because of 
  the wards. He might employ the characters to gain access to the monolith. 
  Were he to join with the priests of Orcus, the balance of power in the 
  dungeon would shift in their favor. He is reluctant to join with them 
  because he is suspicious of them attempting to control him. Remember 
  that though he is undead, he is not a servant of Orcus. He also distrusts 
  the tsathar and their vile god. He is adverse to Natasha because when 
  he manifested and attempted to speak to her to form an alliance she was 
  repulsed by him, rebuffed him and attacked him. They are currently 
  locked in a standoff, with both parties wary of the other though taking no 
  direct action against one another. Balcoth may employ the characters to 
  assault or spy on Natasha.
  Tactics: Balcoth is ordinarily aware of any intruders on this level that 
  enter the level by way of the ledge at Area 1. He uses his circle to view 
  the ledge through the rune of seeing. Thus, he should be familiar with 
  any foes that come against him. He normally lurks in the shadows and 
  sends Rusty against any fighters in the party. He requests the aid of the 
  ettercaps to attack the party. If intruders enter his lair, he detonates his 
  rune of darkness, rune of fire and rune of poison. He then casts bloodstorm 
  and then uses his level drain ability. If the circumstances require it, he 
  erects a wall of ice to trap the characters while he escapes. He prefers to 
  remain in the area of his sarcophagus.
  7A. The Cave of Chains
  This small cave is full of jingling, wet chains. Some are on the wall and 
  end in manacles. Others are dangling from the ceiling and end in meat 
  hooks. All are covered with either dried or fresh blood. Hanging from 
  one hook is a dead and partially flayed and dismembered halfling. Many 
  skeletons litter the floor. This is a favorite waiting place for Balcoth when 
  he is expecting a group of victims. He often lurks here.
  7B. Treasure and Books
  Treasure: Balcoth keeps all of his spell books here in a large bookcase. 
  There are twenty-one volumes in all— including one huge volume that 
  is set to the side on its own table. There is also a wooden chest present.
  Books: Each set of books is written in a strange and alien language, 
  requiring magical aid to read. 
  • Three small tomes bound in black leather with bronze catches, written 
  in cramped script, contain all 1st level spells.
  • Another two large books covered in thick brown leather with stained 
  parchment contain all 2nd level spells.
  • Three books made of solid bronze covers with thin metallic plates 
  for pages, the words stamped in an alien language, detail eight 3rd-level 
  spells, including bloodstorm.
  • Four more tomes of various sizes, each bound in what appears to be 
  the hide of a strange animal and dyed white, detail a total of six 4th-level 
  spells.
  • A huge volume covered in red hide and written with broad brush 
  strokes on thick wooden boards contains three 5th-level spells. This book 
  weighs over 200 pounds and, because of its size, requires four persons to 
  lift and carry. This volume is not in the bookcase but is instead on a large 
  table to the side of the bookcase.
  • Six tracts—one each detailing the spells trigger rune, rune of 
  seeing, rune of darkness, rune of fire and rune of poison plus a volume 
  detailing Balcoth’s work on inventing other rune spells—are more 
  properly described as six groups of notes, drawings and diagrams each 
  held together by a bronze clip and contained in a tube of some type of 
  otherworldly horn and topped with a silver-fitted cap. Each of these silver 
  caps is trapped with a fire trap cast at 9th level. The fire trap detonates if 
  the word “Berarja” is not spoken as the caps are removed.
  • A small and cramped book of vellum pages, bound in unadorned black 
  hide, contains the spell circle of seeing. The book is written in strange 
  black and red ink that seems to shift and swirl as the words are read. 
  Reading this book requires the viewer to make a save or lose 1 point of 
  Wisdom permanently due to the alien and chaotic nature of the ideas 
  contained in the book. The pages (and cover) of this book are trapped with 
  a coating of contact poison (save or die).
  • The final volume is a tome of blue leather, beautifully bound in 
  gold and wrapped in an exquisite red silk cloth. The book is a manual of 
  intelligence. Balcoth has not read this book.
  
  84
  The lost lands": Stoneheart Valley
  These tomes—particularly the ones on rune magic—are nearly priceless. 
  Chest: Also here is a locked chest with a poison needle trap (save or die) that 
  contains: a potion of fire resistance, a potion of haste, 6,540 cp, 3,592 sp, 3,807 
  gp, four gems worth 100 gp each and a pair of diamond earrings worth 300 gp.
  8. The Remains
  At this spot, there was a battle between Balcoth and a party of 
  adventurers. The intersection is scorched and burned as if by a fireball 
  explosion. There are some charred skeletons and globs of metal and wood 
  cinders that were once weapons. There is, however, nothing important 
  here, as this area has been picked clean.
  8A. The Old False Door Gag
  When the party reaches the end of this corridor and the door is touched, 
  the 10-foot-square slab in the ceiling drops on all in front of the door.
  Falling Ceiling Slab Trap: 6d6 damage; save for half 
  damage. Note: strikes all characters in the last 10 feet of the 
  corridor.
  9. The Empty Cave
  This cave is empty, though water can be heard dripping from the many 
  stalactites and stalagmites in the southern half of the room. The eastern 
  passage slopes steeply downward to Area 10.
  10. Worked Cavern  
  and Hidden Glyph
  This cavern is nondescript, save that the east face has been worked 
  smooth and is set with a large door. On the lintel above the door on the 
  east side of the door is traced a glyph of warding. It inflicts fire damage to 
  any person of Lawful alignment that passes beneath it.
  Glyph of Warding (fire): Cast at 6th level, delivers 3d6 points 
  of exploding fire damage in a 5 ft. radius (save for half). 
  When rune magic is cast, the magic-user traces the outline of a 
  strange rune in charcoal on the desired surface. When the spell is 
  completed, the rune becomes invisible and only become visible again 
  upon discharge. The caster can set the conditions that trigger the rune, 
  similar to a glyph of warding. Also, the caster may place a command 
  word that prevents the triggering of the rune. In addition, the rune may 
  be triggered by the trigger rune spell.
  Rune of Darkness
  Spell Level: Magic-User, 2nd Level
  Range: Touch
  Duration: Until discharged or up to 1 year
  When triggered, the rune causes a 15 ft. radius globe of impenetrable 
  darkness to come into being. Once triggered, the darkness lasts for 1 
  hour. 
  Rune of Fire
  Spell Level: Magic-User, 3rd Level
  Range: Touch
  Duration: Until discharged or up to a 1 year
  When triggered, the rune causes a 20 ft. radius blast of fire that 
  explodes for 1d6 points of damage per level of the caster.
  Rune of Poison
  Spell Level: Magic-User, 4th Level
  Range: Touch
  Duration: Until discharged or up to a 1 year
  When trigged, the rune causes a 10 ft. radius sphere of deadly 
  poison to come into being killing all creatures within unless a save 
  is made.
  Rune of Seeing
  Spell Level: Magic-User, 3rd Level
  Range: See text
  Duration: 1 hour/level
  Until the end of the spell, the caster may switch his sensory input 
  from his current location and the area surrounding the rune. The 
  distance from a rune of seeing to the caster is not a factor. If the rune 
  of seeing is made permanent with a silver inlay, an inactive rune can 
  be activated using a circle of seeing.
  Trigger Rune
  Spell Level: Magic-User, 1st Level
  Range: 400 ft. + 40 ft./level
  Duration: Instantaneous
  The caster picks any one rune placed previously and within range. 
  The selected rune is triggered immediately. The caster does not need 
  to see the rune to be triggered unless the spell is cast through one of 
  the circles of seeing.
  Circle of Seeing
  Spell Level: Magic-User, 3rd Level
  Range: See text
  Duration: 1 hour/level
  The spell creates a temporary magical circle which takes a 1 day or 
  makes use of an existing permanent circle which takes a round. A link is 
  created to all of the previously cast runes of seeing up to the Intelligence 
  modifier for the number of languages. The distance of the runes of seeing 
  from the circle is not a factor. When the caster stands within the circle, the 
  location of the previously cast runes of seeing can be seen as if the caster 
  were actually standing at the location. Different viewpoints and vantage 
  points can be changed at will. Also, any rune within sight can be activated 
  with trigger rune spell. When used thus, the rune of seeing flares briefly 
  but visibly when trigger rune is cast.
  Rune Magic
  
  85
  the tomb of abysthor
  11. Triangle Room
  This room is empty save for two doors. The south door has a glyph of 
  warding as in Area 10 on the lintel above the door on the south side.
  Glyph of Warding (fire): Cast at 6th level, delivers 3d6 points 
  of exploding fire damage in a 5 ft. radius (save for half).
  12. Secret Door Room
  This room is not only empty, it is immaculately clean. It is devoid of all 
  dust, dampness, cobwebs and odor associated with dungeons. The door 
  to Area 13 is covered with an illusory wall spell, preventing the easy 
  location of the secret door. A save is allowed to disbelieve the illusion if 
  the illusory wall is interacted with. Unless the illusion is bypassed, the 
  door cannot be located.
  13. The Room of Sigils and Stairs
  This semi worked cavern is covered with odd and meaningless sigils. 
  There is a magic aura on each and every one (there are 3,593 in all). They 
  cover the floor, walls and ceiling (and there are illusory symbols suspended 
  in midair as well), and there is no way to cross the room without stepping 
  on at least a few hundred. The stairs lead down to the great bottom level: 
  Level 6.
  14. The Delegation
  This room is the temporary lair of 6 priests from the temple on Level 
  4. They are here as emissaries to Balcoth, in attempt to align him with the 
  followers of Orcus. Three of the priests are wandering around the level 
  and will not be encountered here (see the Wandering Monster Tables), 
  however, Staurauth and two lesser priests will be here.
  The room contains several mats and a bed, as well as several backpacks 
  that the priests have filled with food and equipment to reach Balcoth. 
  Also, though they have no treasure, Staurauth has a great silver key that 
  opens the door on Level 1 at Area 12 that leads to Level 4. The key 
  detects as magic.
  Staurauth is second in command to Koraashag (found on Level 4), and 
  he has personal ambitions of power. He hopes to make an alliance with 
  Balcoth and overthrow Koraashag to become leader of the evil priests. He 
  is a fearsome fighter and uses his spectral hand spell to deliver many of his 
  spells, prior to wading into combat with his wicked mace
  Staurauth, the Necromancer-Priest of Orcus, Half-Orc (Clr6/
  MU4): HP 35; AC 0[19]; Atk touch or +2 mace (1d6+2 plus 
  magical wounding); Move 12; Save 7; AL C; CL/XP 12/2000 
  ; Special: control undead, 1/day—death touch (roll 6d6: if 
  total equals or exceeds target’s current hit points, it dies; 
  save avoids), +2 on saves against magic, paralysis and 
  poison, spells [cleric (2/2/1/1), magic-user (3/2)].
  Cleric Spells: 1st—cause light wounds, protection from 
  good; 2nd—bless, hold person; 3rd—bestow curse; 
  4th—cause serious wounds.
  Magic-User Spells: 1st—charm person, magic missile, 
  shield; 2nd—mirror image, spectral hand.
  Equipment: +1 plate mail, +1 shield, +2 spiked mace 
  of wounding, +3 vs. Lawful (1hp/hit/round, magical 
  healing stops the wounding), wand of magic missiles 
  (10 charges), wand of cure serious wounds (10 
  charges), potion of ethereality, silver holy symbol of 
  Orcus, ten gems worth 100 gp each.
  Lesser Priest of Orcus (Clr4) (2): HP 22, 18; AC 4[15];  
  Atk touch or mace (1d6); Move 12; Save 12; AL C;  
  CL/XP 5/240; Special: control undead, 1/day—death touch 
  (roll 4d6: if total equals or exceeds target’s current hit points, 
  it dies; save avoids), spells (2/1).
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person.
  Equipment: chain mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 5d10 gp.
  Tactics: The priests attack any Lawful-aligned creatures without 
  mercy. However, if things go against the priests, Staurauth flees. Also, if 
  the priests are aware of a Lawful party approaching, they assist Balcoth 
  in defeating it, and possibly vice versa. If pressed, they may parley with 
  the characters, surrendering some of their armor and lesser items to spare 
  their own lives.
  18. The Unused Rooms
  These rooms all have locked doors. All are empty. The rooms are still 
  rough and unfinished. This section was planned to be a new set of burial 
  rooms, but the work was never completed. Each room contains rotted 
  crates and barrels of spoiled food (there is a 1–4 on 1d20 chance of having 
  rot grubs in the molding food) and water, as well as wine that has turned 
  to vinegar. These were all supplies to sustain the builders. In addition, 
  rotted piles of timber and stone working tools are also present. There is a 
  chance (10%) that 1d3 acolytes of Orcus can be found meditating in any 
  of these empty rooms.
  
  86
  The lost lands": Stoneheart Valley
  This level consists of two things: the major burial areas of Thyr and 
  Muir and a set of monster lairs. Except as noted, monsters are not always 
  in their lairs. This is very much a wandering monster level, as there is 
  a large amount of activity here. Also throughout the level are statues of 
  creatures that the basilisk has turned to stone (see the sidebar).
  Carrion Creepers: HD 2+4; AC 7[12]; Atk bite (1 hp) and 6 
  tentacles; Move 12; Save 14; AL N; CL/XP 4/120; Special: 
  tentacles cause paralysis (save or paralyzed for 2d6 turns).
  1. The Huge Entry Cavern
  This gigantic cavern is in parts over 130 feet wide and more than 100 
  feet high. There are, however, very few stalactites or stalagmites in this 
  room; it is very open. There are spots, spatters, and piles of bat droppings 
  on the floor in more than the usual concentrations –a sign of the monsters 
  that dwell in 1A. When a party enters this room, 1d6 mobats from 1A 
  come to examine their new meal.
  Mobats (1d6): HD 4; AC 3[16]; Atk bite (1d8); Move 3 (fly 
  15); Save 13; AL N; CL/XP 6/400; Special: sonic screech (20 
  ft. radius, save or stunned for 1d3 rounds). See The Tome of 
  Horrors Complete for details.
  Stone Statue: The first of the stone statues (see the sidebar) is present 
  in this room.
  1A. Mobat Lair
  Here, hanging upside down, are 2d6 mobats. Light disturbs them. On a 
  1–4 on 1d20 they fly away; otherwise they attack. They have no treasure.
  Mobats (2d6): HD 4; AC 3[16]; Atk bite (1d8); Move 3 (fly 
  15); Save 13; AL N; CL/XP 6/400; Special: sonic screech (20 
  ft. radius, save or stunned for 1d3 rounds). See The Tome of 
  Horrors Complete for details.
  2A. Cave Morays
  Like the level above it, this level also has a gauntlet of 18 cave morays. 
  This time the gauntlet is in two places— the north passage being the most 
  deadly. There are eighteen in all, five in the north passage and thirteen in 
  the south. They feed on mobats, stirges and regular bats, and the occasional 
  evil priest or adventurer. They have no treasure.
  Cave Morays (18): HD 4; HP 16x3, 22x4, 19x3, 24x2, 17x2, 
  14x2, 18x2; AC 1[18]; Atk bite (1d6); Move 6; Save 13;  
  CL/XP 4/120; Special: recoil attack, surprise on 1–3 on 1d6 
  (+1 bonus to hit on a surprised opponent). See The Tome of 
  Horrors Complete for details.
  3. The Obelisks  
  and the Brazen Portals
  Set into the northern worked face of this cavern are two large, brass 
  portals, flanked by two white marble obelisks. The brass doors are worked 
  with celestial figures and the images of Thyr and Muir. The obelisks are 
  inlaid with gold and silver runes and glyphs holy to Thyr and Muir. The 
  portals and the obelisks have not been defiled.
  Obelisks: The obelisks radiate magic. They are enchanted with 
  forbiddance so that only Lawful–aligned followers of Thyr or Muir may 
  pass. All others are blocked from the approach to the doors.
  Brass Doors: The doors themselves have no handle, lock or hinges. As 
  a result of a ritual enchantment, the doors can be opened only by a Lawful–
  aligned follower of Thyr or Muir who casts either bless or command upon 
  the doors and then orders them to open. The doors also are protected with 
  a forbiddance, limiting entrance to Lawful-aligned characters only.
  Rat Tunnel: The only way to bypass these protections is to use the rat 
  tunnel to the west from the cavern that leads to Area 5.
  Level 3: The Greater 
  Burial Chambers
  Level 3:  
  The Greater Burial Chambers
  Difficulty: 5
  Entrances: Stairs from Level 1, stairs from Level 2
  Exits: None
  Wandering Monsters: Lots. Once every turn or any 
  time the characters make substantial noise or ignite a 
  new source of light, roll 1d20 on the following table:
   ROLL 1D20 
  RESULT
   
  1 
  1d4 mobats (see Area 1)
   
  2 
  1d2 ettercaps (see Area 8A)
   
  3 
  2d4 stirges (see Area 16)
   
  4 
  1 ankheg (see Area 15)
   
  5 
  the basilisk (see Area 10)
   
  6 
  1d4 carrion creepers
   
  7–20 
  No encounter
  Shielding: Areas 12, 13 and 14 are encompassed by 
  a lead box worked into the stone of the place so that 
  the demon at Area 14 cannot teleport too far away. 
  This lead lining interferes with teleportation and other 
  types of magical transportation.
  
  87
  the tomb of abysthor
  A  
  A human adventurer (Ftr4) holding a lantern and a 
   
  sword, with a startled look on his face, facing the 
   
  door to the south
  B  
  A dwarf (Ftr5) with an axe at his feet in the process 
   
  of shielding his eyes
  C  
  A ettercap
  D  
  8 giant rats
  E  
  An elf magic-user (MU3) with a staff raised
  F  
  A halfling thief (Thf4) in creep mode, with a dagger 
   
  out and his cloak pulled tight around him
  G  
  2 charging human fighters (Ftr2s) both with swords 
   
  and shields raised, but not raised high enough
  H  
  A basilisk—someone got lucky
  I  
  A human cleric (Clr5 Thyr) holding up a holy symbol 
   
  of Thyr, but trying (in vain) to avert his eyes
  J  
  An evil priest (Clr4 Orcus) with a look of fear on his 
   
  face in the act of fleeing, but foolishly looking over 
   
  his shoulder
  K  
  A human fighter (Ftr5) with a mirror in one hand 
   
  and a sword in the other, wearing +2 chain mail that 
   
  was, amazingly, not turned to stone. This fighter had 
   
  the right idea; he just didn’t count on the second 
   
  basilisk. Chipping away the stone or turning the 
   
  statue to mud allows the armor to be retrieved.
  L  
  A giant spider (4ft. diameter)
  M  A half-elf female Ranger (Rgr4) lying on her back 
   
  with a look of terror on her face trying to scurry 
   
  backward
  N  
  An elf bowman (Ftr5) in firing position
  O  
  A human magic-user (MU6) with his back pressed to 
   
  the wall
  There are a number of statues throughout the level, as indicated on the map by uppercase letters. These figures can be revived with a stone 
  to flesh spell, presuming the creatures restored in this fashion make an appropriate saving throw. If this is done, the Referee must determine 
  appropriate statistics and equipment. The statues are as follows:
  Stone Statues
  
  88
  The lost lands": Stoneheart Valley
  
  89
  the tomb of abysthor
  4. The Inner Sanctum and Final 
  Resting Place of Flail the Great
  Here, on the stone slab at the north end of the room lies the body of 
  Flail the Great—a famous priest of Thyr—who was killed on a great holy 
  quest. On either side of the corpse is a small altar covered with a square 
  of pure silk on top of which is an ever-burning candle (flame without heat, 
  lights as continual light).
  The three other caskets in the room hold his followers, their names lost 
  in time. The two tapestries depict Flail teaching Bannor to be a Paladin, 
  and Flail and Bannor together with sword and staff raised in full splendor. 
  This room is hallowed. This tomb should not be troubled or desecrated in 
  any way by any Lawful-aligned character.
  Obtaining Knowledge from Flail: If raise dead is cast on Flail, the 
  spell will not actually raise him (the body has been dead far too long). 
  However, the spell will open a channel powerful enough for Flail’s 
  spirit to invest the body; the characters may ask the spirit one question. 
  He answers the questions of Lawful–aligned characters, though he may 
  require some small quest. This could be a means for the characters to 
  gain information regarding Abysthor and the monolith on the lower levels. 
  Flail answers only six such questions in this fashion, one per raise dead.
  Secret Door: The secret door is invisible, requiring true sight (see 
  the Appendix) or some other form of magic to locate (detect magic 
  will work). It, too, is sealed and can be opened only by one of pure faith 
  speaking the name “Flail”.
  5. The Hall of Glory 
  This room is filled with fourteen stone sarcophagi that contain the 
  corpses of valiant warriors who have fallen in the service of Thyr and 
  Muir. Characters may recognize the names of these lesser knights of 
  legend (such as Vohn the Healer and Matheiu Songbird). The Referee 
  is free to create additional names as befits the campaign. The last 
  sarcophagus, undistinguished from the rest, is the final resting place of 
  Eric the Paladin.
  Forbiddance
  Spell Level: Cleric, 6th Level
  Range: 100 ft. + 10 ft./level
  Duration: Permanent until dispelled
  This spell seals an area of 60 ft. cube per level against all 
  planar travel into or within it. This includes all teleportation 
  spells such as dimension door and teleport, phase door, astral 
  travel, ethereal travel, and all summoning spells. These effects fail 
  automatically. In addition, it prevents the entrance to the area of 
  alignments different from the caster. Dispel magic does not dispel 
  a forbiddance effect unless the dispeller’s level is at least as high 
  as the caster’s level.
  
  90
  The lost lands": Stoneheart Valley
  Each corpse wears a suit of chain mail, and bears a shield and +1 
  longsword. In each case, one of these (armor, shield, or sword) bears a +1 
  enchantment. Each corpse wears a circlet of silver worth 50 gp. This room, 
  too, is hallowed (see Area 4). Absent a quest or other deific justification, 
  any Lawful-aligned character should not disturb these sarcophagi or their 
  contents.
  The Tomb of Eric the Paladin: This tomb contains the remains of 
  Eric the Paladin. He is armed and armored as detailed above with one 
  exception: also within the tomb is his magical lance. The lance is a +2 
  lance, +3 vs. Chaos . The lance cannot be removed from these chambers 
  without the permission of Flail (see Area 4). If it is removed without 
  Flail’s permission, the lance becomes simply a +1 lance.
  Rat Tunnel: A small tunnel, dug by giant rats, opens into this room 
  from the cavern to the south. The tunnel is very small and passable only 
  by halfling characters wiggling on their stomachs.
  6. Inner Tomb
  Here, behind the secret door, rest Flail’s parents—their bodies preserved 
  in stone sarcophagi. This room, like Areas 4 and 5, is hallowed. Lawful-
  aligned characters should not disturb these sarcophagi.
  7. Inner Shrine
  Here, on the north and south walls respectively, are statues of Thyr 
  and Muir, and on the east wall is a small shrine and basin of holy water. 
  Lawful-aligned characters should not disturb this shrine.
  8. The Corridor of Stalactites
  This corridor is, as its name implies, full of stalactites. It is a favorite 
  ambush site for the ettercaps at 8A and B. There is a 1–8 on 1d20 chance 
  that 1d4 ettercaps are here. The openings that lead to 8A and B are 30 
  feet off the ground, and the ceiling height is 35 feet. The stalactites hang 
  down about 15 to 20 feet.
  Ettercaps (1d4): HD 5; HP 26, 25, 28, 31; AC 6[13]; Atk 2 claws 
  (1d3), bite (1d8 + poison); Move 12; Save 12; AL C;  
  CL/XP 6/400; Special: lethal poison bite, traps.
  8A. Lair
  There are 1d4+1 ettercaps here.
  Ettercaps (1d4+1): HD 5; HP 26, 30, 28, 32, 24; AC 6[13]; Atk 2 
  claws (1d3), bite (1d8 + poison); Move 12; Save 12; AL C;  
  CL/XP 6/400; Special: lethal poison bite, traps.
  Treasure: In the north end of the cave is a pile of treasure containing 
  3,507 sp, 2,411 gp, twelve gems worth 50 gp each, a +1 flaming long 
  sword (the sword’s name and command word is etched in the blade: 
  “Harald”) and a suit of +1 plate mail.
  8B. The Little Lair
  There is a 1–10 on 1d20 that 1d2 ettercaps are here.
  Ettercaps (1d2): HD 5; HP 30, 28; AC 6[13]; Atk 2 claws (1d3), 
  bite (1d8 + poison); Move 12; Save 12; AL C; CL/XP 6/400; 
  Special: lethal poison bite, traps.
  9. The Big and Wet Fungus Cave
  This big cavern has several large columns and a large, glassy pool of 
  water fed ever so slowly by water dripping from the ceiling. The walls 
  and floor are covered with fungus of various shapes and sizes, from 
  mold to mushrooms. There are no piercers in this room, though there 
  are 6 shriekers of various sizes within the room (marked by dots on 
  the map). Light within 30 feet and movement within 10 feet sets them 
  off. When this occurs there is a 1–15 on 1d20 chance of an immediate 
  wandering monster other than mobats for each round of shrieking until 
  one appears.
  Shriekers (6): HD 3; HP 12(x2), 10, 15, 9, 11; AC 7[12]; Atk none; 
  Move 1; Save 14; AL N; CL/XP 3/60; Special: shriek.
  10. The Lair of the Basilisks
  This cavern area always contains a basilisk. There is another, though he 
  is encountered only as a wandering monster. If the wandering basilisk has 
  not been killed before the party kills the basilisk in this room, he comes to 
  help his mate in 2d4+5 rounds.
  Basilisk: HD 6; HP 30; AC 4[15]; Atk bite (2d6); Move 12; Save 11; 
  AL N; CL/XP 8/800; Special: petrifaction gaze.
  Treasure: The wide section of the cave’s southern spur holds their 
  treasure: 6,914 sp, 21,396 gp, twelve gems worth 50 gp each, four gems 
  worth 200 gp each, two pieces of jewelry worth 100 gp each and a 2,000 
  gp crown inlaid with gems, a ring of telekinesis, a scroll of 2 cleric spells 
  (prayer, remove curse) and a pair of gauntlets of ogre power.
  11. Worked Cavern
  The east wall of this cavern has been worked and a door placed in it. 
  The door contains a thin sheet of lead within it to contain the teleport 
  ability of the demon at Area 14, if released. The door is trapped with both 
  a stinking cloud and fire trap. 
  Locked and Trapped Iron-Bound Wooden Door: AC 7[12];  
  HP 38; Open Doors (–1, x2) Open Lock standard.
  Stinking Cloud Trap: releases stinking cloud as per spell. 
  Fire Trap: explodes for 1d4+10 hp in a 5-foot radius, save for 
  half.
  12. The Old Wizard’s Lair
  There used to be quite a bit of magical equipment here, but Balcoth 
  and Natasha have taken all of it. There are now only various broken 
  instruments and paraphernalia in various states of disrepair.
  Note: Areas 12, 13 and 14 are encompassed by a lead box worked 
  Stinking Cloud
  Spell Level: Magic-User, 3rd Level
  Range: 30 feet
  Duration: 1 round/level
  This spell causes a billowing mass of nauseous vapors to come 
  into existence up to 30 feet distant from the caster. Any creature 
  in the cloud must make a saving throw or become helpless, unable 
  to move or attack due to nausea, while within the cloud and for 
  1d4+1 rounds after leaving the cloud. Even with a successful 
  saving throw, a creature must continue to make saving throws 
  each round if it does not immediately get out of the cloud. A strong 
  wind will dissipate the magical vapors in one round.
  
  91
  the tomb of abysthor
  into the stone of the place so that the demon cannot teleport too far away. 
  This lead lining interferes with teleportation and other types of magical 
  transportation.
  13. The Secret Door  
  and Inner Chamber
  Natasha and Balcoth, in haste not to disturb the statue at Area 14, never 
  discovered the secret door to this room, and thus it is undisturbed.
  Secret Door: Unlike the standard secret doors in the dungeon, this one 
  is opened by stepping twice on a loose tile directly in front of the door, 
  which causes it to slide up into the ceiling.
  The room beyond is a library, which holds 75% of all 1st-level magic-
  user spells, 45% of all 2nd-level magic-user spells, 25% of all 3rd-level 
  magic-user spells and 10% of all 4th-level magic-user spells from the 
  Swords & Wizardry Complete rulebook. The spells are contained in a total 
  of thirty-eight volumes. Each volume has a page of explosive runes and is 
  trapped with a fire trap.
  Explosive Runes: These runes detonate when they are read (6d6 
  damage). The reader gets no saving throw; others within 10 ft. of the 
  explosion are allowed a saving throw for half damage, and the item is 
  consumed in the blast. 
  Fire Trap: Detonates if opened (1d4+10 fire damage), no 
  save.
  14. The Statue
  This circular room is very dangerous. Within it is a statue of Zraaln the 
  vrock demon. His name is carved minutely in the base of the statue, in an 
  ancient tongue. The room itself faintly exudes evil, and if a force of Law 
  or powerful magic enters the room, the statue animates. It also animates 
  if its name is read on the base of the statue. This demon was summoned 
  and imprisoned here as a servant by the mage that previously occupied 
  this area. The mage disappeared, lost on another plane, though his servant 
  remains.
  Zraaln the Vrock Demon: HD 8; HP 46; AC 0[19]; Atk 2 
  foreclaws (1d8), 2 rear claws (1d6), beak (1d6); Move 12 (fly 
  18); Save 8; AL C; CL/XP 11/1700; Special: darkness, immune 
  to fire, magic resistance (50%).
  15. Broken Ground
  Here, the ground is newly unearthed as if digging or burrowing has 
  recently taken place. When here, there is a 1–5 on 1d20 chance of 
  encountering an ankheg. If someone walks on the ground, an ankheg 
  appears in 1d8+4 rounds.
  Ankheg: HD 5; HP 24; AC 2[17] underside 4[15]; Atk bite 
  (3d6); Move 12 (burrow 6); Save 12; AL N; CL/XP 6/400; 
  Special: spits acid (5d6, 1/day, save for half).
  16. Sinkhole Above
  These areas contain small crevasses in the ceiling that link to the 
  outside. They cannot be traveled by creatures of larger than halfling-size. 
  There is a 1–4 on 1d20 chance that there are 2d4 stirges here.
  Stirges (2d4): HD 1+1; AC 7[12]; Atk proboscis (1d3);  
  Move 3 (fly 18); Save 17; AL N; CL/XP 2/30; Special: blood 
  drain (1d4), +2 to hit bonus.
  
  92
  The lost lands": Stoneheart Valley
  This level is the home of the new temple of Orcus, founded by 
  Koraashag, from the dungeon of Rappan Athuk. A vision from his dark 
  god commanded Koraashag to search for a “pit of the abyss” and there 
  build a new temple. Finding the pit at Area 14 and the chamber to the 
  north, Koraashag carried out the wishes of his demonic master and built 
  this temple. From here, he hopes to discover the Black Monolith and 
  harness its power and lead an assault against the surface dwellers.
  The more senior priests live in the complex proper. Most acolytes and 
  visitors live in the outer caverns, where slaves and sacrifices are kept in 
  a large pen. The priests employ zombies and font skeletons to do menial 
  labor and act as guards. A gang of ogres serves as more formidable guards. 
  Aside from the named priests on this level and any others detailed on 
  other levels, there are a total of 9 priests, 14 lesser priests and 22 acolytes 
  of Orcus on this level. There are a total of 10 zombie guards, 20 zombie 
  servants and 20 font skeletons, as well as 6 ghouls, in addition to the 
  gang of 9 ogres. Many of these creatures are encountered as wandering 
  monsters. In addition, undead from other levels of the dungeon could be 
  here for their own evil purpose, such as the shadows or Draeligor the 
  wight from Level 1, or the ghouls or ghast from Level 2.
  Ordinarily, the denizens of this level go about their normal daily 
  routine: sacrificing slaves, whipping underlings, creating and controlling 
  undead, plotting secret evils and taking part in worship at the whim of the 
  more powerful priests. There is no set schedule of worship or sacrifice, 
  nor are there set times where the various occupants can be found in certain 
  locations. The level is, on the whole, quite chaotic—lorded over by the 
  evil will of Koraashag.
  Cries of pain from torture, sacrifice, or “discipline” are not uncommon 
  on this level.
  Fooling the Guards: It is possible to fool the zombies if disguised 
  in evil priest garb with an unholy symbol of Orcus. The zombies attack 
  anyone not doing so.
  Giving Warning: One of the zombie guards is equipped with an 
  unpleasant-looking skin drum, and if anyone not identified as an evil 
  priest (or someone on official business) enters the area, the zombie will 
  dutifully but ponderously raise its drumstick to give the alarm. See the 
  sidebar “Alerting the Temple” for more details. 
  Acolytes of Orcus (Clr2): HP 12, 10, 8; AC 5[16]; Atk touch or 
  mace (1d6); Move 12; Save 14; AL C; CL/XP 3/60; Special: 
  control undead, 1/day—death touch (roll 2d6, if total equals 
  or exceeds target’s current hit points, it dies; save avoids), 
  spells (1).
  Spells: 1st—cause light wounds.
  Equipment: ring mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 4d10 gp.
  Font Skeletons: HD 2; AC 6[13]; Atk longsword (1d8);  
  Move 12; Save 16; AL C; CL/XP 2/30; Special: immune to 
  sleep and charm, turned as zombies. 
  Equipment: shield, longsword.
  Lesser Priests of Orcus (Clr4): HP 16, 17, 24; AC 4[15]; Atk 
  touch or +1 mace (1d6+1); Move 12; Save 12; AL C;  
  CL/XP 5/240; Special: control undead, 1/day—death touch 
  (roll 4d6, if total equal or exceeds target’s current hit points, 
  it dies; save avoids), spells (2/1).
  Spells: 1st—cause light wounds, command; 2nd—hold 
  person.
  Level 4: The New  
  Temple of Orcus
  Level 4:  
  The New Temple of Orcus
  Difficulty Level: 8 (16 at the temple)
  Entrances: Stairs from the demon door on the 
  Entrance Level, Area 10; stairs from Level 2, Area 25.
  Exits: Crevasse above Level 5, Area 24A; pit ledge 
  leading to a passage to the Under Realms from Area 14.
  Wandering Monsters: Most monsters on this level are 
  priests or their undead servants. Check for wandering 
  monsters once every turn by rolling 1d20 on the 
  following table:
   ROLL 1D20 
  RESULT
   
  1–4 
  1d3 acolytes of Orcus, 50% chance 
   
   
  accompanied by 1d6 font skeletons
   
  5–6 
  1d3 lesser priests of Orcus, 50% chance 
   
   
  accompanied by 1d6 font skeletons
   
  7 
  1d4 zombie guards
   
  8–10 
  1d6 font skeletons
   
  11 
  Major priest (either Staurauth, Mazarbul, 
   
   
  Koraashag or Tavik), accompanied by 
   
   
  1d2 ogre guards (see Area 15) and 1d4 
   
   
  lesser priests, 50% chance also 
   
   
  accompanied by 1d8 font skeletons or 
   
   
  zombie guards
   
  12–14 
  1d8 zombie servants
   
  14–16 
  The characters hear a shriek or cry of 
   
   
  intense pain.
   
  17–20 
  No encounter
  Standard Features: This level is composed of cavernous 
  areas and areas of worked stone. The caverns are 
  all huge, filled with tall columns and wickedly sharp 
  stalactites and stalagmites. The worked areas are all 
  of carved stone, shaped by magic and evil. All the 
  hallways and rooms bear demonic images as well 
  as workings of the wand of Orcus. The images are 
  grotesque, wholly evil and randomly placed. The air is 
  thick and foul. All areas are lit by sputtering torches or 
  by coal-filled braziers that give off a hellish glow.
  Continuous Effects: The entire level is under the effects 
  of an unhallow spell, centered on Areas 12 and 15. 
  
  93
  the tomb of abysthor
  Equipment: chain mail, black robe emblazoned with 
  symbol of Orcus, shield, +1 mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 5d10 sp.
  Zombie Guards: HD 2; AC 7[12]; Atk longsword (1d8); Move 6; 
  Save 16; AL N; CL/XP 2/30; Special: immune to sleep and charm.
  Equipment: shield, longsword.
  Zombie Servants: HD 2; AC 8[12]; Atk strike (1d8); Move 6; 
  Save 16; AL N; CL/XP 2/30; Special: immune to sleep and 
  charm.
  1. Entrance Chamber 
  This carved chamber is illuminated by the glow of several smoky 
  torches. The air here is thick and foul. There are always at least 3 zombie 
  guards here, standing watch. There is also a 1–5 on 1d20 chance that 
  there are 1d3 acolytes of Orcus here. Two large tapestries—one depicting 
  Orcus standing with his skull-tipped wand and one depicting Orcus 
  surrounded by hordes of demons and undead—hang on the north and 
  south wall.
  Zombie Guards (3): HD 2; HP 10, 9, 11; AC 7[12]; Atk 
  longsword (1d8); Move 6; Save 16; AL N; CL/XP 2/30; Special: 
  immune to sleep and charm.
  Equipment: shield, longsword, one has a skin drum and 
  a bone drumstick.
  Acolytes of Orcus (Clr2) (1d3): HP 10, 9, 5; AC 5[16]; Atk 
  touch or mace (1d6); Move 12; Save 14; AL C; CL/XP 3/60; 
  Special: control undead, 1/day—death touch (roll 2d6: if 
  total equals or exceeds target’s current hit points, it dies; 
  save avoids), spells (1).
  Spells: 1st—cause light wounds.
  Equipment: ring mail, black robe emblazoned with symbol 
  of Orcus, shield, mace, unholy water (x3), unholy symbol of 
  Orcus, a small sack with 4d10 gp.
   2. Lesser Priests’ Chambers
  These spartan chambers are the bed chambers for 3 lesser priests of 
  Orcus. There is a 1–5 on 1d20 chance for each priest that they are present. 
  If they are not present, they are attending service in Area 15 or are on 
  some errand. The rooms have cots and small chests, with effects including 
  daggers, robes, small unholy symbols of Orcus and small idols.
  Lesser Priests of Orcus (Clr4) (3): HP 16, 17, 24; AC 4[15]; Atk 
  touch or mace (1d6+1); Move 12; Save 12; AL C; CL/XP 
  5/240; Special: control undead, 1/day—death touch (roll 
  4d6: if total equals or exceeds target’s current hit points, it 
  
  94
  The lost lands": Stoneheart Valley
  dies; save avoids), spells (2/1).
  Spells: 1st—cause light wounds, command; 2nd—hold 
  person.
  Equipment: chain mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 5d10.
  3. Minor Hall
  This hall contains several tables and cots. There are always at least 2d4 
  acolytes of Orcus present here. Mazarbul, the priest in charge of the 
  acolytes, is also generally present here unless he is in the main temple area 
  or on an errand (Referee’s discretion). A large tapestry depicting Orcus in 
  his Palace of Bones adorns the west wall. There is a 1–4 on 1d20 chance 
  that either some zombie servants or font skeletons are here doing menial 
  tasks— cleaning, serving and so on.
  Acolytes of Orcus (Clr2) (1d3): HP 12, 10, 8; AC 5[16]; Atk 
  touch or mace (1d6); Move 12; Save 14; AL C; CL/XP 3/60; 
  Special: control undead, 1/day—death touch (roll 2d6: if 
  total equals or exceeds target’s current hit points, it dies; 
  save avoids), spells (1).
  Spells: 1st—cause light wounds.
  Equipment: ring mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 4d10 gp.
  Zombie Servants (1d8): HD 2; AC 8[12]; Atk strike (1d8); Move 
  6; Save 16; AL N; CL/XP 2/30; Special: immune to sleep and 
  charm.
  Font Skeletons (1d8+4): HD 2; AC 6[13]; Atk longsword (1d8); 
  Move 12; Save 16; AL C; CL/XP 2/30; Special: immune to 
  sleep and charm, turned as zombies. 
  Equipment: shield, longsword.
  Mazarbul, Master of Acolytes (Clr5): HP 26; AC 3[16]; Atk 
  touch or +1 mace of shock and awe (1d6+1 plus 1d6 
  electric shock); Move 12; Save 12; AL C; CL/XP 5/240 ; 
  Special: control undead, 1/day—death touch (roll 5d6: if 
  total equals or exceeds target’s current hit points, it dies; 
  save avoids), spells (2/2).
  Spells: 1st—cause light wounds, protection from good; 
  2nd—hold person, silence 15-ft. radius.
  Equipment: +1 chain mail, black robe emblazoned 
  with symbol of Orcus, shield, +1  mace of shock and 
  awe, +2 vs. Lawful (1d6 additional electrical damage 
  per hit), unholy water (x3), unholy symbol of Orcus, 
  prayer book, a small sack with 6d10 gp.
  4. Storage Chamber
  This room contains barrels of water and foodstuff as well as timber and 
  building tools. There is a small brick enclosure here in which food can be 
  cooked. There are 2 zombie servants here.
  Zombie Servants (2): HD 2; HP 6, 10; AC 8[12]; Atk strike (1d8); 
  Move 6; Save 16; AL N; CL/XP 2/30; Special: immune to sleep 
  and charm.
  5. Gathering Hall
  This gathering hall holds many tables and chairs. The priests gather 
  here for meals of vile rat porridge, which simmers in a cauldron in the 
  northeast corner of the room. A large tapestry depicting the Wand of Orcus 
  covers the west wall. There are always 1d4 lesser priests, 2d4 acolytes 
  and 1d6 zombie servants here at any time.
  Lesser Priests of Orcus (Clr4) (3): HP 24, 21, 20; AC 4[15]; Atk 
  touch or mace (1d6); Move 12; Save 12; AL C; CL/XP 5/240; 
  Special: control undead, 1/day—death touch (roll 4d6: if 
  total equals or exceeds target’s current hit points, it dies; 
  save avoids), spells (2/1).
  Spells: 1st—cause light wounds, command; 2nd—hold 
  person.
  Equipment: chain mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 5d10 sp.
  Acolytes of Orcus (Clr2) (1d3): HP 12, 9, 10; AC 5[16]; Atk 
  touch or mace (1d6); Move 12; Save 14; AL C; CL/XP 3/60; 
  Special: control undead, 1/day—death touch (roll 2d6: if 
  total equals or exceeds target’s current hit points, it dies; 
  save avoids), spells (1).
  Spells: 1st—cause light wounds.
  Equipment: ring mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 4d10 gp.
  Zombie Servants (1d8): HD 2; AC 8[12]; Atk strike (1d8); Move 6; 
  Save 16; AL N; CL/XP 2/30; Special: immune to sleep and charm.
  6. “Hall of Tortures”
  This room is filled with frescoes detailing torture and death—to train 
  the acolytes with a vision of the underworld that awaits them. A plaster 
  statue of Orcus stands in one corner. There is a 1–5 on 1d20 chance that 
  there are 1d3 acolytes here.
  Acolytes of Orcus (Clr2) (1d3): HP 6, 9, 8; AC 5[16]; Atk touch or 
  mace (1d6); Move 12; Save 14; AL C; CL/XP 3/60; Special: control 
  undead, 1/day—death touch (roll 2d6: if total equals or exceeds 
  target’s current hit points, it dies; save avoids), spells (1).
  Spells: 1st—cause light wounds.
  Alerting the Temple
  If anyone raises an alarm, there is a strong chance it is ignored 
  by all but those in adjacent rooms, as cries of terror and pain are 
  not uncommon on this level. In addition, since the level is mostly 
  unorganized, response to any alarm is sporadic and haphazard, 
  until one of the more powerful priests is alerted, at which time his 
  superior intellect allows for a more ordered response.
  Normally, cries of alarm are met by 1d2 lesser priests, 1d4 
  acolytes and 1d3 font skeletons, if nearby (check adjoining room 
  keys). 1d3 zombie guards come lumbering along a few rounds 
  later. Priests, however, are smart enough to send at least one of 
  their number to alert others in the temple.
  Once the more senior priests learn of intruders, they send 
  several ogres (from Area 13) and more undead to deal with the 
  disturbance as well as a number of priests, lesser priests and 
  acolytes. Koraashag and the head priests join in any encounter 
  with intruders. They use all magic at their disposal.
  If sorely pressed, they retreat to the cave outside the temple 
  (Area 12) and then to the temple itself (Area 15), where they 
  amass their forces against any final onslaught.
  If there is an intrusion into the temple and the intruders retreat, 
  undead guards are doubled at all entrances (Areas 1 and 7) and 2 
  lesser priests are stationed at each location as well, along with an ogre.
  
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  the tomb of abysthor
  
  96
  The lost lands": Stoneheart Valley
  Equipment: ring mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 4d10 gp.
  7. Entrance Corridor
  The stairs from Level 2 end here in this corridor. There are always 3 
  zombie guards and 2 font skeletons stationed here around the corner 
  from the stairs. They act as do the guards at Area 1. The skeletons, 
  however, cannot be fooled by a disguise.
  Zombie Guards (3): HD 2; HP 11, 8, 10; AC 7[12]; Atk 
  longsword (1d8); Move 6; Save 16; AL N; CL/XP 2/30; Special: 
  immune to sleep and charm.
  Equipment: shield, longsword.
  Font Skeletons (2): HD 2; HP 6, 10; AC 6[13]; Atk longsword 
  (1d8); Move 12; Save 16; AL C; CL/XP 2/30; Special: immune 
  to sleep and charm, turned as zombies. 
  Equipment: shield, longsword.
  8. Priest Quarters
  These spartan rooms are similar to those occupied by the lesser priests 
  (see Area 2). They each house 2 priests of Orcus. There is a 1–5 on 1d20 
  chance for each priest that they are present. If they are not present, they 
  are attending service in Area 15 or are on some errand. The rooms have 
  cots and small chests, with effects including daggers, robes, small unholy 
  symbols of Orcus and small idols. These priests know of the secret door 
  in Area 9, and the password, “Our Horned Father.” If any of the priests 
  is captured and successfully interrogated, he might trade this information 
  for survival.
  Priests of Orcus (Clr5) (2): HP 15, 20; AC 3[16]; Atk touch or 
  mace (1d6); Move 12; Save 12; AL C; CL/XP 5/240 ; Special: 
  control undead, 1/day—death touch (roll 5d6: if total equals 
  or exceeds target’s current hit points, it dies; save avoids), 
  spells (2/2).
  Spells: 1st—cause light wounds, command; 2nd—hold 
  person, silence 15-ft. radius.
  Equipment: chain mail, black robe emblazoned with 
  
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  the tomb of abysthor
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, prayer book, a small sack with 
  6d10 gp.
  9. Foyer
  This small room contains a number of hooks on which hang ceremonial 
  robes and other ceremonial items, such as daggers and incense burners. 
  A tapestry depicting Orcus accepting sacrifices adorns the west and north 
  wall, to either side of the secret door that leads to Area 15. The door 
  itself is covered with a tapestry depicting the demonic skull of Orcus. This 
  tapestry may be moved aside, allowing access to the secret door behind it. 
  A low, brass brazier filled with glowing coals sheds evil light here.
  Secret Door: The secret door can be opened only by 
  speaking the words “Our Horned Father.”
  10. Hall of Study
  This hall contains several tables and several racks of books as well as a 
  small statue of Orcus. A tapestry on the north wall depicts the destruction 
  of a white marble temple by black-robed priests of Orcus, while a tapestry 
  on the south wall depicts priests raising hordes of undead while Orcus 
  looks on approvingly. There are always 1d3 priests of Orcus here 
  studying and praying to their evil god. There is also a 1–8 on 1d20 chance 
  that there are 1d3 lesser priests and the same chance that there are 1d4 
  zombie servants.
  Priests of Orcus (Clr5) (1d3): HP 16, 22, 30; AC 3[16]; Atk 
  touch or mace (1d6); Move 12; Save 12; AL C; CL/XP 5/240 
  ; Special: control undead, 1/day—death touch (roll 5d6: if 
  total equals or exceeds target’s current hit points, it dies; 
  save avoids), spells (2/2).
  Spells: 1st—cause light wounds, command; 2nd—hold 
  person, silence 15-ft. radius.
  Equipment: chain mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, prayer book, a small sack with 
  6d10 gp.
  Lesser Priests of Orcus (Clr4) (1d3): HP 20, 17, 18; AC 4[15]; 
  Atk touch or mace (1d6); Move 12; Save 12; AL C; CL/XP 
  5/240; Special: control undead, 1/day—death touch (roll 
  4d6: if total equals or exceeds target’s current hit points, it 
  dies; save avoids), spells (2/1).
  Spells: 1st—cause light wounds, command; 2nd—hold 
  person.
  Equipment: chain mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 5d10 sp.
  Zombie Servants (1d4): HD 2; HP 11, 10x2, 13; AC 8[12]; Atk 
  strike (1d8); Move 6; Save 16; AL N; CL/XP 2/30; Special: 
  immune to sleep and charm.
  Tomes: The books present are all written in evil, ancient languages and 
  deal with the worship of Orcus and other minor demons. They could have 
  some value to sages, magic-users or other evil priests. They could also 
  convey some information on banishing demons. The Referee should use 
  his or her discretion in determining a value for them.
  Trapped Secret Door: The door to Area 11, Koraashag’s chamber, is 
  locked and trapped. On the lintel above, the left side, and the right side 
  of the door on the east side are traced three glyphs of warding. They inflict 
  explosive fire damage to any person other than Koraashag who crosses the 
  threshold. All three glyphs discharge at once.
  Glyphs of Warding (fire): These 3 glyphs deliver 5d6 points of 
  exploding fire damage each in a 5 ft. radius (save for half 
  damage). 
  11. Koraashag’s Chamber
  This chamber is more opulent than the spartan chambers of the other 
  priests. Velvet hangings and tapestries—carried here from Rappan Athuk 
  on the backs of slaves—cover the wall. A large bed and chest as well as a 
  small desk and chair fill the room. The tapestries depict Orcus at his most 
  demonic, with Koraashag at his right hand. Various personal effects and 
  unholy items litter the room.
  Though this is Koraashag’s bed chamber, and he is frequently here when 
  he is not in the temple at Area 15, it is not his most private sanctuary. That 
  sanctuary is located high in a cave on Level 5, at Areas 26–27A.
  Koraashag’s statistics are provided at Area 15.
  Treasure: The bedding is of finest quality (worth 500 gp). The chest 
  in the room is locked and ingeniously trapped. The chest’s lock is 
  exquisitely crafted and worth over 500 gp if it can be removed without 
  being destroyed, though the key for it must also be available (it is kept on 
  Koraashag’s person). It would take a master craftsman weeks of study to 
  create a key to fit the lock. The chest has a poison needle trap (save or die), 
  but that trap is meant to be detected. If the poison needle trap is detected 
  and disabled, this actually triggers the second needle trap (which is almost 
  impossible to disable without the key to the chest). This second trap is 
  bypassed only by use of the lock’s key. Additionally, within the lid of the 
  trap is a vial of poisonous gas identical to a cloudkill spell, that is released 
  if the chest is broken with force. Inside the locked and trapped chest are 
  silks and other finery (worth 500 gp) as well as 31,166 gp and seventy-
  eight gems of value from 10 to 100 gp each (Referee to determine). Also 
  within the chest is a book of ineffable foulness and a scroll of 4 cleric spells 
  (word of recall, restoration, resurrection and unholy word). Koraashag 
  treasures this scroll and does not carry it on his person, nor would he use 
  it in combat.
  12. Cavern of Orcus 
  and Bronze Portals
  This great cavern serves as the outer chamber of the temple of Orcus. 
  The cavern reaches 100 feet in height. The ceiling of the cavern is filled 
  with stalactites. Several large pillars formed of joined stalactites and 
  stalagmites give the cavern a grand and ominous feel. The cavern itself 
  Book of Ineffable Foulness
  This work of dark vileness is extremely beneficial to clerics 
  of Chaos. A week of intense study is required to fully digest its 
  wicked contents. After this accomplishment, the Chaotic cleric 
  will gain 1 point of Wisdom and the experience points necessary 
  for exactly half way into the next level. Lawful clerics perusing 
  the pages of the unspeakable Book of Ineffable Foulness will have 
  to save or die; and if they survive, they must make an additional 
  save or become insane (remove curse will lift the insanity).Even 
  with successful saving throws, the Lawful cleric loses exactly 
  enough experience points to place the character at the beginning 
  of the previous lower level. Any Lawful character takes 2d6 
  points of damage just from handling the tome, and woe to those 
  that look inside; a night hag will come to the character that very 
  night and attack. Neutral characters take 2d4 points of damage 
  from handling it, and reading its pages will cause them to save or 
  immediately become Chaotic in alignment (treat as a curse).
  
  98
  The lost lands": Stoneheart Valley
  is dominated by a huge statue of the demon prince standing upright 
  and holding his wand above his head, his bat like wings fully spread. 
  Surrounding the statue, which towers some 30 feet tall, are a number of 
  bronze braziers filled with coals that give off a hellish glow. Behind the 
  statue are the great brass portals to the temple itself. In front of the statue 
  is a rough black pit filled with bones of sacrifices.
  This cavern is a hub of activity and is the common area of the temple, 
  the carved areas reserved for the more important priests and for temple 
  functions. The cavern itself is occupied mostly by acolytes. There are 
  2d8 acolytes here at any time. The acolytes make their individual camps 
  randomly around the statue, where they are constantly in devotion. There 
  are always 1d8 zombie servants here as well as 1d4 zombie guards. 
  There is also a 1–6 on 1d20 chance that there are 1d3 lesser priests here, 
  either disciplining the acolytes or conducting their own secret business. 
  There is a 1–5 on 1d20 chance that there 1d6 font skeletons present and 
  the same chance that there are 1d3 ghouls present, in various parts of 
  the cavern. There is also a 1–4 on 1d20 chance that 1d2 ogres are in the 
  cavern, either coming or going from their lair at 13 to the temple at 15.
  On very rare occasions (Referee to determine), a small group of 
  pilgrims either from another temple of Orcus or from some other Chaotic 
  deity are here visiting the temple. They make their camp near the great 
  statue of Orcus.
  Acolytes of Orcus (Clr2) (2d8): HP 7x5, 11, 3, 12, 5x2, 9x2, 8, 
  10, 2, 6; AC 5[16]; Atk touch or mace (1d6); Move 12; Save 
  14; AL C; CL/XP 3/60; Special: control undead, 1/day—
  death touch (roll 2d6: if total equals or exceeds target’s 
  current hit points, it dies; save avoids), spells (1).
  Spells: 1st—cause light wounds.
  Equipment: ring mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 4d10 gp.
  Font Skeletons (1d6): HD 2; AC 6[13]; Atk longsword (1d8); 
  Move 12; Save 16; AL C; CL/XP 2/30; Special: immune to 
  sleep and charm, turned as zombies. 
  Equipment: shield, longsword.
  Ghouls (1d3): HD 2; HP 13, 8x2; AC 6[13]; Atk 2 claws (1d3), 
  bite (1d4); Move 9; Save 16; AL C; CL/XP 3/60; Special: 
  immunities, paralyzing touch.
  Lesser Priests of Orcus (Clr4) (1d3): HP 20, 17, 16; AC 4[15]; 
  Atk touch or mace (1d6); Move 12; Save 12; AL C; CL/XP 
  5/240; Special: control undead, 1/day—death touch (roll 
  4d6: if total equals or exceeds target’s current hit points, it 
  dies; save avoids), spells (2/1).
  Spells: 1st—cause light wounds, command; 2nd—hold 
  person.
  Equipment: chain mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 5d10 sp.
  Ogres (1d2): HD 4+1; HP 24, 20; AC 5[14]; Atk huge battle 
  axe (1d10+1) or huge spear (1d8+1); Move 9; Save 13; AL C; 
  CL/XP 4/120; Special: none.
  Equipment: huge battle axe, huge spear, a sack with a 
  human skull, a hunk of uncooked meat, 3d20 gp, 2d20 
  sp.
  Zombie Guards (1d4): HD 2; HP 7x2, 8, 4; AC 7[12]; Atk 
  longsword (1d8); Move 6; Save 16; AL N; CL/XP 2/30; Special: 
  immune to sleep and charm.
  Equipment: shield, longsword.
  Zombie Servants (1d8): HD 2; HP 6, 10, 9x2, 4, 7, 14, 8; AC 
  8[12]; Atk strike (1d8); Move 6; Save 16; AL N; CL/XP 2/30; 
  Special: immune to sleep and charm.
  Tactics: The occupants of this cavern do not expect any strangers. Thus, 
  anyone entering this cavern is attacked immediately, though the occupants 
  are momentarily unprepared and taken off guard by the presence of such 
  unexpected intruders.
  13. Far Cavern
  This tall cavern is the home of a band of ogres, enlisted by Koraashag 
  to the service of Orcus. They are fanatically loyal to the demon god and 
  to Koraashag. They serve as guards to the temple. There are a total of 11 
  ogres, though there are no more than 4 here at any time. Between them, 
  they have five suits of plate mail and take turns wearing the suits as their 
  shift of guard duty begins. There is always 1 ogre guard here with 1d3 
  ogres. There are always 1d3 zombie guards here as well. On a 1–4 on 
  1d20 there are also 1d4 acolytes here. Two ogres are always at Area 15, 
  wearing two of the five sets of plate mail, while 2 more ogres are always at 
  Area 14, wearing two more of the five sets of plate. A fifth is always here, 
  wearing the final suit of plate and guarding the slave pen (see below). The 
  other ogres present are either eating or sleeping while off duty.
  Acolytes of Orcus (Clr2) (1d4): HP 7, 10, 5, 8; AC 5[16]; Atk 
  touch or mace (1d6); Move 12; Save 14; AL C; CL/XP 3/60; 
  Special: control undead, 1/day—death touch (roll 2d6: if 
  total equals or exceeds target’s current hit points, it dies; 
  save avoids), spells (1).
  Spells: 1st—cause light wounds.
  Equipment: ring mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 4d10 gp.
  Ogre Guard in Plate Mail: HD 4+1; HP 26; AC 3[16]; Atk huge 
  battle axe (1d10+1) or huge spear (1d8+1); Move 9; Save 13; 
  AL C; CL/XP 4/120; Special: none.
  Equipment: plate mail, huge battle axe, huge spear, 
  a sack with a human skull, a hunk of uncooked meat, 
  3d20 gp, 2d20 sp.
  Ogres (1d3): HD 4+1; HP 24, 20, 22; AC 5[14]; Atk huge battle 
  axe (1d10+1) or huge spear (1d8+1); Move 9; Save 13; AL C; 
  CL/XP 4/120; Special: none.
  Equipment: huge battle axe, huge spear, a sack with a 
  human skull, a hunk of uncooked meat, 3d20 gp, 2d20 
  sp.
  Zombie Guards (1d3): HD 2; HP 7x2, 8, 4; AC 7[12]; Atk 
  longsword (1d8); Move 6; Save 16; AL N; CL/XP 2/30; Special: 
  immune to sleep and charm.
  Equipment: shield, longsword.
  Slave Pen: The southern spur of the cavern is walled off with stout 
  wooden posts, into which is set a barred wooden gate. This pen holds 
  humanoids captured in the Under Realms or purchased from orc or gnoll 
  raiding bands from the surface. These creatures will become sacrifices 
  to Orcus. At least one such creature is sacrificed every day. There are 
  currently 2d10 humanoids from the surface (from pillaged villages or 
  farms) and 1d10 humanoids from the Under Realms. The gate is barred 
  with a heavy wooden log, easily lifted by the ogres. (A total of 36 points 
  of strength required, up to three creatures on the outside can attempt 
  simultaneously).
  13A. Pool Cavern
  The pool in this low cavern contains brackish water. It must be boiled 
  to be consumed (except by the ogres, who drink it as it is) or the drinker 
  suffers 1d2 hit point loss due to stomach illness. 
  There is a 1–5 on 1d20 chance that there are 1d3 zombie servants here 
  fetching water for the priests. There is a similar chance that 1d2 ogres are 
  here, drinking or bathing in the water.
  
  99
  the tomb of abysthor
  Ogres (1d2): HD 4+1; HP 24, 22; AC 5[14]; Atk huge battle 
  axe (1d10+1) or huge spear (1d8+1); Move 9; Save 13; AL C; 
  CL/XP 4/120; Special: none.
  Equipment: huge battle axe, huge spear, a sack with a 
  human skull, a hunk of uncooked meat, 3d20 gp, 2d20 sp.
  Zombie Servants (1d3): HD 2; HP 6, 10, 7; AC 8[12]; Atk strike 
  (1d8); Move 6; Save 16; AL N; CL/XP 2/30; Special: immune 
  to sleep and charm.
  14. Stinking Pit
  This cavern passage ends in a ledge that spirals down the inside of an 
  abyss of unknown depths, leading to a cave mouth that leads to a passage 
  to the Under Realms. The abyss is bottomless. Anyone falling into it is 
  forever lost unless he or she has magical aid. The abyss itself emits foul 
  smokes and vapors. All except ogres (who are used to such smells) passing 
  through this room are afflicted as per stinking cloud. The effect cannot be 
  magically resisted or dispelled, though a save is allowed as per the spell. 
  There are always 2 ogre guards in plate here, guarding the entrance to the 
  chambers to the north. They are stationed at the location of the number 
  “14” on the map. The footing on the ledge that spirals into the abyss is 
  treacherous, requiring a save for any activity other than careful walking.
  Ogre Guard in Plate Mail: HD 4+1; HP 22; AC 3[16]; Atk huge 
  battle axe (1d10+1) or huge spear (1d8+1); Move 9; Save 13; 
  AL C; CL/XP 4/120; Special: none.
  Equipment: plate mail, huge battle axe, huge spear, 
  a sack with a human skull, a hunk of uncooked meat, 
  3d20 gp, 2d20 sp.
  Passage to the Under Realms: The cave opening at the bottom of the 
  spiraling ledge leads to a passage that connects with the labyrinthine web 
  of passages that make up the Under Realms. The path eventually leads to 
  a secret passage that links up with the lower levels of the famous dungeon 
  of Rappan Athuk, though such a trek would require many weeks and great 
  danger.
  15. Temple of Orcus
  Beyond the heavy brass portals lies the Temple of Orcus, built by 
  Koraashag at the direction of his demonic deity. The temple chamber is 
  split by a large crevasse, which opens up to Level 5 far below. The portion 
  of the temple beyond the crevasse sits some 20 feet above the portion of 
  the room south of the crevasse. The ceiling of the temple is over 50 feet 
  high. The crevasse is spanned by a thick bridge of solid black stone. A row 
  of glowing braziers line either side of the crevasse, filling the chamber 
  with a hellish glow. Black candles of a most unholy aspect stand in long 
  candleholders along either wall and flicker with a faint and evil light. 
  Obscene censers issue forth foul smokes.
  The portion north of the crevasse is dominated by a gold-plated and 
  jewel-encrusted statue of a seated Orcus, his wand upraised in one hand 
  and the other hand outstretched with an open palm facing upward, on which 
  is set the heart and entrails of many sacrifices. Before the statue and on the 
  same raised platform is an altar of black stone, stained even deeper with 
  the crimson blood of hundreds of sacrifices. A large bronze brazier, full of 
  burning coals, stands to either side of the statue of the demon prince.
  Normally during rituals or functions, acolytes and servants remain in 
  the lower portion of the temple below the chasm while the lesser priests 
  and priests gather directly before the altar. The senior priests such as 
  Koraashag (or any others with names) stand on the raised platform by the 
  altar (thus benefiting from the unholy aura generated by the statue).
  Magical Protections: The entire room is under the effect of an 
  unhallow spell and bless for followers of Orcus.
  The Upper Platform: In addition to the spell effects above, all persons 
  on the raised platform with the statue of Orcus are under an unholy aura.
  The Crevasse and Bridge: The crevasse opens above Area 24A of 
  Level 5. Anyone falling into the crack falls 50 feet through stone before 
  reaching the ceiling of Level 5, Area 24A, and then falls 100 feet more to 
  the cavern floor below—a total of 150 feet!
  Crevasse (150 Feet Deep): 15d6 falling damage, plus regardless of 
  damage taken the character must make a massive damage save or die.
  The Statue of Orcus: This hideous statue is covered in nearly 3,000 
  gp worth of gold plate and encrusted with one hundred gems worth 
  100 gp each. All are cursed and afflict anyone removing them with 
  a bestow curse spell. In addition, the statue radiates unholy aura as 
  detailed above.
  The Shimmering Portal: Together, when the above priests chant for 1 
  hour in an obscene ritual and sacrifice a living humanoid, they can contact 
  Orcus directly in his Palace of Bones in the Abyss through a shimmering 
  portal that appears in the middle of the temple. He will speak with the 
  gathering as per the commune spell. Using another variant of this ritual, 
  the priests can communicate with each other through this shimmering 
  portal over far distances.
  Occupants: Normally present in the temple are Koraashag, the High 
  Priest, 2 priests of Orcus, 2 lesser priests of Orcus, 2d6 acolytes of 
  Orcus, 2 ogre guards in plate, 1d4 shadows, 1d4 ghouls, 1d6 zombie 
  guards, 1d6 zombie servants and 1d6 font skeletons. There may be 
  more acolytes and lesser priests if a major service or sacrifice is taking 
  place, in addition to ghouls or visitors from other levels of the dungeon. 
  Also, Staurauth (see Level 2A, Area 14) can be found here in the main 
  temple during important rituals. Finally, Tavik—the evil priest from The 
  Crucible of Freya—will also be here after defeat by the characters in 
  that adventure. Tavik has been severely reprimanded by Korashaag for 
  his failures regarding the ruined keep though he has gained 2 levels of 
  experience.
  Korashaag, Orc High Priest of Orcus (Clr10): HP 50; AC –1 
  [20]; Atk touch or +2 spiked mace (1d8+2); Move 12; Save 
  6; AL C; CL/XP 13/2300; Special: control undead, 1/day—
  death touch (roll 10d6: if total equals or exceeds target’s 
  current hit points, it dies; save avoids), spells (3/3/3/3/3).
  Spells: 1st—command (x3); 2nd—hold person (x2), 
  silence, 15-ft. radius; 3rd—bestow curse (x2), cause 
  disease (mummy rot); 4th—cause serious wounds (x2), 
  poison; 5th—finger of death (x2), flame strike.
  Equipment: +2 black plate mail, black robes 
  emblazoned with the symbol of Orcus, cloak of the 
  demon, +2 spiked mace of the wraith, +3 vs. Lawful, 
  ring of regeneration, ring of spectral hand, unholy 
  water (x8), unholy symbol of Orcus and the key to the 
  chest at Area 11.
  Unholy Aura
  Spell Level: Cleric, 7th Level
  Range: 20 ft.
  Duration: 1 round/level
  A malevolent darkness surrounds the caster to a radius of 20 feet, 
  and affects one subject per level of the caster within this radius (in 
  addition to the caster). For the duration of the spell, an aura  gives 
  these subjects a certain degree of protection from all attacks, gives 
  them resistance to spells cast by Lawful creatures, and weakens 
  Lawful creatures that strike the subjects. Each warded creature 
  gains a –2[+2] bonus to AC and +2 save bonus for all attacks from 
  every alignment. Next, a warded creature gains a magic resistance 
  of 60% against spells cast by Lawful creatures. Finally, if a Lawful 
  creature succeeds on a melee attack against a warded creature, the 
  attacker takes 1d3 points of Strength drain similar to the damage 
  from a shadow’s attack. If Strength is drained to zero, the attacker 
  becomes a shadow under control of the caster.
  
  100
  The lost lands": Stoneheart Valley
  Note: Koraashag, by the blessing of Orcus, has had a special word 
  of recall spell placed on him. If ever he is reduced to 10 hit points or 
  fewer, he is brought immediately to Level 5, Area 27A, where he uses 
  the healing available to him there. A lengthy and unholy ritual allowed 
  Koraashag to be imbued with this ability.
  Tavik, Half-Orc Priest of Orcus (Clr6): HP 30; AC 2[17]; Atk 
  touch or +1 skull-tipped spiked mace (1d8+2); Move 12; 
  Save 10; AL C; CL/XP 8/800; Special: control undead, 1/
  day—death touch (roll 6d6: if total equals or exceeds target’s 
  current hit points, it dies; save avoids), spells (2/2/1/1)
  Spells: 1st—cause light wounds, command; 2nd—hold 
  person, silence 15-ft. radius; 3rd—bestow curse; 4th—
  poison.
  Equipment: +1 blackened chain mail, +1 shield bearing 
  the device of Orcus, +1 skull-tipped spiked  mace, +2 
  vs. Lawful, potion of extra-healing (x2), unholy water 
  (x6), iron unholy symbol of Orcus.
  Priests of Orcus (Clr5) (2): HP 20, 17; AC 3[16]; Atk touch or mace 
  (1d6); Move 12; Save 12; AL C; CL/XP 5/240 ; Special: control 
  undead, 1/day—death touch (roll 5d6: if total equals or exceeds 
  target’s current hit points, it dies; save avoids), spells (2/2).
  Spells: 1st—cause light wounds, command; 2nd—hold 
  person, silence 15-ft. radius.
  Equipment: +1 chain mail, black robe emblazoned 
  with symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, prayer book, a small sack with 
  6d10 gp.
  Lesser Priests of Orcus (Clr4) (2): HP 14, 15; AC 4[15]; Atk 
  touch or mace (1d6); Move 12; Save 12; AL C; CL/XP 5/240; 
  Special: control undead, 1/day—death touch (roll 4d6, if 
  total equal or exceeds target’s current hit points, it dies; 
  save avoids), spells (2/1).
  Spells: 1st—cause light wounds, command; 2nd—hold 
  person.
  Equipment: chain mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 5d10.
  Acolytes of Orcus (Clr2) (1d3): HP 9, 7, 11; AC 5[16]; Atk 
  touch or mace (1d6); Move 12; Save 14; AL C; CL/XP 3/60; 
  Special: control undead, 1/day—death touch (roll 2d6: if 
  total equals or exceeds target’s current hit points, it dies; 
  save avoids), spells (1).
  Spells: 1st—cause light wounds.
  Equipment: ring mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 4d10 gp.
  Ogre Guard in Plate (2): HD 4+1; HP 26, 21; AC 3[16]; Atk 
  huge battle axe (1d10+1) or huge spear (1d8+1); Move 9; 
  Save 13; AL C; CL/XP 4/120; Special: none.
  Equipment: plate mail, huge battle axe, huge spear, 
  a sack with a human skull, a hunk of uncooked meat, 
  3d20 gp, 2d20 sp.
  Shadows (1d4): HD 2+2; HP 14, 12, 8, 11; AC 7[12]; Atk touch 
  (1d4 + strength drain); Move 12; Save 16; AL C; CL/XP 4/120; 
  Special: drain 1 point Strength with hit, hit only by magic 
  weapons.
  Ghouls (1d4): HD 2; HP 11, 7, 6x2; AC 6[13]; Atk 2 claws (1d3), 
  bite (1d4); Move 9; Save 16; AL C; CL/XP 3/60; Special: 
  immunities, paralyzing touch.
  Zombie Guards (1d6): HD 2; AC 7[12]; Atk longsword (1d8); 
  Move 6; Save 16; AL N; CL/XP 2/30; Special: immune to sleep 
  and charm.
  Equipment: shield, longsword.
  Zombie Servants (1d8): HD 2; AC 8[12]; Atk strike (1d8); Move 
  6; Save 16; AL N; CL/XP 2/30; Special: immune to sleep and 
  charm.
  Font Skeletons (1d6): HD 2; AC 6[13]; Atk longsword (1d8); 
  Move 12; Save 16; AL N; CL/XP 2/30; Special: immune to 
  charm and sleep, turned as zombie.
  Equipment: shield, longsword.
  Cloak of the Demon
  This cloak appears as a heavy cloak of black leather or some 
  other thick fabric. When unfolded fully and spread wide, which may 
  be done up to two times per day for two turns each time, the cloak 
  is revealed to be a pair of demon wings. Unfolding the wings grants 
  the wearer the innate abilities of a vrock demon: ability to fly 18, 
  darkness 5ft radius, immunity to fire, and magic resistance 50%. 
  The cloak can gate in a vrock with triple normal chances (30%).
  +2 Spiked Mace of the 
  Wraith, +3 vs. Lawful
  This wickedly spiked mace functions as a +2 spiked mace,  
  +3 vs. Lawful. In addition, it has following wraith-like power. Any 
  successful hit drains 1 level with an unsuccessful saving throw. If 
  the attack roll is a natural 20, the attack is exactly like the touch of 
  wraith, level drain without a save. Furthermore, the mace uses any 
  level drain to heal the wielder 1d8 hit points of damage.
  Command
  Spell Level: Cleric, 1st Level
  Range: 25 ft. + 5 ft./2 levels
  Duration: 1 round
  One living creature is subject to a single-word command, which 
  it obeys to the best of its ability if a saving throw fails. The caster 
  may only give one of the four “true” commands unless a deity 
  grants an unusual “version” of the spell.
  Approach: The subject moves toward the caster as quickly and 
  directly as possible for 1 round.
  Drop: The subject drops whatever it was holding; it can’t pick 
  up any dropped item until the next round.
  Flee: The subject moves away from the caster as quickly as 
  possible for 1 round.
  Halt: The subject stand in place doing nothing else for 1 round.
  Flame Strike
  Spell Level: Cleric, 5th Level
  Range: 100 ft. + 10 ft./level
  Duration: Instantaneous
  A flame strike evokes a vertical column of divine fire 40 ft. high 
  with 10 ft. radius. The spell deals 1d6 points of damage per level 
  of the caster. All with the area of effect take this damage unless a 
  save for half-damage is successful.
  
  101
  the tomb of abysthor
  Tactics: Once attacked, Koraashag immediately uses his cloak and 
  attempts to summon a vrock demon (30% chance). He sends the ogres 
  to attack the party. He commands the priests to attack the party also. 
  Koraashag himself remains back on the raised platform (remaining 
  under the protection of the unholy aura) and use his spectral hand ring 
  to cast poison, bestow curse, cause disease, cause wounds spells and 
  his death touch ability on intruders as well as hold person and finger 
  of death. If engaged in melee, Koraashag relishes softening up his foe 
  with a few blows from his wraith mace. If the going gets tough for 
  Koraashag, he uses his wings to fly down into the crevasse and then to 
  Level 5, Area 26, where he retreats to his hidden underground shrine. 
  Remember, too, that Koraashag is under a special word of recall spell 
  that transports him to Level 5, Area 26 if his hit points are reduced to 
  10 or fewer. Any other senior priests (except Tavik) also remain on the 
  raised platform, using their spell abilities and receiving the protection 
  of the unholy aura. The ogres attack directly, and the demons use their 
  teleport ability to keep the party confused. They enjoy using magic or 
  force to knock characters into the chasm. The priests use their spells 
  such as hold person on fighters and silence on any spellcasters before 
  wading into combat. They attack with melee weapons to soften up their 
  foes before using their death touch power. The priests, ghouls and the 
  vrock demon attempt to throw any held intruders into the crevasse. 
  Zombies and skeletons attack mindlessly. Tavik attacks the party with 
  reckless abandon, hoping to have his revenge on the characters and to 
  regain his stature in the eyes of Koraashag.
  Z’veerikrrol the Vrock Demon: HD 8; HP 50; AC 0[19]; Atk 2 
  foreclaws (1d8), 2 rear claws (1d6), beak (1d6); Move 12 (fly 
  18); Save 8; AL C; CL/XP 11/1700; Special: darkness, immune 
  to fire, magic resistance (50%).
  
  102
  The lost lands": Stoneheart Valley
  Difficulty: 10.
  Entrances: Stairs from Level 1, crevasse from Level 4.
  Exits: Hidden stairs to Level 5A, stairs to Level 6.
  Wandering Monsters: The tsathar and their foul frogs very 
  densely populate the huge caverns of this level. Every two 
  turns, or every time the party makes significant noise or 
  light, roll 1d20 on the following table:
   ROLL 1D20 
  RESULT
   
  1–3 
  1d6 Giant Frogs (large)
   
  4 
  1d6 Giant Poisonous Frogs (large)
   
  5 
  Tsathar Hunting Party (1 tsathar filth-
   
   
  priest, 4 tsathar and 4 giant frogs [large], 
   
   
  searching the level for food or heading 
   
   
  to Level 6 to eat giant rats)
   
  6 
  A Group of Tsathar Pilgrims (1 tsathar 
   
   
  filth-priest, 2 tsathar supplicants and 1d6 
   
   
  tsathar, visiting the temple from the 
   
   
  Under Realms, exploring the environs)
   
  7 
  1d2 Killer Frogs that have gotten free 
   
   
  from the breeding pits; there is a 1–8 on 
   
   
  1d20 chance that 1d6 tsathar scourges 
   
   
  arrive 1d6 rounds later to recapture the 
   
   
  rogue frogs.
   
  8 
  Tsathar Training Mission (1 tsathar filth-
   
   
  priest, 1 tsathar scourge, 1 giant killer 
   
   
  frog and 2 tsathar)
   
  9 
  Tsathar Patrol (1 tsathar scourge, 4 
   
   
  tsathar, 1 giant killer frog and 2 giant 
   
   
  frogs)
   10–12 
  Group of 1d6 Tsathar traveling the 
   
   
  caverns for their own purposes
   
  13 
  The Behir from Level 6 (see Level 6, 
   
   
  Area 10 for details; only encountered in 
   
   
  Areas 15–17; otherwise no encounter)
   14–20 
  No encounter
  Standard Features: The entire level (except for Areas 
  26 and 27) consists of stone caverns. The walls are 
  always wet and slippery, due to the presence of the 
  underground lake. The entire level seems to be covered 
  with a coating of slime—though it does not extend to 
  Areas 19 or higher. Climb Walls checks in the slime-
  filled areas (Areas 1–18) are at –20%, and no running 
  or combat is allowed without making a saving throw 
  every round such activity is attempted. Failure results 
  in the character slipping and falling. All denizens of 
  this level are immune to this check, since they live in 
  the slime. The lake itself glows with a faint, foul green 
  phosphorescence, and the large idol of Tsathogga at 
  Area 4, which dominates the main cavern, radiates a 
  faint, sickly green light. Fungus covers most surfaces 
  on this level: 20% of the fungus is edible, while 10% is 
  poisonous.
  Continuous Effects: A majority of this level (Areas 2–14) 
  radiates evil due to the malignant effect of the Chaos 
  temple. Detect evil spells and paladin abilities fail to 
  function in these portions of this level. 
  The tsathar—a vile subterranean race that worships the demon frog 
  god, Tsathogga—control this level of the dungeon. Several huge caverns 
  dominate the level; one includes an underground lake that is lorded over 
  by the tsathar’s main temple—the Temple of the Frog. In the lake and 
  in the temple’s breeding pits, the tsathar breed hundreds of loathsome, 
  monstrous frogs that they let free to roam the level. A chasm in the ceiling 
  of a cavern connects a portion of this level to the Temple of Orcus on 
  Level 4, above.
  Aside from Lokaug, the High Priest of Tsathogga, and any others 
  detailed on other levels, there are a total of 14 frog-priests, 28 filth- priests, 
  42 supplicants and 38 tsathar scourges in total on this level. In addition, 
  there are over 200 normal tsathar on this level.
  Any party that attempts to take this level head-on is doomed. Stealth 
  has to be the order of the day, as wiping out a whole colony of these 
  creatures under unfavorable conditions is nigh impossible. If some tsathar 
  are found dead or are missing, the rest blame the priests of Orcus for the 
  trouble and do not even think it possible that an adventuring party is at 
  work. At the Referee’s discretion, it is even possible that the characters 
  could open up hostilities between the tsathar and the priests of Orcus, 
  using the two separate forces to wipe each other out. It is unlikely that the 
  characters can form an alliance with the inhuman tsathar.
  Giant Frogs (large): HD 3; AC 7[12]; Atk tongue (grapple) 
  or bite (1d8); Move 3 (swim 9); Save 14; AL N; CL/XP 4/120; 
  Special: leap 100 ft., swallow whole on natural 20.
  Giant Killer Frogs: HD 5; AC 5[14]; Atk 2 claws (1d4), bite 
  (1d8); Move 6 (swim 12); Save 12; AL C; CL/XP 5/240; 
  Special: leap (100 ft.), rake (2 additional rear claws [1d6] if 
  both claws hit)
  Giant Poisonous Frogs (large): HD 3; AC 7[12]; Atk tongue 
  (grapple plus poison) or bite (1d8 plus poison); Move 3 (leap 
  100ft.); Save 14; AL N; CL/XP 4/120; Special: leap, poison 
  drains 1d6 Strength, swallow whole on natural 20.
  Killer Frogs (large): HD 3; AC 7[12]; Atk tongue (grapple) 
  or bite (1d8); Move 3 (swim 9); Save 14; AL N; CL/XP 4/120; 
  Level 5: The Great Cavern 
  and the Temple of the Frog
  Level 5: The Great Cavern and the Temple of the Frog
  
  103
  the tomb of abysthor
  
  104
  The lost lands": Stoneheart Valley
  Special: leap 100 ft., swallow whole on natural 20.
  Tsathar: HD 2; AC 3[16]; Atk 2 claws (1d4) or serrated spear 
  (1d8), bite (1d6) or net (entangle); Move 12 (swim 12); Save 
  16; AL C; CL/XP 3/60; Special: amphibious, darkvision 90 ft., 
  implant, light blindness (–1 to hit in bright light), slimy.
  Equipment: leather armor (made from cured giant 
  frog hide), serrated spear, net (entangle, –2 to hit and 
  damage, –2 to saving throws, one quarter movement).
  Tsathar Filth-Priest (Clr5): HD 7; AC 1[18]; Atk 2 claws (1d4) 
  or +1 kukri (1d6+1), bite (1d6); Move 12 (swim 12); Save 11; 
  AL C; CL/XP 8/800 ; Special: amphibious, darkvision 90 ft., 1/
  day—gate in hydrodaemon (40%), implant, light blindness 
  (–1 to hit in bright light), slimy, spells (2/2).
  Spells: 1st—cause light wounds (x2); 2nd—hold person 
  (x2).
  Equipment: +1 leather armor, shield, +1 kukri (curved 
  blade similar to a machete), a soapstone symbol 
  of  Tsathogga, potion of healing (x3), scroll of 2 cleric 
  spells (bless, cause disease).
  Hydrodaemon: HD 7; HP 35; AC 0[19]; Atk 2 claws (1d6), 
  bite (2d6) or spit; Move 9 (fly 12, swim 24); Save 9; AL C; CL/
  XP 13/2300; Special: immunity to acid and poison, magic 
  resistance (35%), only harmed by magic or silver weapons, 
  spell-like abilities, spittle causes sleep for 6 rounds (save 
  negates).
  Spell-like Abilities: at will—cause fear, darkness 15-ft. 
  radius, detect magic, dimension door, summon 8HD 
  water elemental.
  Tsathar Scourges: HD 4; AC 3[16]; Atk 2 claws (1d4) or 
  serrated spear (1d8), bite (1d6) or net (entangle); Move 12 
  (swim 12); Save 13; AL C; CL/XP 4/120; Special: amphibious, 
  darkvision 90 ft., implant, light blindness (–1 to hit in bright 
  light), slimy.
  Equipment: leather armor (made from cured giant 
  frog hide), serrated spear, net (entangle, –2 to hit and 
  damage, –2 to saving throws, one quarter movement), 
  iron badge of station.
  Tsathar Supplicants (Clr1): HD 3; AC 3[16]; Atk 2 claws (1d4) 
  or kukri (1d6), bite (1d6); Move 12 (swim 12); Save 15; AL C; 
  CL/XP 4/120; Special: amphibious, darkvision 90 ft., implant, 
  light blindness (–1 to hit in bright light), slimy.
  Equipment: leather armor (made from cured giant frog 
  hide), kukri (curved blade similar to a machete).
  1. Stairs from Level 1
  The walls and floors of this area are slime and fungus covered, in part 
  due to the heat and humidity associated with the entirety of this level and 
  in part due to the cultivation of such things by the local inhabitants. Molds 
  and mushrooms sprout from every crack and crevice. A faint glow can be 
  seen coming from Area 4, across the fetid water of the lake (Area 3). Its 
  green-shaded light casts eerie shadows over the whole cavern.
  
  105
  the tomb of abysthor
  Because these stairs are almost never used, characters that hide and 
  observe the area from this location are relatively unmolested (unless 
  attacked by wandering monsters). From this entrance location, they can 
  observe the goings on in Areas 2, 3, 4 and 15 due to the ever-present 
  greenish light from Area 4.
  2. Great Cavern
  This cavern has a vaulted ceiling reaching 100 feet into the darkness 
  above. In the north side of the cavern is a large, fetid lake smelling of 
  swamp water and decay. Water drips from the ceiling in thick, gooey 
  droplets, occasionally dripping on some creature below. Pale green light 
  emanates from the idol at Area 4, creating vast areas of shadow and 
  allowing vision to a range of 200 feet. The raised platform and statue in 
  Area 4 can be seen as dim outlines in the distance. As this area is heavily 
  traveled, an immediate wandering monster check should be made as soon 
  as the relative safety of Area 1 is left. The passage to the south from Area 
  1 is dark and is bisected by water from the small pool at Area 21A.
  2A. Side Room and Hidden Stairs
  Upon first glance, this is a normal empty, small side cave. It is 
  unremarkable. The south wall, however, hides stairs to Level 5A—the 
  location of the monolith and the major secrets of this dungeon.
  Hidden Stairs: Long ago, before the coming of the Temple of the Frog 
  and before the founding of the burial halls, when the chambers containing 
  earth blood were warded, this chamber was seen as the entrance chamber to 
  the caves that led to the earth blood (Level 5A). The stairs to Level 5A were 
  warded by a complex ritual cast by the high priests of the earth god, resulting 
  in a tremendously powerful type of illusory wall. The section of wall indicated 
  on the map with dashed lines is that wall. It does not radiate magic and cannot 
  be detected in that fashion. It appears to be a physical wall and interacting 
  with the wall cannot normally detect it as an illusion. Unless disbelieved (see 
  below), the wall remains real. Objects strike it and bounce off.
  Detecting the Wall: The wall can be detected only if successfully 
  disbelieved. Disbelief, however, requires more than some speculative guess 
  or random search. To allow a saving throw for disbelief, the viewer must 
  have some tangible and articulable reason why the character believes that 
  a passage extends from this room. For example, if the characters were led 
  to this location by a spell such as commune or some other similar spell and 
  thus have a belief that the path continues on past this cave, or if they see 
  someone who knows the wall is an illusion pass through the wall, they may 
  qualify to make a save to disbelieve. Similarly, speaking with the spirit of 
  Flail, reading Koraashag’s journal or capturing and successfully interrogating 
  Lokaug or one of the frog-priests (though neither Lokaug nor the frog-priests 
  reveal this information unless magically compelled, even on threat of death or 
  torture) about the location of the Black Monolith leads to this cave and allows 
  an opportunity to disbelieve the wall. Unless these conditions or similar 
  conditions are met, the wall cannot be detected. The bottom line is this: 
  random search—regardless of the magic used—does not reveal the wall. To 
  earn a disbelief saving throw, the person must know that a passage leads from 
  this room. For each person who walks through the wall, anyone remaining in 
  the room gains a fresh saving throw if they have already failed one. If all of a 
  character’s companions have walked through the wall, and the character still 
  cannot manage to disbelieve in the wall’s existence, that character’s belief is 
  deemed to be permanent, and the character will never be able to walk through 
  the wall. The other characters will have to make a choice between abandoning 
  their exploration beyond the wall, or abandoning their comrade.
  3. The Underground Lake of Filth
  This lake contains foul, desecrated water fit only for swamp dwellers 
  and other disease-ridden beasts. Bacteria in the lake give off a faint 
  phosphorescent light, creating the look of an evil-looking, algae-filled 
  swimming pool. The lake and bacteria give off a foul smell of sulfur and 
  rotting organic material, creating a stinking cloud effect within 15 feet of 
  the shore. This lake covers much of this level, extending off the map edge 
  to both the northeast and northwest. To the northeast, the lake eventually 
  exits these caverns under the lakeshore of Crystal Lake (located on the 
  Wilderness Map). Swimming to the outside requires some magical 
  means of breathing underwater, as it is too far a swim to make without 
  such means. This lake is used by the tsathar to house their many foul 
  frogs. The lake is full of giant frogs—both poisonous and nonpoisonous. 
  The special frogs, such as killer frogs, do not live here. 1d6 giant frogs 
  (large), 1d4 poisonous giant frogs (large), 1d6 giant frogs (medium), 
  and 1d4 poisonous giant frogs (medium) immediately attack any non-
  frog or non-tsathar swimming in the lake—it is like a pond of piranha. 
  They do not eat each other, unless one is wounded (see below). The shores 
  of the lake are thick with mud and filth. Movement along the shores is at 
  1/2 speed due to the suction and slippery conditions created by this mud.
  Giant Frogs (large) (2d6): HD 3; AC 7[12]; Atk tongue 
  (grapple) or bite (1d8); Move 3 (swim 9); Save 14; AL N; CL/
  XP 4/120; Special: leap 100 ft., swallow whole on natural 20.
  Giant Poisonous Frogs (large) (1d6): HD 3; AC 7[12]; Atk 
  tongue (grapple plus poison) or bite (1d8 plus poison); Move 
  3 (leap 100ft.); Save 14; AL N; CL/XP 4/120; Special: leap, 
  poison drains 1d6 Strength, swallow whole on natural 20.
  Giant Frogs (medium) (1d6): HD 2; AC 7[12]; Atk tongue 
  (grapple) or bite (1d8); Move 3 (swim 9); Save 16; AL N; CL/
  XP 2/30; Special: leap (150 ft.).
  Giant Poisonous Frogs (medium) (1d4): HD 2; AC 7[12]; Atk 
  tongue (grapple plus poison) or bite (1d8 plus poison); Move 
  3 (swim 9); Save 16; AL N; CL/XP 3/60; Special: leap (150 ft.), 
  poison drains 1d6 Strength.
  
  106
  The lost lands": Stoneheart Valley
  Feeding: Because there are so many frogs (literally hundreds fill the 
  lake), the priests catch a number (about ten to fifteen) each day, gut them 
  and toss them into the pits at Area 4. This is a daily ritual. The frogs eat 
  the ones that have been killed in this manner. Thus, because they do not 
  eat each other unless fed by the priests as described, the frog population 
  has the strange capacity to sustain its own booming population.
  Traveling beneath Other Chambers: Note that the lake runs beneath 
  many of the rooms in the northwest portion of the level. The lake—when 
  beneath other chambers—is either fully submerged or has a ceiling of only 
  a foot or two above the level of the water. No meaningful transportation 
  can be had across the surface of the lake when not exposed in a larger 
  chamber.
  Referee Note: Players coating themselves with mud and slimy water 
  become invisible to the giant frogs on this level for 1d2 turns after coating 
  themselves with muck, as they are rendered “kindred spirits” by their 
  stench. Likewise, the frogs do not notice invisible or hiding characters 
  for 3+1d3 turns after coating themselves, as the smell of fresh meat is 
  overwhelmed by the stench of the muck.
  4. The Temple of the Frog
  This is the outer entrance to the Temple of the Frog. There is a huge 
  statue of Tsathogga here, in the form of a hugely fat, grotesque humanoid 
  toad with great fangs and huge talons attached to each of his six legs. The 
  statue stands (or rather squats) 40 feet tall. The statue of Tsathogga is 
  made of a foul green stone from the plane of Tarterus. It feels like some 
  type of alien soapstone.
  This place is very busy at all times. There are always at least 1d4 tsathar 
  filth-priests, 2d6 tsathar supplicants and 2d8 tsathar here, taking turns 
  bringing up slime and filth from the shores of the lake and rubbing it over 
  the surface of the idol, while the priests and supplicants gesticulate in 
  random worship of their uncaring god. These tsathar are quite occupied 
  by their work and are unlikely to notice intruders (–2 on surprise checks).
  In addition to the priests, supplicants and normal tsathar, there are 
  occasionally groups coming and going along the path from Area 4 to Area 
  15 and on to the Under Realms. This temple—though far from the nearest 
  population of tsathar—is a site of major importance to this race. It is not 
  uncommon for tsathar merchants or pilgrims to trek to this shrine, nor is 
  it uncommon for traders or priests to leave from this shrine accompanied 
  by several of the foul frogs bred here—particularly the killer frogs—and 
  several tsathar scourges.
  Unhallow and Dispel Good: The area radiates evil, and is under the 
  effects of an unhallow spell. In addition, all areas within 50 feet of the 
  statue are under the effects of dispel good. If intruders attack this temple 
  area, two of the acolytes flee to Area 12 to get aid.
  Tsathar Filth-Priest (Clr5) (1d4): HD 7; HP 33, 27, 19, 23; AC 
  1[18]; Atk 2 claws (1d4) or kukri (1d6), bite (1d6); Move 12 
  (swim 12); Save 11; AL C; CL/XP 8/800 ; Special: amphibious, 
  darkvision 90 ft., 1/day—gate in hydrodaemon (40%), 
  implant, light blindness (–1 to hit in bright light), slimy, spells 
  (2/2).
  Spells: 1st—cause light wounds (x2); 2nd—hold person 
  (x2).
  Equipment: +1 leather armor, shield, kukri (curved 
  blade similar to a machete), a soapstone symbol 
  of  Tsathogga, potion of healing (x3), scroll of 2 cleric 
  spells (bless, cause disease).
  Hydrodaemon: HD 7; HP 35; AC 0[19]; Atk 2 claws (1d6), 
  bite (2d6) or spit; Move 9 (fly 12, swim 24); Save 9; AL C; CL/
  XP 13/2300; Special: immunity to acid and poison, magic 
  resistance (35%), only harmed by magic or silver weapons, 
  spell-like abilities, spittle causes sleep for 6 rounds (save 
  negates).
  Spell-like Abilities: at will—cause fear, darkness 15-ft. 
  radius, detect magic, dimension door, summon 8HD 
  water elemental.
  Tsathar Supplicants (Clr1) (2d6): HD 3; AC 3[16]; Atk 2 claws 
  (1d4) or kukri (1d6), bite (1d6); Move 12 (swim 12); Save 15; 
  AL C; CL/XP 4/120; Special: amphibious, darkvision 90 ft., 
  implant, light blindness (–1 to hit in bright light), slimy.
  Equipment: leather armor (made from cured giant frog 
  hide), kukri (curved blade similar to a machete).
  Tsathar (2d8): HD 2; AC 3[16]; Atk 2 claws (1d4) or serrated 
  spear (1d8), bite (1d6) or net (entangle); Move 12 (swim 12); 
  Save 16; AL C; CL/XP 3/60; Special: amphibious, darkvision 
  90 ft., implant, light blindness (–1 to hit in bright light), slimy.
  Equipment: leather armor (made from cured giant 
  frog hide), serrated spear, net (entangle, –2 to hit and 
  damage, –2 to saving throws, one quarter movement).
  4A. The Pits 
  On the plateau of the temple in front of the statue itself are a number 
  of pits that descend down into the lake that runs below. This is where 
  sacrificed frogs (see above) are tossed to feed the frogs in the lake. Any 
  other nontsathar sacrifices (such as captured characters) are also thrown 
  into these pits to be eaten by the frogs. The frogs are trained that they can 
  eat anything thrown into these pits—even their own kind or tsathar if they 
  fall into the pits by mistake. There are 3d6 giant frogs (large) and 1d6 
  giant poisonous frogs (large) within the vicinity of each pit.
  Giant Frogs (large) (3d6): HD 3; AC 7[12]; Atk tongue 
  (grapple) or bite (1d8); Move 3 (swim 9); Save 14; AL N; CL/
  XP 4/120; Special: leap 100 ft., swallow whole on natural 20.
  Giant Poisonous Frogs (large) (1d6): HD 3; AC 7[12]; Atk 
  tongue (grapple plus poison) or bite (1d8 plus poison); Move 
  3 (leap 100ft.); Save 14; AL N; CL/XP 4/120; Special: leap, 
  poison drains 1d6 Strength, swallow whole on natural 20.
  5. Shore of Filth
  This shore of the lake for some reason is particularly caked with filth, 
  as if all the excrement of the frogs and tsathar collects here. The tsathar 
  use this as a waste area. They cart the waste up the ramp to Area 4, where 
  priests and others spread the filth on their foul idol, mimicking how 
  Tsathogga lives in his plane of slime. There are always 2d6 tsathar here 
  as well as 2d6 giant poisonous frogs (large), lounging in the filth.
  Tsathar (2d6): HD 2; AC 3[16]; Atk 2 claws (1d4) or serrated 
  spear (1d8), bite (1d6) or net (entangle); Move 12 (swim 12); 
  Save 16; AL C; CL/XP 3/60; Special: amphibious, darkvision 
  90 ft., implant, light blindness (–1 to hit in bright light), slimy.
  Equipment: leather armor (made from cured giant 
  frog hide), serrated spear, net (entangle, –2 to hit and 
  damage, –2 to saving throws, one quarter movement).
  Giant Poisonous Frogs (large) (2d6): HD 3; AC 7[12]; Atk 
  tongue (grapple plus poison) or bite (1d8 plus poison); Move 
  3 (leap 100ft.); Save 14; AL N; CL/XP 4/120; Special: leap, 
  poison drains 1d6 Strength, swallow whole on natural 20.
  6. Tsathar Living Area
  Both wings of this cave and its attendant portion of the lake are the 
  dwelling place of all common tsathar. There are approximately 60 tsathar 
  here, along with an equal number of noncombatant children. They swim 
  in the portion of the lake at Area 6A. They have no treasure. If faced by a 
  powerful opponent, the noncombatants flee to the edge of the lake, while 
  the 60 male tsathar fight. Combat in this area draws all priests and frogs 
  from Areas 4 and 9–13 within minutes of first blood being drawn. Anyone 
  attempting to end the tsathar threat here is in real trouble.
  
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  the tomb of abysthor
  Tsathar (60): HD 2; AC 3[16]; Atk 2 claws (1d4) or serrated 
  spear (1d8), bite (1d6) or net (entangle); Move 12 (swim 12); 
  Save 16; AL C; CL/XP 3/60; Special: amphibious, darkvision 
  90 ft., implant, light blindness (–1 to hit in bright light), slimy.
  Equipment: leather armor (made from cured giant 
  frog hide), serrated spear, net (entangle, –2 to hit and 
  damage, –2 to saving throws, one quarter movement).
  6A. Pool
  The tsathar use this pool for “recreation.” It lies at the foot of a ledge 
  some 20 feet below Area 6. The pool is about 20 feet deep in this area. 
  Since it links to the lake at Area 4, it contains giant frogs, as detailed at 
  Area 3, above. This pool is not used for breeding.
  7. Breeding Den
  This room is used to breed the frogs that the tsathar use to reproduce—
  which they do by implanting into a frog an egg that grows and hatches. 
  There are 4d10 giant frogs (large) and 2d6 tsathar here at all times.
  Giant Frogs (large) (4d10): HD 3; AC 7[12]; Atk tongue 
  (grapple) or bite (1d8); Move 3 (swim 9); Save 14; AL N; CL/
  XP 4/120; Special: leap 100 ft., swallow whole on natural 20.
  Tsathar (2d6): HD 2; AC 3[16]; Atk 2 claws (1d4) or serrated 
  spear (1d8), bite (1d6) or net (entangle); Move 12 (swim 12); 
  Save 16; AL C; CL/XP 3/60; Special: amphibious, darkvision 
  90 ft., implant, light blindness (–1 to hit in bright light), slimy.
  Equipment: leather armor (made from cured giant 
  frog hide), serrated spear, net (entangle, –2 to hit and 
  damage, –2 to saving throws, one quarter movement).
  8. Fungus Garden
  This area is another location where the tsathar have carted some of their 
  filth. They use it to grow mushrooms and other fungi. Behind the fungus 
  garden is the sinkhole (Area 20). There are usually (50%) 2d4 tsathar 
  here at any time harvesting various fungi.
  Tsathar (2d4): HD 2; AC 3[16]; Atk 2 claws (1d4) or serrated 
  spear (1d8), bite (1d6) or net (entangle); Move 12 (swim 12); 
  Save 16; AL C; CL/XP 3/60; Special: amphibious, darkvision 
  90 ft., implant, light blindness (–1 to hit in bright light), slimy.
  
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  Equipment: leather armor (made from cured giant 
  frog hide), serrated spear, net (entangle, –2 to hit and 
  damage, –2 to saving throws, one quarter movement).
  9. Inner Breeding 
  This pool is used to breed the giant poisonous frogs. There are currently 
  24 giant poisonous frogs (large) being trained here. They take special 
  handling—though not as much as the killer frogs. 3 filth-priests, 5 
  tsathar supplicants and 8 tsathar scourges oversee the breeding of these 
  particular frogs.
  Giant Poisonous Frogs (large) (24): HD 3; AC 7[12]; Atk 
  tongue (grapple plus poison) or bite (1d8 plus poison); Move 
  3 (leap 100ft.); Save 14; AL N; CL/XP 4/120; Special: leap, 
  poison drains 1d6 Strength, swallow whole on natural 20.
  Tsathar Filth-Priest (Clr5) (1d4): HD 7; HP 35, 40, 28, 24; AC 
  1[18]; Atk 2 claws (1d4) or kukri (1d6), bite (1d6); Move 12 
  (swim 12); Save 11; AL C; CL/XP 8/800 ; Special: amphibious, 
  darkvision 90 ft., 1/day—gate in hydrodaemon (40%), 
  implant, light blindness (–1 to hit in bright light), slimy, spells 
  (2/2).
  Spells: 1st—cause light wounds (x2); 2nd—hold person 
  (x2).
  Equipment: +1 leather armor, shield, kukri (curved 
  blade similar to a machete), a soapstone symbol of 
  Tsathogga, potion of healing (x3), scroll of 2 cleric 
  spells (bless, cause disease).
  Hydrodaemon: HD 7; HP 37; AC 0[19]; Atk 2 claws (1d6), 
  bite (2d6) or spit; Move 9 (fly 12, swim 24); Save 9; AL C; CL/
  XP 13/2300; Special: immunity to acid and poison, magic 
  resistance 35%, only harmed by magic or silver weapons, 
  spell-like abilities, spittle causes sleep for 6 rounds (save 
  negates).
  Spell-like Abilities: at will—cause fear, darkness 15-ft. 
  radius, detect magic, dimension door, summon 8HD 
  water elemental.
  Tsathar Scourges (8): HD 4; HP 28x2, 29, 14, 21, 31, 15, 7; AC 
  3[16]; Atk 2 claws (1d4) or serrated spear (1d8), bite (1d6) 
  or net (entangle); Move 12 (swim 12); Save 13; AL C; CL/XP 
  4/120; Special: amphibious, darkvision 90 ft., implant, light 
  blindness (–1 to hit in bright light), slimy.
  Equipment: leather armor (made from cured giant 
  frog hide), serrated spear, net (entangle, –2 to hit and 
  damage, –2 to saving throws, one quarter movement), 
  iron badge of station.
  Tsathar Supplicants (Clr1) (5): HD 3; HP 15, 13x3, 10; AC 
  3[16]; Atk 2 claws (1d4) or kukri (1d6), bite (1d6); Move 12 
  (swim 12); Save 15 AL C; CL/XP 4/120; Special: amphibious, 
  darkvision 90 ft., implant, light blindness (–1 to hit in bright 
  light), slimy.
  Equipment: leather armor (made from cured giant frog 
  hide), kukri (curved blade similar to a machete).
  10. Priests’ Quarters
  The priests and supplicants of Tsathogga sleep here. There are 6 frog-
  priests, 15 filth-priests and 30 supplicants in total, and there are 1d4 
  frog-priests, 2d6 filth-priests and 2d8 supplicants here at any time. 
  Tsathogga is a chaotic and uncaring god, so there is no rigorous hierarchy 
  as for sleeping arrangements, though priests do not usually share living 
  space with common tsathar. They have no treasure, though each possesses 
  a small soapstone statue of Tsathogga.
  Tsathar Filth-Priest (Clr5) (2d6): HD 7; AC 1[18]; Atk 2 claws 
  (1d4) or kukri (1d6), bite (1d6); Move 12 (swim 12); Save 11; 
  AL C; CL/XP 8/800 ; Special: amphibious, darkvision 90 ft., 1/
  day—gate in hydrodaemon (40%), implant, light blindness 
  (–1 to hit in bright light), slimy, spells (2/2).
  Spells: 1st—cause light wounds (x2); 2nd—hold person 
  (x2).
  Equipment: leather armor, shield, kukri (curved 
  blade similar to a machete), a soapstone symbol of 
  Tsathogga, potion of healing (x3), scroll of 2 cleric 
  spells (bless, cause disease).
  Hydrodaemon: HD 7; HP 30; AC 0[19]; Atk 2 claws (1d6), 
  bite (2d6) or spit; Move 9 (fly 12, swim 24); Save 9; AL C; CL/
  XP 13/2300; Special: immunity to acid and poison, magic 
  resistance 35%, only harmed by magic or silver weapons, 
  spell-like abilities, spittle causes sleep for 6 rounds (save 
  negates).
  Spell-like Abilities: at will—cause fear, darkness 15-ft. 
  radius, detect magic, dimension door, summon 8HD 
  water elemental.
  Tsathar Frog-Priest (Clr7) (1d4): HD 9; HP 40, 30, 42, 46; AC 
  0[20]; Atk 2 claws (1d4) or kukri (1d6), bite (1d6); Move 12 
  (swim 12); Save 9; CL/XP 11/1700 ; Special: amphibious, 
  darkvision 90 ft., 1/day—gate in hydrodaemon (40%), 
  implant, light blindness (–1 to hit in bright light), slimy, spells 
  (2/2/2/1/1).
  Spells: 1st—cause light wounds (x2); 2nd—hold person 
  (x2); 3rd—bestow curse, prayer; 4th—cause serious 
  wounds; 5th—finger of death.
  Equipment: +1 leather armor (made from cured giant 
  frog hide), +1 shield, kukri (curved blade similar to a 
  machete), a soapstone symbol of Tsathogga, potion 
  of healing (x3), scroll of 4 cleric spells (bless, cause 
  disease, cure serious wounds, poison).
  Hydrodaemon: HD 7; HP 45; AC 0[19]; Atk 2 claws (1d6), 
  bite (2d6) or spit; Move 9 (fly 12, swim 24); Save 9; AL C; CL/
  XP 13/2300; Special: immunity to acid and poison, magic 
  resistance 35%, only harmed by magic or silver weapons, 
  spell-like abilities, spittle causes sleep for 6 rounds (save 
  negates).
  Spell-like Abilities: at will—cause fear, darkness 15-ft. 
  radius, detect magic, dimension door, summon 8HD 
  water elemental.
  Tsathar Supplicants (Clr1) (2d8): HD 3; AC 3[16]; Atk 2 claws 
  (1d4) or kukri (1d6), bite (1d6); Move 12 (swim 12); Save 15 
  AL C; CL/XP 4/120; Special: amphibious, darkvision 90 ft., 
  implant, light blindness (–1 to hit in bright light), slimy.
  Equipment: leather armor (made from cured giant frog 
  hide), kukri (curved blade similar to a machete).
  11. Scourge Quarters
  This area is the bed-down locale for the specially trained tsathar 
  scourges. These creatures oversee the training of the special killer frogs 
  and act as bodyguards for the priests. There are 20 scourges present on 
  this level, and there are 2d4 tsathar scourges present in this room at any 
  time. Likewise, due to the intense training required for the killer frogs, 
  each scourge is accompanied by 1d2 giant killer frogs while in this room. 
  The scourges actually sleep with the beasts to build loyalty and trust with 
  the creatures. They have no treasure, but wear a set of crossed iron bars, 
  indicating their status as scourges, pinned into their chests.
  
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  the tomb of abysthor
  Giant Killer Frogs (1d2): HD 5; HP 32, 25; AC 5[14]; Atk 2 claws 
  (1d4), bite (1d8); Move 6 (swim 12); Save 12; AL C; CL/XP 
  5/240; Special: leap (100 ft.), rake (2 additional rear claws 
  [1d6] if both claws hit).
  Tsathar Scourges (2d4): HD 4; AC 3[16]; Atk 2 claws (1d4) or 
  serrated spear (1d8), bite (1d6) or net (entangle); Move 12 
  (swim 12); Save 13; AL C; CL/XP 4/120; Special: amphibious, 
  darkvision 90 ft., implant, light blindness (–1 to hit in bright 
  light), slimy.
  Equipment: leather armor (made from cured giant 
  frog hide), serrated spear, net (entangle, –2 to hit and 
  damage, –2 to saving throws, one quarter movement), 
  iron badge of station.
  12. Priest Breeding Pits
  This pond is where the priest class reproduces with a select group of 
  frogs and humanoids. Priests that implant eggs into giant frogs normally 
  result in tsathar capable of becoming scourges. To create new priests, 
  however, tradition dictates that those must come from eggs implanted 
  into intelligent humanoids. In addition to the paralyzed frogs present here 
  carrying eggs of future scourges, there are a number of paralyzed intelligent 
  humanoids here—humans or other races captured from the surface, or 
  gnomes serpentfolk, drow or other Under Realms races either captured 
  or purchased as slaves for the purpose of breeding priests. Tsathar enjoy 
  using serpentfolk to breed their priests, since the two races are enemies 
  (though Lokaug is attempting to form an “alliance” with them).
  Aside from the paralyzed hosts mentioned above, there are 1d4 frog-
  priests and 1d6 filth-priests here at all times, attended by 1d8 giant 
  poisonous frogs (large). There are always at least 2 scourges and 2 giant 
  killer frogs here protecting the priest breeding pits. Note that supplicants 
  are not allowed the privilege of breeding priests and must spawn with 
  common tsathar until they achieve higher level. The pond itself contains 
  over fifty embryonic priest-caste tsathar set to hatch over a period of one 
  to six months and nearly double that number of scourge-caste tsathar. 
  Unless they are destroyed, a great number of priestly tsathar will soon 
  populate this area. The pond is shallow (less than 3 feet deep) and has 
  similar properties to the lake at Area 3.
  Giant Killer Frogs (2): HD 5; HP 30, 35; AC 5[14]; Atk 2 claws 
  (1d4), bite (1d8); Move 6 (swim 12); Save 12; AL C; CL/XP 
  5/240; Special: leap (100 ft.), rake (2 additional rear claws 
  [1d6] if both claws hit).
  Giant Poisonous Frogs (large) (1d8): HD 3; HP 18, 14, 16, 6, 12, 
  8, 10, 19; AC 7[12]; Atk tongue (grapple plus poison) or bite 
  (1d8 plus poison); Move 3 (leap 100ft.); Save 14; AL N; CL/
  XP 4/120; Special: leap, poison drains 1d6 Strength, swallow 
  whole on natural 20.
  Tsathar Filth-Priest (Clr5) (2d6): HD 7; AC 1[18]; Atk 2 claws 
  (1d4) or kukri (1d6+1), bite (1d6); Move 12 (swim 12); Save 
  11; AL C; CL/XP 8/800 ; Special: amphibious, darkvision 90 ft., 
  1/day—gate in hydrodaemon (40%), implant, light blindness 
  (–1 to hit in bright light), slimy, spells (2/2).
  Spells: 1st—cause light wounds (x2); 2nd—hold person 
  (x2).
  Equipment: leather armor, shield, kukri (curved 
  blade similar to a machete), a soapstone symbol of 
  Tsathogga, potion of healing (x3), scroll of 2 cleric 
  spells (bless, cause disease).
  Hydrodaemon: HD 7; HP 39; AC 0[19]; Atk 2 claws (1d6), 
  bite (2d6) or spit; Move 9 (fly 12, swim 24); Save 9; AL C; CL/
  XP 13/2300; Special: immunity to acid and poison, magic 
  resistance 35%, only harmed by magic or silver weapons, 
  spell-like abilities, spittle causes sleep for 6 rounds (save 
  negates).
  Spell-like Abilities: at will—cause fear, darkness 15-ft. 
  radius, detect magic, dimension door, summon 8HD 
  water elemental.
  Tsathar Frog-Priest (Clr7) (1d4): HD 9; HP 44, 40, 22, 66; AC 
  0[20]; Atk 2 claws (1d4) or kukri (1d6+1), bite (1d6); Move 
  12 (swim 12); Save 9; CL/XP 11/1700 ; Special: amphibious, 
  darkvision 90 ft., 1/day—gate in hydrodaemon (40%), 
  implant, light blindness (–1 to hit in bright light), slimy, spells 
  (2/2/2/1/1).
  Spells: 1st—cause light wounds (x2); 2nd—hold person 
  (x2); 3rd—bestow curse, prayer; 4th—cause serious 
  wounds; 5th—finger of death.
  Equipment: +1 leather armor (made from cured giant 
  frog hide), shield, kukri (curved blade similar to a 
  machete), a soapstone symbol of Tsathogga, potion 
  of healing (x3), scroll of 4 cleric spells (bless, cause 
  disease, cure serious wounds, poison).
  Hydrodaemon: HD 7; HP 43; AC 0[19]; Atk 2 claws (1d6), 
  bite (2d6) or spit; Move 9 (fly 12, swim 24); Save 9; AL C; CL/
  XP 13/2300; Special: immunity to acid and poison, magic 
  resistance 35%, only harmed by magic or silver weapons, 
  spell-like abilities, spittle causes sleep for 6 rounds (save 
  negates).
  Spell-like Abilities: at will—cause fear, darkness 15-ft. 
  radius, detect magic, dimension door, summon 8HD 
  water elemental.
  Tsathar Scourges (2d4): HD 4; AC 3[16]; Atk 2 claws (1d4) or 
  serrated spear (1d8), bite (1d6) or net (entangle); Move 12 
  (swim 12); Save 13; AL C; CL/XP 4/120; Special: amphibious, 
  darkvision 90 ft., implant, light blindness (–1 to hit in bright 
  light), slimy.
  Equipment: leather armor (made from cured giant 
  frog hide), serrated spear, net (entangle, –2 to hit and 
  
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  The lost lands": Stoneheart Valley
  damage, –2 to saving throws, one quarter movement), 
  iron badge of station.
  13. Lokaug’s Chamber
  This is the lair of Lokaug, the Most Foul High Priest of Tsathogga. 
  He, unlike the others, is not a tsathar but is instead a hydrodaemon. He 
  rules with malice, on whim and caprice. He is loathsome and evil, wicked 
  and cruel. Unlike his tsathar followers, Lokaug not only hoards treasure, 
  but also uses it if it can aid him in combat.
  4 frog-priests share the chamber with him, as do 3 giant abyssal 
  poisonous frogs. Also present is an emissary from another Under 
  Realms race: Tassha Zak, a serpentfolk ambassador, and his 4 
  serpentfolk servants. The ambassador is here to establish relations 
  between his race and the tsathar in a mutual war against the drow, 
  though the tsathar are normally enemies of the serpentfolk. In fact, 
  this is a grand treachery planned by Lokaug. He intends to dupe the 
  serpentfolk into cooperating with him and then secretly destroy them. 
  He plans to call on them to assault the priests of Orcus and then attack 
  them once they have expended their warriors against the chaotic 
  temple.
  Note: Lokaug is not likely to be killed. This is a horribly difficult 
  encounter—even for Frog God Games.
  Lokaug, Most Foul Priest of Tsathogga, Hydrodaemon (Clr11/
  MU7): HD 11; HP 70; AC –4[23]; Atk 2 claws (1d6) or +3 star 
  of terror (1d8+11), bite (2d6) or spit; Move 9 (fly 12, swim 24); 
  Save 4; AL C; CL/XP 20/4100; Special: immunity to acid and 
  poison, magic resistance (35%), only harmed by magic or 
  silver weapons, spell-like abilities, spells [cleric (4/4/4/3/3), 
  magic-user (4/3/2/1)], 5/day—spittle causes sleep for 6 
  rounds (save negates).
  Spell-like Abilities: at will—fear, darkness 15-ft. radius, 
  detect magic, dimension door, summon 8 HD water 
  elemental.
  Cleric Spells: 1st—cause light wounds (x2), command 
  (x2); 2nd—bless, hold person (x2), silence 15-ft radius; 
  3rd—bestow curse (x2), cause disease (x2); 4th—cause 
  serious wounds, poison (x2); 5th—commune, finger of 
  death (x2).
  Magic-User Spells: 1st—charm person (x2), magic 
  missile (x2); 2nd—invisibility, mirror image; 3rd—
  protection from normal missiles, slow; 4th—polymorph 
  other.
  Equipment: +2 leather armor (made from the hide of 
  a giant killer frog), staff of absorption, girdle of giant 
  strength, +3 star of terror, necklace of firebaubles, ring 
  of shooting stars, ring of spell turning, potion of haste, 
  potion of extra-healing (x4), and (hidden behind a 
  curtain in his chamber) a mirror of mental prowess. 
  
  111
  the tomb of abysthor
  Tsathar Frog-Priest (Clr7) (4): HD 9; HP 44, 47, 51, 25; AC 1[18]; 
  Atk 2 claws (1d4) or kukri (1d6+1), bite (1d6); Move 12 (swim 
  12); Save 9; CL/XP 11/1700 ; Special: amphibious, darkvision 
  90 ft., 1/day—gate in hydrodaemon (40%), implant, light 
  blindness (–1 to hit in bright light), slimy, spells (2/2/2/1/1).
  Spells: 1st—cause light wounds (x2); 2nd—hold person 
  (x2); 3rd—bestow curse, prayer; 4th—cause serious 
  wounds; 5th—finger of death.
  Equipment: leather armor (made from cured giant frog 
  hide), shield, kukri (curved blade similar to a machete), 
  a soapstone symbol of Tsathogga, potion of healing 
  (x3), scroll of 4 cleric spells (bless, cause disease, cure 
  serious wounds, poison).
  Hydrodaemon: HD 7; HP 55; AC 0[19]; Atk 2 claws (1d6),  
  bite (2d6) or spit; Move 9 (fly 12, swim 24); Save 9; AL C;  
  CL/XP 13/2300; Special: immunity to acid and poison, magic 
  resistance 35%, only harmed by magic or silver weapons, spell-
  like abilities, spittle causes sleep for 6 rounds (save negates).
  Spell-like Abilities: at will—cause fear, darkness 15-ft. 
  radius, detect magic, dimension door, summon 8HD 
  water elemental.
  Giant Demonic Poisonous Frogs (3): HD 6: HP 29, 19, 40; AC 
  2[17] or tongue AC 4[15]; Atk tongue (grapple plus poison), 
  bite (2d6 plus poison); Move 12 (swim 15); AL C; CL/XP 
  9/1100; Special: immune to normal weapons, leap 100 ft., 
  poison drains 1d6 Strength, magic resistance 10%, resistance 
  to cold and fire 50%.
  Tassha Zak, Serpentfolk Ambassador: HD 9; HP 45; AC 1[18]; 
  Atk 2 claws (1d4), bite (1d4 + poison); Move 12; AL C; CL/XP 
  11/240; Special: immune to mental domination, mild venom 
  (bite causes 1d4+1 damage on failed save), magic-user 
  spells (4/3/3/2/1).
  Spells: 1st—charm person, detect magic, magic missile 
  (x2); 2nd—invisibility, mirror image, web; 3rd—fireball, 
  fly, haste; 4th—dimension door, ice storm; 5th—
  teleport.
  Equipment: ring of protection +2, potion of extra-
  healing (x2), potion of gaseous form, potion of 
  invulnerability.
  Serpentfolk Servants (4): HD 4; HP 15, 14, 16, 8; AC 3[16]; Atk 
  2 claws (1d4), bite (1d4 + poison); Move 12; AL C; CL/XP 
  5/240; Special: immune to mental domination, mild venom 
  (bite causes 1d4+1 damage on failed save).
  Lokaug and the Tsathar’s Tactics: Lokaug is a cruel and wickedly 
  evil creature of unearthly intelligence. As a hydrodaemon he lords over 
  the tsathar with the knowledge that he is far more powerful and deserving 
  of rulership than they. He has no rival to his authority, nor would he allow 
  one to develop. When melee ensues, he prefers to send his powerful 
  subjects into combat and watch from a distance as he uses his formidable 
  magical might. The tsathar he commands—even the most powerful—
  mean little to him. In his mind they are all his servants, and that includes 
  dying for him. Despite his aloof demeanor, he is an amazingly capable 
  combatant, and if the opportunity presents itself, he wades in with glee. 
  He enjoys wading into combat with his star of terror, casting poison and 
  bestow curse. Once he learns he is up against stiff competition, however, 
  he withdraws; if pressed severely or damaged seriously he flees to his 
  mirror and to his home plane.
  The tsathar priests, in the presence of their priest-king, fight to the death 
  without question and sacrifice their lives to save his. They cast spells and 
  then engage foes in melee, ordering the frogs to do the same. The demonic 
  frogs attack at Lokaug’s command, though if he flees they attempt to 
  follow him through the mirror.
  Tassha Zak’s Tactics: He does not fight in a combat with characters 
  unless he is attacked or if there are any elves present in the party (whom 
  he considers drow spies). If combat is going against Lokaug, Tassha Zak 
  flees the chamber and retreats to Area 15 to await the final outcome of the 
  fight. If Lokaug is killed or flees through his mirror, Tassha Zak retreats 
  into the Under Realms, never to be seen again.
  Treasure: Lokaug has stashed the remains of several adventurers and 
  priests of Orcus piled in disordered heaps around his lair. This room 
  contains the following:
  • Twenty-two suits of plate mail, in various states of repair.
  • Fourteen shields, in a condition similar to the armor, though one is 
  a +2 shield.
  • Eleven silver, unholy symbols of Orcus; two holy symbols of Muir 
  and one holy symbol of Hecate.
  • A large pile of rotting leather armor, backpacks and miscellany, 
  containing filth, rotting foodstuff, rancid wine- skins and a cloak of fame.
  • Twelve longswords, fourteen heavy maces, three light crossbows and 
  a +3 dancing two-handed sword.
  • A locked chest containing 2,245 gp, and three arcane scrolls of 3 spell 
  (time stop, prismatic sphere and gate, respectively).
  • A small coffer containing four potions (heroism, extra-healing [x2], 
  neutralize poison). This coffer has a secret compartment containing a ring 
  of x-ray vision.
  • A large pile of coins containing 23,764 sp and 11,231 cp, twenty-two 
  gems (determine value randomly) and four pieces of jewelry (determine 
  value randomly).
  • In addition, hidden behind a curtain in his room, Lokaug has a mirror 
  of mental prowess. He uses this mirror to transport himself back and forth 
  between here and his home plane of Tarterus.
  Star of Terror
  This +3 morningstar changes the wounds struck to appear more 
  horrifying and terrible than the true damage warrants. Each time 
  an opponent is stuck, a saving throw must be made or suffer at 
  –1 penalty to saving throws, attack rolls, and weapon damage 
  rolls for the remainder of the combat. If use of the star kills the 
  opponent, the victim’s wounds are altered to have the appearance 
  of a slow, methodical, and very painful death. Any of the victim’s 
  allies, upon seeing the body, must make a save or suffer the same 
  penalties before death for the remainder of the combat. Note 
  that the use of the star of terror physically changes the wounds 
  it inflicts; they are not illusory. These changes are still normal 
  wounds that heal normally.
  Mirror of Mental Prowess
  The mirror resembles an ordinary looking glass 5 feet tall by 2 
  feet wide. A creature who knows the proper commands can cause 
  it to perform as follows.
  Read the thoughts of any creature reflected therein, as long as 
  the controller is within 25 feet of the mirror, even if those thoughts 
  are in an unknown language.
  View other places as if were crystal ball with clairaudience, and the 
  controller can view locations on other planes if sufficiently known.
  Use it as a portal to visit other places. First, view and then 
  step through the mirror to the place pictured. Others can follow 
  the controller through the mirror. An invisible portal remains on 
  the other side and can be used for return before it closes after 24 
  hours. Any creature who steps through the portal appears in front 
  of the mirror.
  Once per week the mirror accurately answers one short question 
  regarding a creature’s image shown on its surface similar to a 
  legend lore spell.
  
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  14. Inner Breeding Pits and 
  Training Grounds
  This is the area in which the tsathar scourges train the lethal killer frogs 
  used by the tsathar legions in battle. Anyone other than a tsathar priest or 
  scourge that enters this area is immediately attacked by the 28 giant killer 
  frogs that inhabit pond D. Only scourges and frog-priests (not filth-priests 
  or supplicants) can command the killer frogs. Someone must restrain 
  killer frogs with command powers or they kill the nearest living thing they 
  see. This room contains 2d6 tsathar scourges at any given time.
  Tsathar Scourges (2d6): HD 4; AC 3[16]; Atk 2 claws (1d4) or 
  serrated spear (1d8), bite (1d6) or net (entangle); Move 12 
  (swim 12); Save 13; AL C; CL/XP 4/120; Special: amphibious, 
  darkvision 90 ft., implant, light blindness (–1 to hit in bright 
  light), slimy.
  Equipment: leather armor (made from cured giant 
  frog hide), serrated spear, net (entangle, –2 to hit and 
  damage, –2 to saving throws, one quarter movement), 
  iron badge of station.
  A huge statue of the frog god is present in the center of the back wall 
  of this cave. This statue grants all followers of Tsathogga a +2 bonus on 
  all dice rolls. The statue itself is composed of the same weird soapstone 
  material as the statue at Area 4. This material seems to be slowly 
  degrading and leaching into the water. The effect of the degradation of this 
  stone is that it infuses a bit of Tsathogga’s power into these frogs, turning 
  them into the killer variety. The water here is poisonous to mammals, and 
  anyone drinking from the ponds must succeed at a saving throw or lose 
  half of their Strength, Constitution and Dexterity for a day. There are four 
  breeding pits here. Each contains killer frogs in various states of maturity.
  Pits A through D
  These are the breeding pits. Pit A holds 11 “immature” giant frogs. 
  Pit B holds 12 first-generation killer frogs. Pit C holds 14 second-
  generation killer frogs. These are then impregnated and their offspring 
  are housed in Pit D, where they grow to become killer frogs (28 are here, 
  see above). Killer frogs never eat each other unless commanded to do so. 
  There is no treasure in this room.
  Giant Frogs (large) (11): HD 2; HP 3x2,15x2,12,9,8,14,16,13,4; 
  AC 7[12]; Atk tongue (grapple) or bite (1d8); Move 3 (swim 
  9); Save 14; AL N; CL/XP 4/120; Special: leap 100 ft., swallow 
  whole on natural 20.
  Killer Frogs (large) (12): HD 3; HP 12, 16x2, 11, 18, 10x2, 21, 7, 
  23, 14x2; AC 7[12]; Atk tongue (grapple) or bite (1d8); Move 
  3 (swim 9); Save 14; AL N; CL/XP 4/120; Special: leap 100 ft., 
  swallow whole on natural 20.
  
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  the tomb of abysthor
  Killer Frogs (large) (14): HD 4; HP 10, 23, 30, 13x2, 12, 21, 20, 
  7, 6x2, 26, 18, 9; AC 7[12]; Atk tongue (grapple) or bite (1d8); 
  Move 3 (swim 9); Save 13; AL N; CL/XP 5/240; Special: leap 
  100 ft., swallow whole on natural 20.
  Giant Killer Frogs (28): HD 5; HP 13x7, 35x7, 28x7, 30x7; AC 
  5[14]; Atk 2 claws (1d4), bite (1d8); Move 6 (swim 12); 
  Save 12; AL C; CL/XP 5/240; Special: leap (100 ft.), rake (2 
  additional rear claws (1d6) if both claws hit).
  15. Large Cavern
  This cavern is empty but for the coming and going of tsathar headed to 
  Level 6 to hunt giant rats. Also, there is a 1 on 1d20 chance that a group 
  of merchants or pilgrims is coming or going through this room from the 
  Under Realms. Pilgrims and merchants are primarily tsathar, though they 
  do not need to be. They could be drow or serpentfolk or even duergar—
  though duergar hate the tsathar. The exact nature of these travelers, as well 
  as the areas present nearby in the Under Realms, is left up to the Referee.
  16. Phosphorescent Cavern
  This cavern contains a massive quantity of an edible, phosphorescent, 
  orange fungus. Some tsathar gather it. Giant rats love it. There is a 75% 
  chance that 3d6 giant rats are present at any given time. As they are busy 
  eating the fungus, there is only a 10% chance that they molest intruders 
  unless harassed.
  Giant Rats (3d6): HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 
  12; Save 18; AL N; CL/XP A/5; Special: 1d4 are diseased.
  17. Exit to Level 6
  There is a 50% chance that 3d6 giant rats are here, heading toward 
  Area 16 to eat the orange fungi, which they love. They are 50% likely to 
  ignore intruders, as they quickly pass by in search of the orange fungus. 
  The stairs down to Level 6 appear extraordinarily old and worn, plus they 
  are scratched as if by large claws, with divots fully 2 inches deep (the 
  behir from the level below).
  Giant Rats (3d6): HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 
  12; Save 18; AL N; CL/XP A/5; Special: 1d4 are diseased.
  18. Frog Pond
  This pond is not currently used for breeding or reproduction. There is a 
  25% chance that 1d6 tsathar are here for purposes of their own. They flee 
  if approached. This pond is occupied by 2d4 giant frogs.
  Tsathar (1d6): HD 2; HP 12, 9, 5, 10x2, 7; AC 3[16]; Atk 2 claws 
  (1d4) or serrated spear (1d8), bite (1d6) or net (entangle); 
  Move 12 (swim 12); Save 16; AL C; CL/XP 3/60; Special: 
  amphibious, darkvision 90 ft., implant, light blindness (–1 to 
  hit in bright light), slimy.
  Equipment: leather armor (made from cured giant 
  frog hide), serrated spear, net (entangle, –2 to hit and 
  damage, –2 to saving throws, one quarter movement).
  Giant Frogs (large) (2d4): HD 3; AC 7[12]; Atk tongue 
  (grapple) or bite (1d8); Move 3 (swim 9); Save 14; AL N; CL/
  XP 4/120; Special: leap 100 ft., swallow whole on natural 20.
  19. The Bat Cave
  The ceiling of this cavern is even higher than that of the cavern at Area 
  2 (over 120 feet!). Up in the stalactite-ridden ceiling is a small cave that 
  houses a batch of 24 mobats. They have learned to avoid groups of tsathar 
  but are not averse to attacking lone tsathar or frogs. If the characters 
  attempt to hide in this cave, the tsathar avoid them (not liking to tempt 
  the bats). The bats likewise do not attack any creature if in a group of six 
  or more, unless that creature strays more than 50 feet from his mates, in 
  which case 1d6 mobats swarm the creature. Noise and combat from this 
  area are ignored by other local denizens, as they know of the bats and just 
  figure someone was dumb enough to get in trouble.
  Mobats (1d6): HD 4; HP 20x2, 11x2, 13, 10; AC 3[16]; Atk bite 
  (1d8); Move 3 (fly 15); Save 13; AL N; CL/XP 6/400; Special: 
  sonic screech (20 ft. radius, save or stunned for 1d3 rounds). 
  See The Tome of Horrors Complete for details.
  20. Sinkholes
  This area marks the numerous sinkholes on this level. Each is a 
  slippery, funnel-like passage that eventually narrows and becomes too 
  small to traverse. The slippery slides carry persons falling into them 
  down and wedge them in. It is nearly impossible to escape without 
  magical assistance. Characters attempting to move in the area marked as 
  a sinkhole must make a saving throw. If they fail, they have slipped into 
  the sinkhole and become inextricable stuck or lost. They starve to death 
  unless removed by magic.
  
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  21. The Border Cavern
  This cavern acts as the border zone for the uneasy truce that the priests 
  of Orcus have with the tsathar. No tsathar will pass into this cavern 
  willingly, keeping north of here and out of Area 19. The ceiling in this 
  cavern is high (80 feet), and numerous bats and rats are present. It, too, is 
  filled with stalactites and stalagmites as well as huge columns that stretch 
  from floor to ceiling. Water drips ominously. A large ledge runs the length 
  of the east side of the cavern. It is sheer and slippery, even though the 
  room is not covered with the slime in the other caverns. The ledge (Area 
  24) is some 50 feet above the ground level of the main cavern and requires 
  a Climb Walls check to ascend. This room contains the only source of 
  drinkable water—drinkable by non-tsathar, that is—on this level. Hence, 
  bats and rats of densely populate it. There are 12 giant bats here, they 
  attack only small parties, preferring easy meat to prey that fights back. 
  They behave in every way like the mobats in Area 19 but do not approach 
  the ground anywhere near the sinkhole exit area leading to Area 2. There 
  are also 3d6 giant rats here at all times.
  Giant Bats (12): HD 4; HP 6x3, 17x2, 20, 11, 13, 10x2, 9, 22; AC 
  7[12]; Atk bite (1d10); Move 4 (fly 18); Save 13; AL N; CL/XP 
  5/240; Special: 2 are diseased.
  Giant Rats (3d6): HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 
  12; Save 18; AL N; CL/XP A/5; Special: 1d2 are diseased.
  Roper Guards: A total of 6 ropers guard the various entrances to this 
  cavern. The ropers attack any creature other than a priest of Orcus (whom 
  they serve) that approaches within 60 feet of their location. They hide in 
  waiting until they can attack using their strands, slowly pulling trapped 
  creatures into their toothy maws. The ropers act as a wonderful deterrent 
  to tsathar intrusion into the southern caves (Areas 21–27).
  Ropers (6): HD 10; HP 34, 50, 44, 56, 27, 45; AC 0[19]; Atk 
  tentacle (weakness), bite (2d10); Move 3; Save 5; AL N; CL/
  XP 11/1700; Special: tentacles grab and cause weakness 
  (save or lose half strength).
  21A. Small Pool
  This pool is not connected to the lake, and its source is pure surface 
  water, thus it is fit to drink. No frogs inhabit it. Bats, rats and other life 
  drink here. It is fed by an underground spring.
  22. Cavern of Death
  This cave floor contains the battered remains of dozens of human 
  and humanoid skeletons, hacked to bits and broken into many pieces. It 
  looks like something even continued beating on the remains after they 
  were dead, as there are random body parts (identifiable by similar armor 
  design) up to 40 feet away from the corresponding torsos. Nothing of 
  value remains in this area.
  23. Cave of Dargeleth, 
  the Bleeding Horror
  This cave is the home of Dargeleth—once a famed dwarf warrior, now 
  an undead servant of the axe of blood. He came to these caves through 
  
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  the tomb of abysthor
  the tunnel to the Under Realms at Area 15. He skirted the temple at 4 by 
  heading past Area 1 and to the large cave at 21. There he fought a group 
  of frog-priests. He was sorely pressed and fed the axe one final time—
  leading to his death and his current fate. This cave is his base. For some 
  unknown reason he seldom strays from it. He keeps the bodies of those he 
  kills at Area 22. He is maddened by the scent (that only he can smell) of 
  the earth blood on Level 5A, though he cannot pass the wall at Area 2A.
  Dargeleth the Bleeding Horror, Dwarf (Ftr10): HP 50; AC 
  –1[20]; Atk 2 claws (1d8) or axe of blood (1d8+6); Move 12; 
  Save 5; AL C: CL/XP 14/2600; Special: blood consumption, 
  horrific appearance, magic resistance (10%), magic 
  weapon required to hit, +2 to hit and +3 damage Strength 
  bonus. (See The Tome of Horrors Complete for more details.)
  Equipment: +1 plate mail, +2 shield, the axe of blood 
  (currently powered at +3)
  24. Plateau
  This ledge rises 50 feet above the main cavern floor below. There is 
  no tsathar slime present in this area. The floor of the plateau is covered 
  with fungus and rockfalls. In the back half of the area, the ceiling rises an 
  additional 100 feet above the floor of the plateau.
  24A. Crevasse Above
  High in the ceiling, some 100 feet above, is a crevasse that leads to the 
  main temple of Orcus on Level 4. A hellish glow from the braziers of the 
  temple above radiates through the crevasse. A bridge spans the crevasse 
  above on Level 4, which can be seen from below on a successful secret 
  door check. Koraashag, the evil priest of Orcus who runs the temple above, 
  has a cloak of the demon that allows him to access his hidden retreat here. 
  Far up on the wall (some 75 feet above the floor of the cavern) is an 
  illusory wall covering the entrance to Area 26. Beneath the crevasse, on 
  the floor of the cavern lie a number of twisted skeletons, picked clean by 
  the scavengers of the dungeon—the remains of those who have fallen into 
  the crevasse on Level 4, Area 15.
  25. Empty Cave
  There is a 25% chance of encountering 2d6 giant rats here; otherwise, 
  this cavern is empty. Rocks and fungi are ever present.
  Giant Rats (3d6): HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 
  12; Save 18; AL N; CL/XP A/5; Special: 1d3 are diseased.
  26. Hidden Shrine
  This area is usually unguarded, though if he has not been previously 
  slain, or if he escaped, Koraashag is here 30% of the time. The secret 
  door to this area is not really a door. It is instead a permanent illusory 
  wall, hiding a 5-foot- diameter passage leading into Area 26. Only careful 
  feeling along the wall, 75 feet above the plateau floor, will find it. The 
  entrance chamber contains a small shrine to Orcus consisting of a small 
  brazier, a 3-foot-tall ivory statue of Orcus with red-ruby eyes (grants a 
  bless effect to followers of Orcus within 60ft) and a small set of sacrificial 
  instruments (bowl, knife, etc.). This is Koraashag’s retreat, where he 
  comes in times of danger or when he wants privacy. Anyone not of 
  Chaotic alignment entering the chamber is greeted by a most unfortunate 
  surprise: a vrock demon is gated in to the room and attacks all present!
  Vrock Demon: HD 8; HP 46; AC 0[19]; Atk 2 foreclaws (1d8), 
  2 rear claws (1d6), beak (1d6); Move 12 (fly 18); Save 8; AL 
  C; CL/XP 11/1700; Special: darkness, immune to fire, magic 
  resistance (50%), 10% chance to gate in reinforcements.
  27. Bed Chamber
  This room contains a slightly more plush setting (including a bed, a desk 
  and candles) than does Area 26. There is a trapped secret door connecting 
  to Area 27A on the west wall. A large unholy symbol of Orcus made 
  of solid gold is nailed to the wall above the bed. The gold and gems in 
  this symbol are worth over 10,000 gp if melted down and sold. The desk 
  is locked (Open Lock –5%) and contains Koraashag’s notes about the 
  Black Monolith (Level 5A) and how he suspects that it is a great power 
  for evil, possibly an item that will open a gate between the abyss and this 
  plane. There is a letter in the desk that names his superior in Bard’s Gate 
  (Sartorious, an evil priest, posing as an acolyte of Muir in that city!) and 
  tells him to continue his investigations and report back as details become 
  available. It is obvious that the priests of Orcus have a great interest in the 
  monolith; this alone should make the players wonder about letting them 
  Minor Artifact
  The Axe of Blood
  The axe of blood is rather nondescript, being made of dull iron. 
  Only the large, strange rune carved into the side of its double-
  bladed head gives any immediate indication that the axe may 
  be more than it seems. The rune is one of lesser life stealing, 
  carved on it long ago by a sect of evil sorcerers. This is, in fact, 
  the only remaining copy of that particular rune, thus making the 
  axe a valuable item. Further inspection reveals another strange 
  characteristic: the entire length of the axe’s long haft of darkwood 
  is wrapped in a thick leather thong stained black from years of 
  being soaked in blood and sticky to the touch. When held, the axe 
  feels strangely heavy but well balanced, and it possesses a keenly 
  sharp blade.
  Until activated, the axe is just a +1 battleaxe. The wielder must 
  consult legend lore or some other similar source of information 
  to learn the ritual required to feed the axe. Despite the gruesome 
  ritual required to power the axe, the weapon is not Chaotic but is 
  instead Neutral. Bound inside it is a rather savage earth spirit. The 
  axe draws power from its wielder in order to become a mighty 
  magic weapon. Each day, the wielder of the axe can choose to 
  “feed” the axe, sacrificing some of his blood in a strange ritual. 
  This ritual takes 30 minutes and must be done at dawn.
  Using the axe, the wielder opens a wound on his person (dealing 
  1d6 points of damage) and feeds the axe with his own blood. The 
  wielder sacrifices blood in the form of hit points. For each 1d6 
  hit points sacrificed, the wielder gains a +1 bonus on attack rolls 
  and weapon damage rolls with the axe (to a maximum of +3). Hit 
  points sacrificed to the axe cannot be healed magically, but heal 
  at the rate of 1 point per day. Similarly, the damage caused by the 
  opening of the wound may not be healed by any means until the 
  sacrificed hit points are regained.
  There is a chance that the hit points sacrificed to the axe is 
  lost permanently. If the wielder always skips a day in between 
  powering the axe and always powers the axe with the morning 
  ritual, there is no chance of permanent loss. If, however, the 
  axe is fed on consecutive days, there is a 1% chance plus a 1% 
  cumulative chance per consecutive day the axe is powered that 
  hit points sacrificed to the axe on that day is permanently lost. If 
  reduced to 0 hit points as a result of feeding the axe, the wielder 
  becomes a bleeding horror.
  Reprinted from The Tome of Horrors Complete by Frog God 
  Games
  
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  The lost lands": Stoneheart Valley
  find it. The second drawer in the desk is unlocked and contains several 
  potions (invisibility, giant strength, extra-healing [x2], and haste).
  Trapped Secret Door: The door to Area 11, Koraashag’s chamber, is 
  locked and trapped. On the lintel above, the left side, and the right side of 
  the door on the west side are traced three glyphs of warding. Each glyph 
  discharges each time the threshold is crossed from east to west. The first 
  is a finger of death, then poison and finally explosive fire damage to any 
  person other than Koraashag who crosses the threshold. 
  Glyphs of Warding (finger of death, poison, fire): Cast at 10th 
  level, 1 glyph casts finger of death on the first person to cross 
  the threshold, 1 glyph on casts poison on the second, and 1 
  glyph delivers 5d6 points of exploding fire damage in a 5 ft. 
  radius (save for half) when the third person crosses.
  27A. Secret Room and Teleportal
  This room contains a two-way teleportal pentagram inscribed on the 
  floor, which can be activated by speaking the name of Koraashag’s fell 
  god Orcus. Once activated, a shimmering portal is opened, linking this 
  room with the main temple of Orcus in the dungeon of Rappan Athuk 
  (see Rappan Athuk for more details). Communication can thus be had 
  between both locations. Spells cannot be cast through the portal, however. 
  Anyone stepping through the portal is taken from one location to the 
  other, though only one creature may pass through the portal per round. By 
  speaking a command word, Koraashag or any of the high priests can cause 
  the teleportal to close behind them and break the link, rendering it useless. 
  Koraashag is required to make periodic reports to the Grand Cornu in 
  Rappan Athuk regarding his progress. If the temple in this dungeon is 
  destroyed and Koraashag is forced to flee for his life, he comes to this 
  chamber, gathers all he can carry and passes through the portal, speaking 
  the word and closing the portal behind him permanently.
  Treasure: Hanging on the wall are two wands (restoration with 22 
  charges and unholy blight with 32 charges), both cast at 9th-level of 
  ability. In a small, unlocked chest are six potions of extra-healing.
  Note: Koraashag, by the blessing of Orcus, has set this room as his 
  sanctuary for a contingent word of recall spell that has been placed on him. 
  If he is ever reduced to 10 hit points or fewer, he is brought immediately to 
  this room, where he uses the healing available to him here. A lengthy and 
  unholy ritual allowed Koraashag to be imbued with this ability.
  Unholy Blight
  Spell Level: Cleric, 4th Level
  Range: 100 ft
  Duration: Instantaneous
  The caster calls up unholy power to smite his enemies. The 
  power takes the form of a cold, cloying miasma of greasy darkness 
  that spreads to a radius of 20 ft. Only Lawful and Neutral (not 
  Chaotic) creatures are harmed by the spell.
  The spell deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to a Lawful character, and 1d6 points of damage 
  to Neutral characters. A successful save reduces damage to half.
  
  117
  the tomb of abysthor
  This level holds the three secrets of the dungeon: the Tomb of Abysthor, 
  the Chamber of Earth’s Blood and the Black Monolith. The secret of the 
  Tomb of Abysthor is that it is empty. Abysthor is trapped in the Black 
  Monolith. Before his imprisonment, he took steps to seal the Chamber of 
  Earth’s Blood, crafting the seal at Area 8. The key to this seal lies in his 
  tomb. Lokaug, the High Priest of Tsathogga, seeks the power of the Black 
  Monolith. He was thwarted by Abysthor, who discovered the monolith 
  first and used the power of the earth blood to seal the monolith and the 
  Chamber of Earth’s Blood as well. Lokaug keeps some of his priests and 
  “watch-frogs” on this level to make sure the priests of Orcus, or other 
  powers in the dungeon, do not enter this area. The priests of Orcus know 
  of the monolith (though not its exact location), though they have not yet 
  attempted to seek it out because of its proximity to Lokaug and the priests 
  of Tsathogga.
  1. Entrance
  These stairs lead down from the secret entrance to this level on Level 
  5. Once the stairs are descended, the bizarre nature of this level becomes 
  apparent. Anyone here realizes immediately that this is no normal cavern 
  complex. The walls seem to breathe, and the floor seems to be covered in 
  a fine, uniform, sandy material, each grain perfectly rounded and clear, as 
  if made of little balls of glass. The stones of the walls radiate magic, and 
  all divination spells while functional, give the caster a strange, uneasy 
  feeling.
  Since this area is at the end of a secret entrance, no guards are waiting 
  to ambush the characters when they arrive. In fact, in rather un-Frog God 
  Games fashion, there is a high probability that once the party arrives on 
  this level, it will be able to surprise the evil priests at Area 2. The local 
  priests have grown lethargic due to the lack of intruders on this level and 
  can be easily spotted camping and lounging at Area 2. The priests are 
  surprised on 1–5 on d6.
  2. Watch Point
  Lokaug stationed 1 frog-priest, 1 filth-priest, 2 tsathar scourges and 
  4 giant poisonous killer frogs here to make sure the priests of Orcus do 
  not invade this area of the dungeon. Lokaug and the priests have been so 
  far thwarted by the enchantments at Area 4 and the seal on Area 8 and do 
  not know how to get past the maze at Area 5. The filth-priests and several 
  other tsathar enter the transporter periodically to try to find a path to the 
  monolith, which they know lies beyond. None returns.
  These priests have set up a relatively comfortable campsite at this 
  location. They are bored with sentry duty and have grown fairly careless 
  (a fact that will get them sacrificed and fed to the frogs on Level 5 soon 
  enough!). There are several comfortable bed areas, a small fire area, 
  complete with a large stash of coal (40 pounds), three large kegs of ale 
  and several boxes of dry foodstuff.
  Ygulvug, Tsathar Frog-Priest (Clr7): HD 9; HP 34; AC 0[20]; Atk 
  2 claws (1d4) or +1 kukri (1d6+1), bite (1d6); Move 12 (swim 
  12); Save 9; CL/XP 11/1700 ; Special: amphibious, darkvision 
  90 ft., 1/day—gate in hydrodaemon (40%), implant, light 
  blindness (–1 to hit in bright light), slimy, spells (2/2/2/1/1).
  Spells: 1st—cause light wounds (x2); 2nd—hold person 
  (x2); 3rd—bestow curse, prayer; 4th—cause serious 
  wounds; 5th—finger of death.
  Equipment: +1 leather armor (made from cured giant 
  frog hide), +1 shield, +1 kukri (curved blade similar to a 
  machete), a soapstone symbol of Tsathogga, potion 
  of healing (x3), scroll of 4 divine spells (bless, cause 
  disease, cure serious wounds, poison). Belt pouch with 
  2 diamonds worth 1000 gp each, a green six-sided die 
  (worthless), and a whetstone.
  Hydrodaemon: HD 7; HP 51; AC 0[19]; Atk 2 claws (1d6), 
  bite (2d6) or spit; Move 9 (fly 12, swim 24); Save 9; AL C; CL/
  XP 13/2300; Special: immunity to acid and poison, magic 
  resistance 35%, only harmed by magic or silver weapons, 
  spell-like abilities, spittle causes sleep for 6 rounds (save 
  negates).
  Spell-like Abilities: at will—cause fear, darkness 15-ft. 
  radius, detect magic, dimension door, summon 8HD 
  water elemental.
  Tsathar Filth-Priest (Clr5): HD 7; HP 26; AC 2[17]; Atk 2 claws 
  (1d4) or kukri (1d6), bite (1d6); Move 12 (swim 12); Save 11; 
  AL C; CL/XP 8/800 ; Special: amphibious, darkvision 90 ft., 1/
  day—gate in hydrodaemon (40%), implant, light blindness 
  Level 5A:  
  Tomb, Blood and Stone
  Level 5A:  
  Tomb, Blood and Stone
  Difficulty Level: 10.
  Entrances: Secret stairs from Level 5.
  Exits: None.
  Wandering Monsters: Because of the magical 
  properties of this level, there are no wandering 
  monsters here. Area 6 (the maze) has its own special 
  encounter rules (see Area 6 for more details).
  Standard Features: The cave walls of this level have a 
  strange tint to them. Once the characters descend 
  past Area 8, the walls take on what appear to be 
  faint reddish veins. The rock seems more solid in these 
  areas and gives off a strange reddish glow. There 
  are no standard doors or secret doors on this level. 
  All items are unique and are detailed in the keyed 
  locations below. The earth of this level is imbued with 
  earth blood to a small degree and thus cannot be 
  affected by magic. Passwall, disintegrate, phase 
  door, transmute rock to mud, and other similar spells 
  do not affect the rock on this level unless the caster 
  uses earth blood to enhance the spell, as Abysthor 
  did when shaping his tomb.
  
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  119
  the tomb of abysthor
  (–1 to hit in bright light), slimy, spells (2/2).
  Spells: 1st—cause light wounds (x2); 2nd—hold person (x2).
  Equipment: leather armor, shield, kukri (curved 
  blade similar to a machete), a soapstone symbol of 
  Tsathogga, potion of healing (x3), scroll of 2 divine 
  spells (bless, cause disease).
  Hydrodaemon: HD 7; HP 47; AC 0[19]; Atk 2 claws (1d6), 
  bite (2d6) or spit; Move 9 (fly 12, swim 24); Save 9; AL C; CL/
  XP 13/2300; Special: immunity to acid and poison, magic 
  resistance 35%, only harmed by magic or silver weapons, 
  spell-like abilities, spittle causes sleep for 6 rounds (save 
  negates).
  Spell-like Abilities: at will—cause fear, darkness 15-ft. 
  radius, detect magic, dimension door, summon 8HD 
  water elemental.
  Tsathar Scourges (2): HD 4; HP 18, 20; AC 3[16]; Atk 2 claws 
  (1d4) or serrated spear (1d8), bite (1d6) or net (entangle); 
  Move 12 (swim 12); Save 13; AL C; CL/XP 4/120; Special: 
  amphibious, darkvision 90 ft., implant, light blindness (-1 to hit 
  in bright light), slimy.
  Equipment: leather armor (made from cured giant 
  frog hide), serrated spear, net (entangle, –2 to hit and 
  damage, –2 to saving throws, one quarter movement), 
  iron badge of station.
  Giant Poisonous Killer Frogs (4): HD 5; HP 22, 25, 20, 23;AC 
  5[14]; Atk 2 claws (1d4), bite (1d8 plus poison); Move 6 
  (swim 12); Save 12; AL C; CL/XP 6/400; Special: leap (100 
  ft.), poison drains 1d6 Strength rake (2 additional rear claws 
  (1d6) if both claws hit).
  2A. Small Cave and Priest Lair
  This cave lies on the opposite side of a sinkhole. Attempting to cross the 
  sinkhole requires either a successful jump (no problem for tsathar) or some 
  other magical means. Because the passage through which they must jump 
  is so narrow, there is a –2 circumstance modifier to the save. Failing that, 
  they must make a second save. If they fail, they slip into the sinkhole and 
  become inextricably stuck or lost. They starve to death unless removed by 
  magic. The tsathar at Area 2 use this sinkhole as a latrine.
  The frog priest makes this room his personal lair, not minding the smell 
  of the hole. There is a 1–4 on 1d20 chance that he is here rather than at 
  Area 2.
  3. Walls of Glistening Brown
  The walls of this passage nexus are coated with several inches of a 
  glistening brown material. The priests of Tsathogga secured this area by 
  placing a huge brown mold coating over the walls, floors and ceiling. 
  They bypass the mold using resist elements spells. A 50-foot section of 
  the passage has been liberally coated with the mold, and cold damage is 
  assessed each 10 feet traveled. The mold can be killed by magical cold, 
  requiring 40 hp to destroy the colony or 20 hp of cold damage to make a 
  path to either Area 4 or Area 5.
  Brown Mold: HD n/a; AC n/a; Atk n/a; Move 0; Save n/a; AL 
  N; CL/XP 4/120; Special: drains heat for 2d8 damage per 
  round with no save.
  4. Shielded Cavern
  On approach, this cavern appears nondescript in every way. It is 
  identical to the other cavern passages on this level and looks like just 
  another dead end. This is far from the truth, however, as this cavern hides 
  the entrance to the Tomb of Abysthor and a holy temple dedicated to the 
  goddess Thyr. Note that the entrance to this chamber is warded against 
  Lawful–aligned characters (see below).
  Referee Note: This cavern is the entranceway to the Tomb of Abysthor. 
  Strangely, it is filled with wards against both Law and Chaos. The Referee 
  must familiarize himself with all the various wards on this room prior to 
  entry by the characters.
  Background: Abysthor built these chambers (4A and 4B) using spells 
  and magic. Once he built his tomb at area 4B and set off to disable the 
  Black Monolith, Abysthor warded the rooms against intrusion by evil 
  forces. He placed the hallow and forbiddance spells on the area. He placed 
  a symbol of stunning and other wards on the marble door he created. 
  Then he covered the door with an illusory wall, using a divine ritual that 
  simulates the magic-user spell. Abysthor, however, did not return.
  Lokaug, having encountered Abysthor previously and driven him back, 
  had long been tracking the good priest. A group of tsathar saw Abysthor 
  travel through the illusory wall at Area 2A on Level 5 and down to these 
  chambers. Lokaug and his minions used this information to bypass that 
  wall and descend to this level. Lokaug discovered this chamber and 
  sensed that it was the lair of Abysthor. At Lokaug’s direction, a frog-
  priest used a true sight scroll to scan the chamber. The priest reported 
  seeing the marble door but was immediately stunned when he observed 
  the symbol of stunning. This confirmed Lokaug’s suspicion. Unwilling 
  to subject himself to such power, Lokaug instead filled Area 4 with evil 
  wards against good in the attempt to prevent other powers of Law (or 
  even Abysthor himself) from entering the area. He placed the forbiddance 
  on the entrance to the room. He placed ten glyphs of warding within the 
  room itself and he placed an unhallow spell on the portion of the room not 
  covered by the illusory wall.
  Thus, the area is double warded: Abysthor warded it against Chaos, and 
  outside of those wards Lokaug warded it against Law. The wards placed 
  by Lokaug will therefore be addressed first, since they must be penetrated 
  before the illusory wall and door to Areas 4A and 4B can be reached.
  Magical Wards Placed by Lokaug
  Forbiddance on the Entrance: Lokaug placed a forbiddance (to 
  Lawful–aligned creatures) on the entrance passage to Area 4.
  Glyphs: In Area 4 proper, Lokaug has placed ten glyphs of warding. 
  They are invisible and can be spotted only by magic. These glyphs include 
  the following:
  Glyph of Warding Traps: 10 glyphs cast at 11th level with spell effects 
  as follows:
  • bestow curse (x2) (–4 to attacks and saves permanently until removed)
  • poison (x2)
  • finger of death (x2)
  • fire blast in a 5-foot radius for 5d6 damage (x4)
  Unhallow: In addition, though he could not dispel the permanent hallow 
  True Sight
  Spell Level: Cleric, 5th Level
  Range: Touch
  Duration: 1 round/level
  With this spell, the caster confers upon a single creature the 
  ability to see all things as they actually are. True sight has a 
  range of vision of 120 feet and can do the following: penetrates 
  normal and magical darkness, detect secret doors, notes the exact 
  location of displaced things, identifies illusions and apparitions, 
  all polymorphed, changed, or enchanted things are apparent, 
  the projected alignment auras of creatures becomes visible, and 
  vision focuses into the Ethereal Plane. The spell does not allow 
  penetration into solid objects like x-ray vision. The spell effects 
  cannot be further enhanced with known magic. The abilities of 
  this spell are similar to effects of a gem of seeing.
  
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  effect, Lokaug placed unhallow in the portion of Area 4 not covered by 
  the illusory wall.
  Magical Wards Placed by Abysthor
  Illusory Wall: This wall requires an act of active disbelief to bypass. A 
  save may be made to bypass the wall. Otherwise it remains “real” in the 
  minds of those attempting to pass through it and may not be crossed. If 
  other individuals “help” by walking through it, for example, the save may 
  be retried. 
  The Marble Door: This huge silver-encrusted white marble door is 
  made of 4-inch thick stone and resists all attempts to open it. It can be 
  opened only by great force (requiring 4 consecutive Open Doors checks; 
  it is immune to physical damage), unless a Lawful creature tries to open 
  it, in which case it slides open easily.
  Symbol of Stunning Trap: All Chaotic characters within a 60-foot radius 
  viewing the symbol (up to 150 hp) must make a save or affected as a 
  power word stun. The symbol of stunning spell cannot be dispelled in this 
  area, as it was cast in conjunction with earth blood Abysthor found in 
  Area 13.
  Hallow and Forbiddance: The whole area beyond the illusory wall 
  is under the effects of hallow and forbiddance to Chaotic creatures. 
  Originally, the whole room was covered with a hallow, but Lokaug was 
  able to counter that using foul magic. He could not, however, counter the 
  hallow effect beyond the illusory wall.
  4A. Shrine to Thyr
  This simple stone room is a humble shrine to Thyr. It is carved of plain 
  stone. The raised alcove to the north contains a plain altar of white marble 
  and a small statue of Thyr the Lawgiver.
  Hallow and Forbiddance: This room is the source of the hallow and 
  forbiddance (to Chaotic creatures) spells cast by Abysthor. The hallow 
  and forbiddance spells cannot be dispelled in this area, as they were cast 
  in conjunction with the earth blood Abysthor found in Area 13.
  4B. The Tomb of Abysthor
  Here, in a simple stone sarcophagus, lies the prepared tomb of Abysthor, 
  the high priest of Thyr. The tomb, however, is empty of any corpse. 
  Abysthor prepared this chamber as his final resting place and then set off 
  for his last task: destroying the Black Monolith. He has never returned. 
  In the tomb, invisible and detectable only by true seeing cast by a Lawful 
  cleric, are a key and a note.
  The Key: The key is the magical key that opens the great seal at Area 8.
  The Note: The note reads, “Praise to Thyr and greetings to one more 
  worthy than I! Should I fail to return, this key opens the great seal I have 
  created. Seek the chamber of the earth’s blood. Use the power you find 
  there as Thyr commands. I pray, Brother, that you do not fail as I have. 
  May Thyr watch over you. Abysthor.”
  5. Transporter to the Maze
  This area is a seamless transporter to the maze at Area 6. Persons 
  looking down the passage to Area 5 do not see beyond to Area 7. Rather, 
  they see and enter the passages as depicted in the maze at Area 6. Unless 
  this is bypassed, the Referee should simply treat the map as seamlessly 
  joining between the transporter on the map at Area 5 and the transporter 
  marked on the map at Area 6. Except, of course, that they cannot return 
  (as detailed in Area 6). The characters should have no idea they are being 
  transported.
  Detecting the Transporter: Though they have no external clue to do 
  so, characters checking detect a faint shimmering of magic in the area of 
  the transporter. No save is allowed for this transporter.
  Bypassing the Transporter: Only a person possessing earth blood can 
  pass the transporter without being taken to Area 6. The extreme magic 
  and antimagic effects of earth blood disrupt the transporter, allowing a 
  person possessing it to travel to Area 7.
  6. The Maze
  For many unfortunate priests of Tsathogga, this area was a one-way 
  trip. The teleport ward guarding the Black Monolith is a one-way trip 
  to a maze, with the only exit a puzzle beyond. It is possible that anyone 
  transported here is doomed, for only the bravest and wisest adventurers 
  may survive being teleported to the maze. The maze itself is very simple, 
  though it seems to lead nowhere.
  6A. Pandora’s Puzzles
  This is the lair of Pandora, a gynosphinx that lives in the maze, 
  guarding this area for Abysthor. Pandora was geased to remain here until 
  one worthy of passing to the Black Monolith could answer her riddles. 
  Abysthor defined worthy as one of Lawful alignment, preferably a cleric 
  or a paladin. All Chaotic-aligned visitors were to be slain or left to starve. 
  Hence, priests of Tsathogga who have ended up in the maze have never 
  been able to exit, for Pandora was also entrusted with the only means of 
  exiting this dead-end trap.
  Bones and old, rusted chain and plate mail lie strewn about the area 
  around Pandora’s lair, the remains of dozens of frog-priests and giant frogs 
  who made it this far, only to perish. Pandora is an ancient creature, having 
  lived for thousands of years. She has developed the ability to become 
  ethereal in addition to the abilities usual for her kind. If the characters attack 
  her, or if they fail to successfully answer her riddles, she becomes ethereal 
  and leaves them alone—likely to starve to death, as few make the journey 
  to this place. Pandora is tasked to appear any time someone enters the area, 
  but otherwise is not required to stay. When the characters first encounter 
  Pandora, she is sitting statue-still on a long, flat dais. She calmly asks them 
  if they have come at the behest of Orcus. If they say no, she asks if they are 
  instead friends of the Frog God. An affirmative answer to either question 
  causes her to cast symbol of stunning and disappear. Negative answers to 
  both questions causes her to smile and tell them that they may be worthy of 
  
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  the tomb of abysthor
  completing the task that Abysthor bade her do so many years ago. If they 
  are Lawful aligned, she then asks them three riddles; if they solve all three, 
  they (and she) will be released from this imprisonment (see below). If they 
  fail, she sighs, becomes ethereal and leaves. Similarly, if the characters are 
  not Lawful-aligned, she does the same. The riddles she asks are as follows:
  I never was, am always to be,
  No one ever saw me, nor ever will
  And yet I am the confidence of all
  To live and breathe on this terrestrial ball. 
  Answer: “Tomorrow”
  If this riddle is solved, Pandora smiles and states that she is happy that 
  the characters are so wise, and things may need to be a little tougher. 
  She converses with them in a friendly manner and passes some time just 
  talking. Finally, after a few minutes have passed, she asks them the second 
  riddle:
  The beginning of eternity 
  The end of space and time 
  The beginning of every end 
  And the end of every place 
  Answer: “The letter E”
  If the characters successfully solves the second riddle, Pandora becomes 
  excited and giggles, telling them how brave and wise they are and how she 
  has been long awaiting their arrival. She speaks of an androsphinx whom 
  she misses and how she cannot wait to see him again. She also explains 
  that she will give the party several vials she was told to guard, and that 
  only with these vials can earth blood be contained. She explains that to 
  reach the Black Monolith, one must carry a vial of earth blood. This, she 
  explains, will allow them to bypass the transporter and allow passage into 
  the chamber beyond. Her mood finally takes a more serious tone, as she 
  takes a deep breath and asks her final riddle:
  I count time in circles
  I have no voice
  But my limbs allow me to whisper in the wind
  Answer: “A tree”
  If the party answers this final riddle successfully, Pandora laughs, smiles 
  and becomes ethereal, never to return. On the dais, she leaves behind a 
  fine crystal rod and twelve vials of solid living rock—a magical metal that 
  creates an antimagic field over a small area (e.g., inside the vials). These 
  vials are worth 1,000 gp each to a dwarven smith or wizard, though a greater 
  use would be to fill them with earth blood, as they are the only material 
  capable of containing it safely. The crystal rod allows the reverse teleportal 
  to be activated, depositing the characters back in the hallway (Area 5).
  Pandora the Celestial Gynosphinx: HD 8; HP 53; AC 1[18]; Atk 
  2 claws (1d8); Move 18 (fly 24); Save 8; AL N; CL/XP 11/1700; 
  Special: become ethereal, divination, dispel magic at 8th 
  level (3/day), symbol (1/week).
  Equipment: twelve vials of living rock, a crystal rod 
  (all items are on the ethereal plane and cannot be 
  recovered unless retrieved on that plane).
  6B. Shimmering Silver Portal
  The portal here is the size of a door and looks like it is made of liquid 
  mercury. This is the transporter back and can be activated only by touching 
  the crystal rod from Area 6A (possessed by Pandora) to the surface of 
  the portal. When this is done, the shimmering surface disappears for 20 
  seconds, revealing a corridor beyond (Area 5). During this time, anyone 
  stepping through the surface is released to Area 5. Passing through the 
  portal at any time that the mirrored surface is present causes a save to be 
  made. Success indicates a creature is quick enough to pull himself or herself 
  back out before being irreversibly crystallized into ice. Failure means death. 
  Persons passing through the portal exit at Area 5, heading west.
  7. The Black Monolith
  This room contains a vast sinkhole, fully 40 feet deep, with steep walls 
  plummeting down into the darkness. Within this hole is a large stone monolith, 
  composed of pure, black stone. The monolith is covered with undecipherable 
  writings and alien symbols. No means of opening or affecting the monolith are 
  obvious, though the south-west side of the stone contains a 2-inch diameter 
  hole, a perfect fit for the crystal shard from Area 7A.
  Background of the Monolith: The Black Monolith is an ancient 
  construct from before the God’s War and functions as a planar gate to the 
  Abyss. The monolith itself is a moveable instrument of the gods of Chaos, 
  and it has been set in a number of locations prior to being placed here. If 
  it is activated, a gate opens that no mortal can close, providing free access 
  for all the demonic armies to invade this plane. Obviously, both the priests 
  of Tsathogga and Orcus would desire to open the planar gate.
  When Abysthor learned of the monolith he immediately sought to find 
  a way to destroy it, or failing that, to seal it forever. Essentially, the only 
  way to destroy the monolith is by a willing sacrifice of life energy from a 
  Lawful being (detailed below). The ritual to perform this feat was learned 
  long ago by Abysthor, who burned the ancient text after he memorized its 
  lessons (for it also contained the ritual to open the gate). A copy of this text 
  is also in the possession of a high priest of Orcus living under cover as a 
  lord in Bard’s Gate. Abysthor located the monolith by using earth blood to 
  bypass the maze, warding the maze with Pandora. He entered the monolith 
  but he failed to complete the ritual, as he himself lacked the power needed 
  to succeed. This act left him drained of all spells and incapable of returning 
  from within the monolith. Abysthor is now trapped within. Proximity to 
  
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  such a powerful source of Chaos denies Abysthor (or any cleric of Lawful 
  or Neutral gods) the ability to regain spells or clerical powers.
  Currently, the priests of Tsathogga know where the monolith is, though 
  they do not know how to get at it or the ritual to use it. The priests of Orcus 
  know how to use it but not where it is. Luckily, since both groups appear 
  unwilling to cooperate, both will continue to be unable to find or operate 
  the monolith for some time.
  Entering the Monolith: If the shard from Area 7A is used as the key 
  to this hole, a passwall opens and allows egress inside for ten rounds. The 
  shard then teleports back to its resting place in Area 7A.
  Inside the Monolith: The inside of the monolith is 20 feet square 
  (larger than its exterior dimensions), with a flat shelf resting about 4 feet 
  off the floor. On this shelf are twelve pairs of holes into which one may 
  place his hands. Anyone inside the monolith is trapped until the monolith 
  is destroyed. Only the release of positive energy (see below) can free 
  the characters from the Monolith. No spells may be regained within, 
  but hit points heal normally, the air is breathable and food and water are 
  unnecessary. Inside the monolith is the high priest Abysthor.
  Destroying the Monolith or Opening the Gate: If enough people 
  place their hands in the holes, and the proper ritual is performed, all 
  individuals whose hands are in the holes immediately begin to lose life 
  levels. The lost levels come from the highest level character first (e.g., 
  Abysthor loses all his levels before the characters finally lose 2 if they are 
  successful at destruction of the monolith) unless the persons with their 
  hands in the holes make an agreement otherwise. Abysthor insists that he 
  sacrifice his levels (20 of them) before any of the characters.
  There are enough hand holes for twelve individuals to participate. There 
  is no possible way to recover these lost levels. When a total of 22 Lawful 
  levels are sacrificed, the monolith is destroyed, crumbling to dust in but a 
  single minute. If 21 Chaotic levels are sacrificed, the planar gate opens and 
  the horrors of the Abyss are unleashed upon the world. Abysthor explains 
  this to the party and will allow them to participate only if they are willing.
  Options: Three scenarios can now occur. First, the characters can “do the 
  right thing” and sacrifice the 2 levels needed (in addition to those of Abysthor) 
  to complete the ritual and destroy the monolith. This is the best outcome, 
  and each character participating receives a permanent +2 Wisdom bonus 
  as a blessing from Thyr and Muir. The party also may recover Abysthor’s 
  personal magic items. A second possible scenario is that the characters are 
  unwilling (or unable, if none are Lawful) to complete the ritual. If this is the 
  case, Abysthor frees everyone from the monolith by sacrificing one–half 
  his levels. This influx of positive energy is enough to weaken the Monolith 
  enough for the characters to escape. Abysthor refuses to leave with the party 
  under any circumstances. He waits here, vigilant as always, protecting the 
  monolith from the priests of the Chaotic gods. This in turn leads to the third 
  scenario. Six months hence, a massive contingent of Orcus’s minions arrives 
  and, barring intervention before that time by the players, defeats Abysthor in 
  his weakened state and activates the planar gate. The land area around the 
  Stoneheart Mountain Dungeon then becomes filled with demonic hosts, and 
  all the local area is essentially wiped from the map. It is only a matter of time 
  before the priests of Orcus discover the earth blood cavern, and the party 
  should be able to make this decision without much brainpower.
  Abysthor, High Priest of Thyr (Clr20): HP 60; AC 9 [10]; Atk +3 
  mace (1d6+3); Move 12; Save 4; AL L; CL/XP 23/5300; Special: 
  turn undead, +2 save bonus against being paralyzed or 
  poisoned, spells (8/8/8/8/8/5/2, none prepared).
  Equipment: +3 mace, +4 vs. Chaos, staff of absorption, 
  staff of resurrection (6 charges), ring of regeneration, 
  decanter of endless water.
  7A. The Lost Shard
  This small cavern at the bottom of a deep depression contains a large 
  column in 4 feet of water. At the bottom of the water is 2 feet of mud. 
  Hidden in the mud behind the column is the crystal shard described in 
  Area 7. This shard is the key to opening the Black Monolith and freeing 
  Abysthor. Only careful searching of this area reveals its presence. The 
  crystal shard is of purest black and is at once clear and opaque, glowing 
  with an unearthly green inner light.
  8. The Great Seal and the Well
  In the center of this hallway is a great mithral seal, fully 10 feet wide 
  and inscribed with runes and wards against evil. This well goes straight 
  down some 120 feet to the passage below. Abysthor crafted the seal of 
  mithral and placed it on the opening to the well in the floor of the room 
  above. It is warded with forbiddance (Chaos) so no Chaotic creatures 
  can pass. Lawful-aligned creatures may remove the seal (it weighs 300 
  pounds) using conventional means (levers, lifting) if they have the key 
  from Abysthor’s tomb at Area 4. It is not possible to tunnel through 
  the surrounding earth with magic due to the nature of the ground here 
  (see Standard Features). Abysthor’s seal isn’t the only ward on this 
  well. There is some magic in the middle of the shaft going down that 
  prohibits passage. Anyone using magical means of descent will be sorely 
  disappointed. At the 60-foot mark in the well shaft is a seam of antimagic, 
  caused by the presence of earth blood in this area. Anyone passing this 
  point is struck by dispel magic with a caster level 20th. Falling 60 feet 
  causes 6d6 points of damage to any that land on the stone surface below.
  9. Cavern
  This cavern contains a high, vaulted ceiling and is wrought with wild-
  colored streaks of minerals and glowing, shimmering veins of strange metal. 
  The Referee should describe in vivid detail the bright colored veins of yellow, 
  silver, green and red. Any dwarves in the party are immediately struck with 
  great joy at the mineralogical wonders in this room. Mining this room would 
  result in the recovery of over 30,000 gp in strange, rare ores and metals. It also 
  would bring down the wrath of the stone guardian and his minions (see Area 
  10) and would take several months by a trained mining crew.
  10. Chamber of the Stone Guardian
  This area is the lair of an ancient creature bound here by the gods of the 
  earth to guard the chamber of earth blood against intrusion by unworthy 
  mortals. Left as a defender is a stone guardian. A host of elder xorn 
  serves him, drawn here by the elemental power of the earth blood. The 
  rare metals and minerals of these caverns serve as a steady food supply of 
  tasty treats for these critters.
  The stone guardian and elder xorn are prohibited by the earth god from 
  entering the earth blood cavern, though they enjoy devouring traces of the 
  earth blood from the surrounding stone.
  The stone guardian stands in this central chamber. The xorn roam the 
  caverns at will (Areas 11, 11A and 11B). The guardian remains still unless 
  the area to the east (Area 11) is approached. It then animates. The stone 
  guardian has an unpronounceable name but is initially friendly.
  If he is attacked, he calls his friends (the xorn) and animates boulders. 
  The stone guardian speaks a broken form of the Common tongue and can 
  communicate with the party. The guardian asks the characters why they are 
  here and what they want. He forbids them from taking any of the rare earth 
  metals and strange jewels present in the chamber, as this is holy ground 
  for earth creatures such as him, and it would be an act of desecration to 
  have mortal creatures disturb the walls of these caverns. Only if the players 
  explain with great detail that they must obtain earth blood from Area 13 will 
  he listen. He has no problem letting them try to do this, knowing full well 
  the effect it will have on them. The stone guardian sees this as a test of the 
  worthiness of the party to be here in the first place. If they are destroyed by 
  the earth blood (as he expects they will be), no matter. If, on the other hand, 
  they are not (if they have obtained the living rock vials from the sphinx), the 
  stone guardian decides that the players are blessed by the earth god himself 
  and that they should be allowed free range in his domain. He explains that 
  the xorn serve him but that he cannot fully control them and that they may 
  require payment from the party for passage in their areas.
  He also realizes that they must first pass through the “wall of many 
  colors” as he calls it (Area 12A). If the characters ask him about the walls, 
  he suggests a trade. If the characters give him all their metal armor, he 
  
  123
  the tomb of abysthor
  offers them a way to pass through the wall. What the stone guardian gives 
  in place of the armor are a series of four crystals; one red (ruby), one 
  yellow (topaz), one green (emerald) and one deep violet (a garnet). Each 
  crystal is worth 500 gp but is also enchanted to remove the corresponding 
  color of the prismatic wall at Area 12A (one use only). The remaining 
  layers must be removed normally. The stone guardian feeds the armor to 
  the xorn, so once the deal is made, it is a permanent trade.
  If a character asks about the Black Monolith, the stone guardian tells 
  the players a story. The story tells of a strange human that came here long 
  ago and bathed in the blood of the earth. The stone guardian decided that 
  this creature was indeed blessed by the earth gods and gave him a crystal 
  shard that was related to a strange black stone that was found long ago. 
  He has no idea what the shard is for but wishes to have it returned to him. 
  If they will agree to do so, he promises a block of solid mithral (weighs 80 
  pounds; can make two suits of human-size armor) as a reward. The crystal 
  shard is of purest black, he explains, and is at once clear and opaque, 
  glowing with an unearthly inner light (this is the shard that allows the 
  Black Monolith to be opened and can be found in Area 7A).
  Referee Note: The stone guardian is neither evil nor malicious. Humans 
  and their ilk are like bugs to him. He is old and wise and relates to the 
  players in an almost fatherly tone. He really considers humankind, and all 
  the other “new” races to be far beneath him. One exception to this is that 
  all dwarves are treated with great respect when dealing with this creature, 
  due to their affinity with rock and stone.
  Stone Guardian: HD 10; HP 50; AC –3[22]; Atk fist (2d8); Move 
  6; Save 8; AL N; CL/XP 14/2600; Special: animate boulders, 
  darkvision 60 ft., immune to electricity, poison, paralysis, and 
  sleep, double damage from cold-based attacks, spell-like 
  abilities, surprise on 1–5.
  Spell-like Abilities: at will—stone shape; 1/day—move 
  earth, passwall, transmute rock to mud, wall of stone.
  Description: The stone guardian is an elemental creature of earth and 
  appears to be a very large boulder with two stout, thick legs ending in large-
  toed feet, which double as hands. He sits exceedingly still. He eyes and mouth 
  open as rocky holes in his exterior, though when closed they are not detectable.
  11. The Lesser Guardians
  This cavern contains a nest of 6 xorn who serve the stone guardian in Area 
  10. The walls, floor and ceiling are similar to that in Area 9, with a total value 
  of 20,000 gp. If the party enters this room having harmed the stone guardian 
  in any way, the xorn attack at once. If the characters passed the stone guardian 
  without incident, one xorn confronts them and demands that they pay tribute for 
  their passage. This tribute can consist of all of their precious metals or of one 
  suit of metal armor; their choice. If they do not pay tribute, they may not pass. 
  If they continue or ignore the xorn, they are attacked by the whole group. An 
  exception to this is that if the party has agreed to recover the crystal shard for the 
  stone guardian, they are left alone and the xorn never even make an appearance.
  Xorn (6): HD 7; AC –2[21]; Atk 3 claws (1d3), bite (4d6); Move 
  9; Save 9; AL N; CL/XP 9/1100; Special: immune to fire and 
  cold, half damage from electricity, travel through stone.
  11A. The Planar Gate
  The back wall of this cave seems to roil and ooze as if made from quicksand 
  that somehow stands vertical along the wall. This wall is in reality a planar 
  gate to the Elemental Plane of Earth. Any creatures transported there cannot 
  breathe and must retreat through the gate or perish in 1d6+1 rounds. The 
  plane itself has the consistency of a heavy sandstorm. This gate is used by 
  the stone guardian and the xorn to “visit home” when they want to. It also 
  allows for replacement guardians to access this area if they are slain.
  11B. The Metal Cave
  This entire cave is covered in veins of metallic ore of high content. 
  There are raw veins of copper, iron and mithral throughout the cave on 
  the floors and ceiling. Rubble from the rock matrix material is strewn 
  across the floor, making passage difficult (all movement is at 1/4 normal). 
  Were this area to be mined, over ten tons of copper, sixty tons of high-
  grade iron, and one ton of mithral could be extracted over a long period 
  of time. Hidden under the rubble are three large pieces of mithral, each 
  weighing about 80 pounds. It is from here that the stone guardian retrieves 
  the reward for the party that brings the shard from Area 7.
  12. Warning Chamber
  Inscribed on the floor in alien runic script is a dire warning, written 
  in the magical tongue of earth elementals—Terran. Reading this script 
  requires a read magic spell. The inscription reads:
  Beware all that would pass the walls of light
  For beyond lies the seeping wound of the earth
  Flee mortal, before the blood of the gods consumes you
  For to reach for immortality is to tempt the very forces of creation
  And the end of the beginning is close at hand
  Stone Guardian
  Hit Dice: 10
  Armor Class: –3[22]
  Attacks: fist (2d8)
  Saving Throw: 5
  Special: animate boulders, darkvision 60 ft., immune 
  to electricity, poison, paralysis, and sleep, 
  double damage from cold-based attacks, spell-like 
  abilities, surprise on 1–5.
  Alignment: Neutrality
  Move: 6
  Number Encountered: 1
  Challenge Level/XP: 14/2600
  Stone guardians are natives of the Elemental Plane of Earth. 
  They appear as large, boulder like creatures, though similar in a 
  way to xorn. They have two large legs and feet, which also act as 
  hands. Most stone guardians have been given a task by an earth 
  god and live to faithfully carry out that task.
  Stone guardians shun combat if possible, using their special 
  abilities to sink into the surrounding earth. If the stone guardian 
  has a task and that task is threatened, the guardian does not hesitate 
  to enter combat or use its abilities to animate boulders to attack its 
  foes and create a wall of stone to contain them.
  A stone guardian can animate rocks within 180 feet at will, 
  controlling up to two rocks at a time. The boulder has a move 
  speed of 3 and fights as a stone guardian in all respects. Animated 
  boulders lose the ability to move if the stone guardian is destroyed 
  or moves out of range.
  A stone guardian has the following spell-like abilities: at will—
  stone shape; 1/day—move earth, passwall, transmute rock to mud, 
  wall of stone.
  Stone Shape
  Spell Level: Cleric, 3rd Level; Druid, 3rd Level; Magic-
  User, 3rd Level
  Range: Touch
  Duration: Instantaneous
  The caster can form an existing piece of stone into a useful but 
  crude shape. It is possible to make to make crude coffers, doors, 
  and so forth, fine detail is not possible.
  
  124
  The lost lands": Stoneheart Valley
  12A. Barriers of Light
  Between each of the seven columns set in the wall courses colored 
  electricity. The layers in order from south to north are the red, orange, 
  yellow, green, blue, indigo and violet layers of a prismatic wall (see 
  details of the prismatic sphere spell in the Swords & Wizardry Complete 
  rulebook). Anyone passing through the layers takes damage as per 
  the spell of the same name. The walls may be lowered by the proper 
  counterspell, or the red, yellow, green and violet layers can instead be 
  removed with the crystals given to the party by the stone guardian in Area 
  10. The remaining layers must still be dealt with normally (see the spell). 
  Again, the prismatic walls cannot be circumvented by burrowing around 
  because of the qualities of the rock on this level (see Standard Features).
  13. The Chamber of Earth Blood
  This chamber contains a pool of steaming, bubbling, thick red goo 
  known as earth blood. It is a strange elemental substance believed to be 
  the very essence of the god of the earth himself. This material is a source of 
  unspeakable power. Why it is present here is a secret long forgotten even by 
  the oldest of sages. The pool is 10 feet deep and has fissures leading deep 
  into the crust of the earth. This material has highly magical and antimagical 
  properties. It radiates immense levels magic. Merely casting a detect magic 
  spell on the material gives spellcasters headaches from the power radiated. 
  Effects of touching the material vary. For some it is a blessing, for others, 
  certain death. Any inorganic material touching earth blood is immediately 
  consumed on an elemental level and is considered lost forever. The only 
  exception to this is living rock, a material so resistant it is also believed to be 
  part of the earth god’s bones. In addition, this pool was blessed by the earth 
  god so that it could hold the earth blood, though that blessing is lost if any of 
  the stone is removed from this chamber. Immersion of living material (such 
  as characters) that contacts the earth blood requires a save at –4. Failure 
  indicates death. Success has variable effects as follows (roll d100):
   ROLL 1D100 
  RESULT
   
  01–20 
   Subject gains a permanent natural armor 
   
   
  bonus of –4[+4].
   
  21–40 
   Subject gains a permanent +2 Strength and 
   
   
  +2 Constitution but loses 2 points of Dexterity.
   
  41–50 
  Subject gains a permanent magic resistance 
   
   
  30%, but if a magic-user, loses the ability to 
   
   
  cast one spell of each level.
   
  51–60 
  Roll again on this table; effect lasts for only 
   
   
  seven days if otherwise permanent, or is 
   
   
  permanent if otherwise temporary.
   
  61–80 
  Subject gains a temporary Strength bonus 
   
   
  of +4 and a Dexterity penalty of –2. The effect 
   
   
  lasts for one month.
   
  81–90 
   Subject gains a temporary magical resistance 
   
   
  55%; however, magic-users lose all ability to 
   
   
  cast spells. This effect lasts for one month.
   
  91–96 
  Roll twice on this table, rerolling duplicates.
   
  97–00 
  Subject is turned into an Earth Elemental and 
   
   
  becomes an NPC.
  The main purpose and use of this material in this adventure is to 
  free Abysthor. A vial full of earth blood allows the party to bypass the 
  transporter at Area 5 and to access the Black Monolith in Area 7. Once 
  the party has this material, it can be certain that the end of the adventure, 
  one way or another, is near. Those who risk otherwise touching the earth 
  blood can gain the bonuses above.
  In addition, earth blood can be used to make spells permanent if it 
  is used as a material component of the spell or to affect items that are 
  ordinarily impervious to magic. 
  Referee Note: It requires living rock vials (normally obtained only 
  from the elemental plane of earth, but rare even there) to remove the earth 
  blood from this chamber. 
  
  125
  the tomb of abysthor
  The initial builders of this complex never found this level. Its main 
  significance for adventurers is that it serves as a way to reach Level 5 
  from the upper levels—Level 2A in particular. The priests of Orcus, who 
  have access to Level 2A, are beginning to explore this level as a means of 
  reaching the Black Monolith (see Level 5A). This level also has several 
  exits to the surface that open up some miles distant in the surrounding 
  mountains and woods. The main creature on this level is the behir, as well 
  as a lich who has not yet been located by the priests of Orcus.
  1. Level Entrance
  The small set of stairs from Level 2A leads to this long, narrow cave 
  passage. The ceiling is very low (6 feet), and even man-size creatures feel 
  constricted. All attacks within this passage receive a –2 penalty.
  1A. Boxed Lunch
  This room is the lair of a single rogue ettercap. This male beast 
  was driven out of the main lair (Area 6) by the dominant male living 
  there. This beast hides in a small cubbyhole 10 feet above the floor, only 
  appearing if fewer than three characters enter. Also in the room is a cache 
  of food and water, left here by the priests of Orcus. Three large boxes of 
  preserved rations (a total of forty-man-days) and two 10-gallon casks of 
  water (stagnant but drinkable) are placed against the far north corner of 
  the cave.
  Ettercap: HD 5; HP 30; AC 6[13]; Atk 2 claws (1d3), bite (1d8 + 
  poison); Move 12; Save 12; AL C; CL/XP 6/400; Special: lethal 
  poison bite, traps.
  2. The Shape of Things to Come
  This room contains the remains of seven acolytes of Orcus who met 
  a violent end at the claws of the behir. Blood and gore cover the room, 
  and bits of armor, torn by the claws of the behir, are scattered across 
  the chamber. The combat seems recent and the bodies are charred with 
  electricity and huge claw and bite marks—an omen of things to come. 
  One large stain in the shape of a bolt of lightning traces down the hall 
  to the west, scarring the stones of the wall. Most of the acolytes’ gear is 
  destroyed, however, one suit of +1 plate mail remains intact, etched by the 
  electricity of the behir but otherwise intact.
  Font Skeletons: HD 2; AC 6[13]; Atk longsword (1d8); Move 
  12; Save 16; AL C; CL/XP 2/30; Special: immune to sleep and 
  charm, turned as zombies. 
  Equipment: shield, longsword.
  Lesser Priests of Orcus (Clr4): HP 16; AC 4[15]; Atk touch 
  or mace (1d6+1); Move 12; Save 12; AL C; CL/XP 5/240; 
  Special: control undead, 1/day—death touch (roll 4d6, if 
  total equal or exceeds target’s current hit points, it dies; 
  save avoids), spells (2/1).
  Spells: 1st—cause light wounds, command; 2nd—hold 
  person.
  Equipment: chain mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), 
  unholy symbol of Orcus, a small sack with 5d10 sp.
  .
  Priests of Orcus (Clr5): HP 15; AC 3[16]; Atk touch or mace 
  (1d6+1); Move 12; Save 12; AL C; CL/XP 5/240 ; Special: 
  control undead, 1/day—death touch (roll 5d6, if total equal 
  or exceeds target’s current hit points, it dies; save avoids), 
  spells (2/2).
  Spells: 1st—cause light wounds, command; 2nd—hold 
  person, silence 15-ft. radius.
  Equipment: +1 chain mail, black robe emblazoned with 
  symbol of Orcus, shield, mace, unholy water (x3), unholy 
  symbol of Orcus, prayer book, a small sack with 6d10 gp
  3. Flowstone Cavern
  This cavern is devoid of monsters and treasure. It is vacant except for 
  a very strange geologic feature in the west portion of the room. A huge 
  iridescent plug of flowstone has emerged from the ground below the cave, 
  partially blocking passage to the east with a 12-foot-high, blue-green 
  hunk of stone. The stone contains interbedded layers of bright blue and 
  Level 6:  
  The Deep Caverns
  Level 6: The Deep Caverns
  Difficulty Level: 7 (unless you encounter the lich).
  Entrances/Exits: Stairs from Level 2A and from Level 5.
  Wandering Monsters: Several monsters roam this level. 
  Check every 3 turns by rolling 1d20:
   ROLL 1D20 
  RESULTS
   
  1–2 
   2d6 giant rats (see Area 4)
   
  3 
  1d6 ettercaps (see Area 1A)
   
  4 
  1d4 giant spiders (6 ft. diameter) (see 
   
   
  Area 7A)
   
  5 
  Priesthood of Orcus scouting party 
   
   
  (1 priest of Orcus, 3 lesser priests of 
   
   
  Orcus and 6 font skeletons, scouting 
   
   
  the level)
   
  6 
  The behir (see Area 10)
   
  7 
  1d4 wererats (see Areas 4B and 13)
   
  8—20 
  No encounter
  Standard Features: Except for the passages at  
  Area 6, all of the cavern passages are rather small—
  no more than 6 feet high. They also are covered with 
  strange claw marks at all heights (from the behir). 
  Alert characters notice a surprising lack of stalactites 
  in all the passages and chambers (except for Area 6 
  and beyond), as they have been broken away by the 
  behir slithering down the passages.
  
  126
  The lost lands": Stoneheart Valley
  
  127
  the tomb of abysthor
  bright green sections. It is very weird looking, though neither valuable nor 
  dangerous in any way.
  4. Rat Cavern
  This cavern is literally filled to the brim with rats of all shapes and sizes. 
  Two huge nests are found down the largest two rat tunnels leading from 
  the cave. Each minute spent here draws the attack of 3d6 rats and 1d6 
  giant rats. There are a total of 200 rats and 42 giant rats in this cave. Once 
  50 rats and 12 giant rats are killed, the rest retreat to Areas 4A and 4B.
  Giant Rats (42): HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 12; 
  Save 18; AL N; CL/XP A/5; Special: 3 are diseased.
  Rats (200): HD 1 hp; AC 8[11]; Atk bite (1); Move 12; Save 18; 
  AL N; CL/XP A/5; Special: 10 are diseased.
  4A. Rat Lair
  This room contains a nesting area for the rats in Area 4. Torn cloth, 
  fungus and other materials reside in eight fluffy piles strewn about the 
  room. An additional 10 giant rats and 36 baby giant rats are in this 
  cavern. This nest also contains a bunch of shiny baubles (not valuable) in 
  the form of rock chips, bones, bits of metal and pieces of glass.
  Giant Rats (10): HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 12; 
  Save 18; AL N; CL/XP A/5; Special: 1 is diseased.
  Rats (36): HD 1 hp; AC 8[11]; Atk bite (1); Move 12; Save 18; 
  AL N; CL/XP A/5; Special: 3 are diseased.
  4B. Queen Rat
  This rat lair appears much as the lair in Area 4A. It varies in two major 
  ways. The first is that in addition to the 8 giant rats and 22 baby giant 
  rats living in the nesting material, there are also 6 wererats hiding here in 
  giant rat form. These wererats pretend to scurry away from any intruders, 
  only to attack from behind by surprise. The wererat leader is a large, light 
  gray specimen named Marala.
  Tactics: Marala avoids combat with any armored individuals, preferring 
  to wait until she can attack lightly armored foes by surprise. She then 
  retreats into Area 4 and uses her magic horn. She quaffs her potions and 
  enters melee, attempting to slay all spellcasters. If cornered, she offers 
  information about Area 14 if the characters release her. She knows 
  that there is a long-lost crypt there and that a tomb of an ancient king 
  is somewhere in the cavern. The remaining wererats are also cowards, 
  preferring to let the rats who serve them bear the brunt of any combat. 
  They attempt to strike fast then run.
  Treasure: Hidden in one of the nests, in addition to useless yet shiny 
  baubles as in Area 4A, is a luckstone.
  Giant Rats (8): HD 1d4hp; AC 7[12]; Atk bite (1d3); Move 12; 
  Save 18; AL N; CL/XP A/5; Special: none are diseased.
  Rats (22): HD 1 hp; AC 8[11]; Atk bite (1); Move 12; Save 18; 
  AL N; CL/XP A/5; Special: 1 is diseased.
  Marala the Wererat (Thf7): HD 7: AC 6[13]; Atk bite (1d3), +1 
  longsword (1d8+1) or shortbow x2 (1d6); Move 12; Save 9; 
  CL/XP 8/800; Special: backstab (x3), control rats, hit only by 
  magic or silver weapons, lycanthropy, +2 bonus on save vs. 
  traps and magical devices, surprise on 1–4 on d6.
  Equipment: +1 longsword, shortbow, 20 arrows, two 
  vials of poison, potion of heroism, potion of invisibility, 
  silver horn of Valhalla.
  Wererat (6): HD 3; AC 6[13]; Atk bite (1d3), short sword (1d6) 
  or shortbow x2 (1d6); Move 12; Save 14; AL C; CL/XP 4/120; 
  Special: control rats, hit only by magic or silver weapons, 
  lycanthropy, surprise on 1–4 on d6.
  Equipment: short sword, shortbow, 20 arrows.
  5. Stairs to Level 5
  This area contains stairs leading up to Level 5. The priests of Orcus 
  want to guard this passage against intrusion by the priests of Tsathogga, 
  and they don’t want the priests of Tsathogga to know they are here looking 
  for a back door entrance to the Black Monolith. To this end, the priests of 
  Orcus have placed several glyphs of warding along the stairway. These 
  glyphs are hidden along the stairs at 10-foot intervals (five glyphs total).
  Glyphs of Warding: effects as follows, cast at 8th level, moving from 
  the cavern floor upward toward Level 5:
  • Acid blast in a 5-foot radius (4d6 damage)
  • Cold blast in a 5-foot radius (4d6 damage)
  • Fire blast in a 5-foot radius (4d6 damage)
  • Bestow curse (–4 on attack and saves)
  •  Poison
  6. Ettercap Maze
  This batch of twisty passages is different from the passages on the 
  rest of the level: the ceiling is some 20 feet above and festooned with 
  stalactites. Broken and chewed bones litter the floor of these tunnels. One 
  passage leads outside of the dungeon into a small cave that eventually 
  leads to a small, forested area on the surface. The characters may notice 
  the absence of bats and rats in these caves.
  This is an ettercap playground. There are always 1d6 ettercaps (see 
  Area 1A) here. The lair of the ettercaps is in Area 7. These creatures 
  guard this area viciously, and other denizens of this level have learned to 
  avoid these caves.
  Ettercaps (1d6): HD 5; HP 20, 22x2, 17, 16, 24; AC 6[13]; Atk 2 
  claws (1d3), bite (1d8 + poison); Move 12; Save 12; AL C;  
  CL/XP 6/400; Special: lethal poison bite, traps.
  7. Ettercap Lair
  This room serves as the lair of the 15 ettercaps that inhabit this level 
  (excluding the rogue male in Area 1A). All the ettercaps here are female, 
  except for the dominant male, and immature specimens. There are 8 
  mature females and 6 young. Seven female ettercaps are here waiting 
  for the characters. Like Area 6, these caves have 20-foot-high ceilings 
  and are congested with stalactites and stalagmites. All creatures in these 
  caves are assumed to have 40% concealment at distances greater than 20 
  feet, and all movement is at 1/2 normal rates due to the clutter on the floor.
  Ettercaps (7): HD 5; HP 30, 22, 37, 26, 31x2; AC 6[13]; Atk 2 
  claws (1d3), bite (1d8 + poison); Move 12; Save 12; AL C;  
  CL/XP 6/400; Special: lethal poison bite, traps.
  7A. Ettercap Den
  This room contains the nesting area of the ettercaps. Scattered all over 
  the floor are the remains of various creatures, felled by the pack attacks 
  of the ettercaps. The baby ettercaps cling in webs from the roof, and 
  the huge male and dominant female ettercap keep nest here. Two giant 
  spider (6ft. diameter) nannies are also present.
  Dominant Ettercaps (2): HD 6; HP 36, 32; AC 6[13]; Atk 2 
  claws (1d4), bite (1d10 + poison); Move 12; Save 12; AL C; 
  CL/XP 7/400; Special: lethal poison bite, traps.
  
  128
  The lost lands": Stoneheart Valley
  Baby Ettercap (6): HD 3; HP 12, 10, 13, 17, 14, 15; AC 6[13]; 
  Atk 2 claws (1d2), bite (1d6 + poison); Move 12; Save 12; AL 
  C; CL/XP 4/400; Special: lethal poison bite, traps
  Giant Spiders (6 ft. diameter) (2): HD 4+2; HP 21, 17; AC 4[15]; 
  Atk bite (1d6+2 plus poison); Move 4; Save 13; AL C; CL/XP 
  7/600; Special: lethal poison, webs.
  Tactics: These creatures are very pack oriented and fight until slain. 
  Cavern height and concealment rules apply as in Area 7. The baby 
  ettercaps attack only a held opponent, but they swarm a felled opponent 
  like a pack of piranhas.
  Treasure: Buried in the piles of bones and litter is a strange magic item, 
  lost long ago—the shard of Hel.
  8. Side Cavern
  This cave is largely ignored by all intelligent denizens. This wing of 
  the caverns has a 40-foot ceiling covered in stalactites. A large, bubbling 
  water spring gurgles at the end of the cave, making strange echoing 
  sounds that pervade the area. Even the behir gives this one a wide berth. 
  This is due to the huge patch of green slime living in the back 40 feet of 
  the cave. For each round spent in this area, there is a 25% chance of the 
  slime dropping from above. It requires 50 points of damage to completely 
  eradicate the slime, though a path may be cleared with considerably fewer.
  Green Slime: Any metal or organic substance it touches 
  begins to turn into green slime upon a failed saving throw. 
  Extreme cold or heat and sunlight destroys a patch of green 
  slime. The transformation process can be arrested by the use 
  of a cure disease spell.
  9. Low Cavern
  This broad cavern is only 6 feet high. The behir (see Area 10) can 
  slither through here with little trouble, though again there are telltale claw 
  marks and notable scorch marks from electricity. There is a mysterious 
  absence of stalactites.
  10. Behir Lair
  This is the lair of the behir. He is big and hungry. He leaves the 
  ettercaps alone because a group of them hit him with multiple poisonous 
  bites and almost did him in—though he fried a good number of them. 
  He hunts only their stragglers. The room also has a large opening that 
  leads to a long, steep passage to the surface, exiting several miles from 
  the dungeon in the surrounding mountains. The behir normally heads 
  to the mountains to hunt, preferring roc eggs that he finds there to the 
  giant rats in these caves. He also sometimes slithers up to Level 5, 
  where he hunts the monstrous frogs bred in the pits, though the passage 
  from Area 2 to Area 3 is a bit of squeeze for him. The behir has no 
  treasure.
  Behir: HD 12; HP 60; AC 4[15]; Atk bite (1d8); Move 15; Save 
  3; AL C; CL/XP 13/2300; Special: constrict and claw (x6, 1d6), 
  lightning breath (once every 10 rounds for 24 hp damage, 
  save for half), swallow whole on 20.
  Tactics: This behir is old and wise. As such, he preferentially targets 
  anyone in metal armor with his breath before closing in to eat less labor 
  intensive (no peeling required), light-armored foes. He retreats up the exit 
  tunnel at full speed if reduced to fewer than 20 hp.
  10A. Side Cavern
  The passage to this cavern is too small for the behir to fit into under 
  most circumstances. Several months ago a female behir (who was a 
  more petite version of the behir in this room) laid a clutch of eggs. The 
  female was killed by adventuring party on the surface but the eggs will 
  hatch in six months. That alone is an interesting treasure. Also here is the 
  corpse of a thief who snuck in while the male behir was away. The male 
  behir returned and smelled the rogue but didn’t want to blast him with 
  electricity because he didn’t want to fry his own eggs. So the rogue—
  afraid to leave—tried to wait out the behir. The behir waited, too. But the 
  rogue starved to death first.
  Minor Artifact
  The Shard of Hel
  The Shard of Hel is a holy artifact to those who follow the fell 
  goddess. The shard confers complete immunity to all diseases and 
  a magic resistance 35% for anyone who carries it. It also grants 
  the bearer +1 level for purposes of spell effects if the bearer is a 
  follower of Hel. The shard has one minor drawback: any priests 
  of Hel who find this item in the possession of an unbeliever will 
  do everything in their power to slay and sacrifice the bearer as a 
  heretic. If the shard is brought within 100 feet of a cleric of Hel 
  of 5th level or higher, the priest of Hel can feel the presence of the 
  shard. The shard also slowly turns the bearer toward Chaos. Each 
  full moon, the bearer must make a save or move one step closer to 
  a Chaotic alignment.
  
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  the tomb of abysthor
  Treasure: The body of the thief wears leather armor, and a rusty but 
  usable +1 short sword lies nearby. On one finger of the corpse is a ring of 
  protection +2. A pack nearby contains three oil flasks, a lamp, 50 feet of 
  hemp rope, one vial of acid and 22 gp.
  11. The Spring
  This small cavern contains little of interest. It does contain a 
  20-foot-diameter clean, clear pool of water, fed and drained by an 
  underground spring. Many of the local denizens get their water here. 
  When this cavern is first entered, a roll on the wandering monster table 
  is appropriate.
  12. The Tainted Pool
  This cavern contains a pool of water similar to that in Area 11. The 
  water in this pool appears to be clean and clear, as does the pool in Area 
  11; however, the water is tainted with virulent bacteria. Anyone drinking 
  from this pool must make a save or suffer the effects of a disease with 
  effects at the Referee’s discretion. Rats frequent this room as well. At any 
  given time, 3d6 rats are present and may attack.
  Rats (3d6): HD 1 hp; AC 8[11]; Atk bite (1); Move 12; Save 18; 
  AL N; CL/XP A/5; Special: 1 is diseased.
  13. The Wererat Nest
  This room contains a nest of 5 wererats. These beasts serve Masala 
  and act as guardians for her secret exit to the surface. These critters hide 
  here in rat form, only attacking if they have a clear chance for an ambush 
  (like a camping party). Otherwise, they watch and wait, following anyone 
  who enters this way until an ambush becomes possible. They will not 
  participate in a stand-up fight. They have no treasure.
  Wererat (5): HD 3; HP 12, 16, 14, 11, 18; AC 6[13]; Atk bite 
  (1d3), short sword (1d6) or shortbow x2 (1d6); Move 12; Save 
  14; AL C; CL/XP 4/120; Special: control rats, hit only by magic 
  or silver weapons, lycanthropy, surprise on 1–4 on d6.
  Equipment: short sword, shortbow, 20 arrows.
  14. Another Bad Omen
  This large cavern has several notable features, the most prominent of 
  
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  The lost lands": Stoneheart Valley
  which is the series of ancient hieroglyphic stories and curses inscribed 
  on its walls. Virtually every surface of the walls is covered in strange 
  pictograms, weird symbols and ancient writing. Reading these writings 
  requires the casting of a read languages spell or a thief’s read languages 
  ability. Success reveals that this cavern contains the hidden tomb of the 
  long-dead sorcerer-king Gremag (now a lich) from a civilization lost for 
  over ten thousand years. Masala has deciphered some of the writings and 
  read enough of the evil wards and curses described to leave this place in 
  peace.
  14A. The Minions of Gremag
  This area is carved with bas-relief frescoes of warriors dressed in ancient 
  garb. Ten warriors are depicted in the scenes, all wearing old-style armor 
  and carrying bone and copper weapons, with feathered headdresses and 
  ivory collars. There is no apparent entrance to Area 14B, though carved 
  on the wall at the real entrance is an inlaid image of a gate. This gate image 
  is a clue to the real entrance into Area 14B. If the tomb of Gremag is to be 
  accessed, the stones themselves must be painstakingly disassembled. Men 
  with mining tools (the wall is 6 feet thick) can easily do this over a period 
  of several days. Unfortunately, as soon as a stone begins to fall, the stone-
  encased spirits of the guardians awaken as mummies and claw through 
  the stone to assault intruders. There is no treasure here.
  Mummies (10): HD 5+1; HP 37, 39, 33, 26, 21, 40, 31, 29, 23, 34; 
  AC 3[16]; Atk fist (1d12); Move 6; Save 12; AL C; CL/XP 7/600; 
  Special: immune to normal weapons, magical weapons 
  only cause half-damage, rot (natural heal at one-tenth 
  normal rate, no magical healing)
  Tactics: The mummies attack without hesitation, geased in life to 
  protect their lord after death. They do not pursue out of Area 14.
  14B. Gremag’s Lair
  This is the tomb and final resting place of the ancient sorcerer-king 
  Gremag. It is hidden behind 6 feet of solid brick, covered with the painting 
  of the gate described in Area 14A. The chamber itself is similar to Areas 
  14 and 14A in that its walls are covered with strange hieroglyphs and 
  writings. In the center of the room is a large open crypt. If the characters 
  dig the area open, Gremag is waiting for them.
  Tactics: Gremag uses the last rounds before the characters break thru 
  the wall to cast the following spells: project image, wizard eye, symbol 
  of death, invisible stalker, and spectral hand. Gremag begins his attack 
  as soon as anyone breaks through the outer wall. The invisible stalker 
  attacks immediately and Gremag projects his image to the entrance. He 
  uses spectral hand to cast the following spells while the party is occupied 
  with the invisible stalker and his projected image: vampiric touch, bestow 
  curse, and shocking grasp. As the invisible stalker nears defeat, Gremag 
  casts conjuration of elementals to summon a 16 HD fire elemental. As the 
  elemental nears its end, the lich casts a fireball into 14A and then fills the 
  area near the entrance with darkness 15ft. radius.
  Gremag fills the corridor between 14A and 14B with web. While the 
  party is occupied with the web, he casts fear, confusion, and stinking 
  cloud on the party. The lich casts prismatic sphere near his open crypt. He 
  moves out of the sphere and Gremag casts the following spells: protection 
  from good, protection from normal missiles, telekinesis, and fly. He flies 
  near the ceiling above his crypt and casts delayed blast fireball. He masks 
  the glowing bead with phantasmal force and uses telekinesis to center 
  the bead in the middle of the party. It detonates 1 round later. He quickly 
  follows up with ice storm.
  If the party has survived up to this point (which if they have, they should 
  be running away), the way is clear to 14B. The projected image of the lich 
  is standing in front of the prismatic sphere. However, the first character to 
  cross the threshold triggers a symbol of death. The next character to cross 
  the threshold is the target of disintegrate. At this time, Gremag releases 
  the Marjes the vrock from the iron flask and commands him to attack. 
  He uses telekinesis to hurl any magic-user or cleric (save negates) into the 
  prismatic sphere. If this fails, any magic-user or cleric becomes the target 
  of feeblemind. While the vrock is attacking, the lich casts polymorph 
  other, flesh to stone, power word stun, power word blind, and magic 
  missile. With the approaching defeat of the vrock, Gremag casts animate 
  dead on all dead characters raising them as zombies.
  Gremag casts haste, mirror image and then goes into a melee frenzy 
  with whoever is left. Gremag does not surrender or retreat, and does not 
  pursue out of his lair area, instead resealing his tomb with a series of stone 
  shape and transmute mud to rock spells.
  Treasure: Hidden amongst the writings and pictograms is a portable 
  hole that can be found on extensive search using a secret doors check. The 
  Burning Hands
  Spell Level: Magic-User, 1st Level
  Range: 0
  Duration: 1 round
  A cone of searing flame shoots from the caster’s fingertips. The 
  spell sends out flame jets of 3 ft. length in a horizontal arc in front 
  of the caster. Any creature in the area of the flames takes 1 hit 
  point of damage per caster level with no saving throw. Flammable 
  materials burn if the flames touch them.
  Shocking Grasp 
  Spell Level: Magic-User, 1st Level
  Range: Touch
  Duration: Instantaneous
  The caster generates a powerful electrical charge which gives a 
  jolt to a creature touched. The shock discharges for 1d6 points of 
  damage plus 1 point per caster level.
  Vampiric Touch
  Spell Level: Magic-User, 3rd Level
  Range: Touch
  Duration: Instantaneous
  The caster’s touch deals 1d6 points of damage per two caster 
  levels to a maximum of 10d6. The caster gains temporary hit 
  points equal to the damage. The temporary hit points disappear 
  1 hour later.
  This spell is little known, for the laws of virtually every civilized 
  kingdom condemn to death anyone owning a written copy of it.
  Iron Flask
  These special containers are typically inlaid with runes of silver 
  and stoppered by a brass plug bearing a seal engraved with sigils, 
  glyphs, and special symbols. When the user speaks the command 
  word, he can force any creature from another plane of existence 
  such as demons and elementals into the container, provided that 
  the creature fails a save. The range of the effect is 60 feet. The 
  command word can be used only once per day. Only one creature 
  at a time can be contained. 
  Loosing the stopper frees the captured creature. If the user freeing 
  the captured creature speaks the command word, the creature can 
  be forced to serve for 1 hour. If freed without the command word, 
  the creature acts according to natural inclinations–which usually 
  means attacking the user. Any attempt to force the same creature 
  into the flask a second time provides a +2 bonus on its saving 
  throw and makes it hostile.
  
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  the tomb of abysthor
  hole contains 4,174 gp and an ancient statue, made from mithral, of a swan 
  in flight over a pond of lotus leaves. The statue is valued at 13,000 gp.
  Gremag the Lich (MU18): HD 18; HP 90; AC 0[19]; Atk hand 
  (1d10 + automatic paralysis); Move 6; Save 3; AL C; CL/XP 
  21/4700; Special: appearance causes paralytic fear, spells 
  (6/6/6/6/6/5/2/2/1), touch causes automatic paralysis.
  Spells: 1st—burning hands, charm person, magic 
  missile (x2), protection from good, shocking grasp; 
  2nd—darkness 15ft. radius, phantasmal force, mirror 
  image, spectral hand, stinking cloud, web; 3rd— 
  fly, haste, fireball, protection from normal missiles, 
  stone shape, vampiric touch; 4th—bestow curse, 
  confusion, fear, ice storm, polymorph other, wizard 
  eye; 5th—animate dead, conjugation of elementals, 
  feeblemind, telekinesis, transmute mud to rock (x2); 
  6th—disintegrate (x2), invisible stalker, project image, 
  flesh to stone; 7th—delayed blast fireball, power word 
  stun; 8th—symbol, power word blind; 9th—prismatic 
  sphere.
  Equipment: tattered robes, iron flask, gold crown (2,200 
  gp), platinum ring with large ruby (15,000 gp).
  Invisible Stalker: HD 8; HP 40; AC 3[16]; Atk “bite” (4d4); 
  Move 0 (fly 12); Save 8; AL N; CL/XP 9/1100; Special: invisible 
  (–4 to hit if located).
  Fire Elemental: HD 16: HP 80; AC 2[17]; Atk strike (3d8); Move 
  12; Save 3; AL N; CL/XP 17/3400; Special: ignite materials, 
  immune to normal weapons.
  Marjes, the Vrock Demon: HD 8; HP 46; AC 0[19]; Atk 2 
  foreclaws (1d8), 2 rear claws (1d6), beak (1d6); Move 12 (fly 
  18); Save 8; AL C; CL/XP 11/1700; Special: darkness, immune 
  to fire, magic resistance (50%)
  
  132
  The lost lands": Stoneheart Valley
  The Gods
  Bowbe
  Alignment: Neutral
  Areas of Influence: War, Chaos, Strength, Vengeance
  Symbol: Crossed Sword and Hammer of Bowbe
  Garb: Furs, skins and pelts over battle armor
  Favored Weapons: Two-handed sword, warhammer
  Form of Worship and Holidays: Great feasts and blood 
  sacrifice precede battles. After battle, the treasures, arms 
  and armor of defeated foes are offered to the god. Those 
  that he doesn’t keep belong to the victors. His priests 
  specialize in wild cursing and imaginative insults.
  Typical Worshippers: Barbarians, raiders, reavers and 
  plunderers.
  Bowbe is the embodiment of barbarian wrath and frenzy. He appears 
  as a mighty barbarian dressed in the pelt of Urson the Great Bear, 
  whom he can summon to his side by tossing the pelt to the ground and 
  calling its name. Bowbe carries the greatsword Bm’fob in one hand and 
  the warhammer Wytch-Killer in the other. Bowbe revels in war and the 
  slaughter of his foes. His battles against giants are legendary, as is his 
  hatred for the undead, arcanists, lawyers, guardsmen, and most other 
  civilized authority figures.  Unlike other gods, Bowbe aids only those who 
  take his name in vain.  Thus it is not uncommon to hear berserkers cursing 
  their god for his indifference as readily as they curse their foes. Bowbe 
  only grants the raising of one of his followers if that follower immediately 
  seeks blood vengeance against his killers. Bowbe grants no healing spells 
  higher than 4th level.
  Freya, 
  Goddess of Love and Fertility
  Alignment: Lawful
  Areas of Influence: Animal, Good, Healing, War
  Symbol: Falcon
  Garb: Robes and cloaks of white, trimmed with white fur
  Favored Weapons: Longsword, longbow
  Form of Worship and Holidays: Harvest moon feast and 
  before large hunts
  Typical Worshippers: Human females
  Freya is a lesser goddess of love and fertility. She is also the leader of 
  a great band of women warriors known on some planes of existence as 
  Valkyries. Freya represents fertility in all its forms. On this plane, Freya 
  represents the cycle of death and rebirth. She is a goddess of the coming 
  harvest as well as a goddess of sexuality and procreation. Her beast is the 
  falcon, though she is fond of the winter wolf and the stag. She appears 
  most frequently to her worshipers as a beautiful human woman dressed in 
  robes and a cloak of winter wolf fur, though she occasionally appears as a 
  huntress in leather armor with a sword and bow, or as a warrior in shining 
  mail with glowing sword. She can take the form of a falcon—or any other 
  bird—at will, as well as the form of a huge winter wolf. 
  Hel, Goddess of Death,
  Lady of Pestilence
  Alignment: Chaotic
  Areas of Influence: Air, Animal, Death, Earth, Fire, Plant, 
  Water
  Symbol: A face, black on one side and white on the other
  Garb: Druidic garb of a midnight black and snow white
  Favored Weapons: poisoned dagger or sword
  Form of Worship and Holidays: Rites to Hel are practiced by 
  her worshipers during blights and plagues, likewise sacrifices 
  are made to her by fearful non-worshipers to stave off 
  plagues and illness.
  Typical Worshippers: Diseased and disease-causing 
  creatures, evil humanoids, evil druids, women, bards.
  Hel is known to spread disease, pestilence and plague with the wave of 
  her hand. Any living thing in her presence withers and dies. She appears 
  as a strange gaunt woman of both jet black and blankest white. Diseased 
  creatures worship her. It is said a strange cult of druidic ghouls and 
  mummies worships her in a secret temple hidden from the knowledge 
  of mortals, spreading their foul diseases in secrecy. Several sects of evil 
  druids dedicated to Hel plague the land, summoning swarms of vermin 
  and causing disease in living things. She cares for nothing other than the 
  spread of death. Oddly, some evil bards worship her. She resides on a 
  plague-ridden plane in Hades.
  Muir, 
  Goddess of Virtue and Paladins
  Alignment: Lawful
  Areas of Influence: Law, Good, Protection, War
  Symbol: Blood-red upraised sword on a white background
  Garb: White wool robes with an upraised sword and hand in 
  red.
  Favored Weapons: Longsword or bastard sword
  Form of Worship and Holidays: Regular worship and fasting 
  on the eve before known battle or before confirmation or 
  promotion of the ranks of the faithful.
  Typical Worshippers: Humans and paladins
  Muir is the sister of Thyr. While he represents law and peace, she 
  represents the martial valor necessary to make that peace a reality. As such, 
  she is the goddess of paladins. She is often depicted as a dark-tressed maiden 
  warrior in shining mail with an upraised (often bloodstained) sword. She 
  is noble and single-minded of purpose. The tenets of her worship include 
  honor, truth, and courage. A great order of paladins known as the Justicars 
  are sworn to her service. Muir expects self-sacrifice, humility, and charity 
  as well as unswerving loyalty. Her standards are extreme and she quickly 
  turns her back on any who fail to live up to them. Those who maintain her 
  standards, however, may become Justicars, an order of paladins imbued 
  with even greater holiness.
  Her symbol is a blood-red uplifted sword on a white background, 
  symbolizing her endless fight against evil. Her worshipers must be 
  Lawful. The falcon is her sacred animal. She is the tireless foe of all 
  Chaotic creatures and undead, demons, and devils in particular are her 
  sworn enemy.
  Appendix
  
  133
  the tomb of abysthor
  Narrah. the Lady of the Moon
  Alignment: Neutral
  Areas of Influence: Animals, Darkness, Nature, Plants, Water
  Symbol: An upturned crescent moon
  Garb: Dark robes, midnight blue cloaks
  Favored Weapon: Light mace
  Form of Worship and Holidays: Regular worship and fasting 
  on the full moon. Eclipses and other astrological events are 
  sacred.
  Typical Worshippers: Humans, druids, lycanthropes, oracles
  A lesser-known goddess, Narrah is the Lady of the Moon, and is 
  worshipped by star-gazers, lycanthropes, and lovers. She is neither Lawful 
  nor Chaotic, light nor dark. She represents Neutrality is its most natural 
  form. She is the moonlight in the dark, she is the push and pull of the tides, 
  and she is the navigation point when one is lost. Actively worshipped by 
  druids, she imparts the secrets of the universe under the cover of night.
  Orcus, Demon
  Demon-Lord of the Undead
  Alignment: Chaotic
  Areas of Influence: Chaos, Evil, Death, Destruction
  Symbol: Wand of Orcus
  Garb: Black cowl and robe ensemble
  Favored Weapons: Ornamental Heavy Mace (spiked or 
  skulltipped)
  Form of Worship and Holidays: Day of the Dead (Late Fall), 
  Nights of blood red and horned moons. Worship usually 
  involves grave robbery and the animation and conscription 
  of the newly dead to the forces of evil.
  Typical Worshippers: Monsters, Undead and Evil Humanoids
  Orcus is a demon prince with — surprisingly enough — many human 
  worshipers. He has a strange fascination with humans and their desire for 
  power, possibly because it is this very flaw that causes them so frequently 
  to seek that which he controls: power over death. Orcus is the lord of all 
  undead and he resides in the Abyss in his Palace of Bones surrounded by 
  a legion of vampires and liches. Evil, ruination and wanton destruction 
  are his only goals. He is most often depicted as a bloated ram-headed, bat-
  winged monstrosity with cloven-hoofed goat legs. He wields the “Wand 
  of Orcus,” a legendary skull-tipped obsidian rod that is rumored to slay 
  any living thing it touches. Though mostly worshiped by the monstrous 
  races, the ranks of Orcus’ human worshipers are swelling, as Orcus grants 
  his followers power in large, liberal doses. It is not uncommon for Orcus 
  to give relatively low-level priests command of vast numbers of undead to 
  do his bidding. His symbol is either a demonic ramheaded skull (the most 
  common), a representation of himself seated on his throne, or a depiction 
  of his skull-tipped wand. His priests favor heavy, dark hooded robes and 
  ornamental maces stylized to represent his skull-tipped wand.
  Thyr, God of Law and Justice
  Alignment: Lawful
  Areas of Influence: Good, Healing, Law, Knowledge, 
  Protection
  Symbol: Silver cross on a white field
  Garb: White robes trimmed with silver, purple or gold — the 
  colors of kingship
  Favored Weapons: Light or Heavy Mace
  Form of Worship and Holidays: Last day of every month, on 
  the last holy day of every year is set-aside for non-royalty to 
  have their grievances heard.
  Typical Worshippers: Humans, Royalty
  Thyr is the god of wise and just rule. He is normally depicted as a 
  wizened king seated on a great throne holding a rod of kingship in one 
  hand and a chalice of peace in the other. His principles are justice, order 
  and peace. He represents proper and traditional rule and as such was once 
  worshiped (at least in name) by all human royalty. He is the embodiment 
  of the enlightened human caste system where each person has a fairly 
  determined role in a lawful society intended to create the greatest good 
  for the greatest number.
  His symbol is a silver cross on a white field, symbolizing the upturned 
  cross-haft of his sister’s sword, which he thrust into the earth to end the 
  Gods’ War. Upon seeing the blood of so many gods shed, Thyr foreswore 
  the use of swords and his priests, for this reason, may not use bladed 
  weapons. Many favor reinforced rods, similar to light maces, modeled 
  after Thyr’s own rod of kingship. The noble eagle and lion are his sacred 
  creatures.
  Tsathogga, Demon Frog God
  Alignment: Chaotic
  Areas of Influence: Chaos, Destruction, Evil, Water
  Symbol: Likeness of the Frog God, carved in soapstone
  Garb: Green and violet robes, if any
  Favored Weapons: Any that slash, cut, and are wickedly 
  curved, as well as ropes or nets
  Form of Worship and Holidays: Too gruesome and perverse 
  to describe even by Our standards!
  Typical Worshippers: Aberrations, tsathar, sentient frogs, evil 
  water monsters, The Violet Brotherhood
  This foul frog-demon cares less about the machinations of men and 
  power than he does about obliterating light and life with slow, oozing 
  sickness and decay. He is the vicious dark evil bubbling up from beneath 
  the surface, the foul corruption at the heart of the earth. Making his home 
  on the plane of Tarterus at the mouth of the vast swamp of filth deposited 
  by the River Styx as it flows out of the Abyss, Tsathogga’s main form 
  is a colossally bloated humanoid frog with spindly, elongated limbs and 
  fingers. His corpulent body exudes all manner of foul humors and fluids 
  that leak into the vile swamp in which he lies. He has positioned himself 
  so that all of the slime and filth from the River Styx feeds into his gaping, 
  toothy maw. He never moves and rarely speaks other than to emit an 
  unintelligible shrieking. Tsathogga commands a host of evil creatures — 
  notably evil aberrations and his own vile frog race, the tsathar. Thousands 
  of fawning tsathar servants continuously bathe his body in fetid slime from 
  the evil swamp, awaiting the divine bliss of being randomly devoured by 
  him. His hatred of light and lack of human worshippers (though there are 
  a few notable exceptions) mean that he is little known to surface races. 
  He has had few organized centers of worship and no standardized holy 
  symbol — each worshipper choosing its own way to best depict his deific 
  vileness. Occasionally, tsathar priests of Tsathogga on Tarterus sculpt a 
  small likeness of him out of foul chunks of solid waste from the Styx that 
  harden into a vile green substance similar to soapstone when taken from 
  that plane. Such items are prized as holy relics.  
  
  134
  The lost lands": Stoneheart Valley
  New Monsters
  Font of Bones Skeletons
  Hit Dice: 2
  Armor Class: 6 [13]
  Attacks: longsword (1d8)
  Saving Throw: 16
  Special: immune to sleep and charm, turned as zombies
  Move: 12
  Alignment: Chaos
  Number Encountered: Varies
  Challenge Level: 2/30
  Font of Bones skeletons are created by the Font of Bones, a corrupted 
  artifact of great power, in the burial halls of Thyr and Muir. These skeletons 
  are covered in red stains from the blood within the font from which they 
  are spawned. Their eyes glow with a fiendish light. They normally wield 
  longswords and use shields, as these are the weapons of the goddess of 
  paladins and these skeletons exist as mockeries of the followers of that 
  deity.
  Stone Guardian
  Hit Dice: 10
  Armor Class: –3[22]
  Attacks: fist (2d8)
  Saving Throw: 5
  Special: animate boulders, darkvision 60 ft., immune to 
  electricity, poison, paralysis, and sleep, 
  double damage from cold-based attacks, spell-like abilities, 
  surprise on 1–5.
  Alignment: Neutrality
  Move: 6
  Number Encountered: 1
  Challenge Level/XP: 14/2600
  Stone guardians are natives of the Elemental Plane of Earth. They 
  appear as large, boulder like creatures, though similar in a way to xorn. 
  They have two large legs and feet, which also act as hands. Most stone 
  guardians have been given a task by an earth god and live to faithfully 
  carry out that task.
  Stone guardians shun combat if possible, using their special abilities to 
  sink into the surrounding earth. If the stone guardian has a task and that 
  task is threatened, the guardian does not hesitate to enter combat or use its 
  abilities to animate boulders to attack its foes and create a wall of stone 
  to contain them.
  A stone guardian can animate rocks within 180 feet at will, controlling 
  up to two rocks at a time. The boulder has a move speed of 3 and fights 
  as a stone guardian in all respects. Animated boulders lose the ability to 
  move if the stone guardian is destroyed or moves out of range.
  A stone guardian has the following spell-like abilities: at will—stone 
  shape; 1/day—move earth, passwall, transmute rock to mud, wall of stone.
  Syanngg
  Hit Dice: 8+20hp
  Armor Class: 2 [17]
  Attacks: up to 6 bites (1d4)
  Saving Throw: 7
  Special: charm, dispel magic, lightning bolt, magic 
  resistance (25%), paralysis, petrify, slow 
  Move: 6
  Alignment: Chaos
  Challenge Level/XP: 14/2600
  The syanngg is a radially-symmetrical creature a bit like a starfish, 
  with six backbones running upward through its central body to form six 
  serpentine necks above the body and six reptilian tentacles below. The 
  bottom tentacles are connected by a circular fan of leathery skin that runs 
  approximately halfway down the length of the tentacle, giving the creature  
  a strangely cone-like shape. It has 6 heads, and can bring 1d4 heads to 
  point toward any given 90-degree quarter around itself. Each head has 
  a  different type of magic that can be projected from its eyes, as follows:
  (1) slow (range 40 ft.)
  (2) lightning bolt (5d6 damage, range 60 ft.)
  (3) dispel magic (level 12, range 40 ft.)
  (4) turn to stone (range 30 ft.)
  (5) paralysis (range 30 ft., duration 3d6 turns)
  (6) charm (range 20 ft.)
  Syannggs are ferocious creatures, dedicated to accumulating power and 
  treasure by whatever means they can contrive. They are quite intelligent,  
  and it is not uncommon for a syanngg to be found as the tyrannical  
  mastermind behind the activities of weaker minions. Their plans are not 
  devilishly intricate, reflecting the single-minded brutality of the syanngg 
  mindset, but they are usually well considered and practical. In particular, 
  syannggs do not hesitate to risk themselves in battle, since they glory in 
  victorious slaughter just as much as they lust after gold and power.
  Syannggs originally appeared in Cyclopean Deeps I. 
  
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  New Spells
  (rare and unusual)
  The spells described in this section, or as they appear in the adventure, 
  are not to be understood as additions to the standard lists of spells. Rather, 
  these are unusual spells that are not ordinarily known to newly-minted 
  adventurers, and in some cases they are exceedingly rare. The clerical 
  spells might not be available to every priest of every faith, and the magic-
  user spells are generally not available for trade (alarm being one possible 
  exception).
  Alarm
  Spell Level: Magic-User, 1st Level 
  Range: 10 feet
  Duration: 2 hours/level 
  A subtle ward is created on the selected area that sounds a mental or 
  audible alarm each time any creature larger than about 1/2 cubic foot in 
  volume or more than about three pounds in weight. A creature that speaks 
  the password determined by the caster does not set off the alarm. The 
  choice of a mental or audible alarm is made at the time of casting.
  Mental Alarm: The caster is alerted as long as within 1 mile of the 
  warded area. A single mental “ping” awakens from normal sleep. Silence, 
  15-ft radius has no effect on a mental alarm.
  Audible Alarm: Anyone within 60 feet of the warded area clearly 
  hears the sound of a hand bell. The distance is reduced by 10 feet for each 
  interposing door and by 20 feet for each interposing wall. The loudness of 
  the alarm may be set by the caster.
  Alarm can be made permanent with the spell permanency.
  Various versions of the alarm spell have been in circulation among the 
  world’s magic-users for centuries. It is almost as common as the standard 
  spells listed in the Swords & Wizardry Complete Rulebook, but most 
  teachers leave it out of the apprentice curriculum because it is laborious 
  to copy. The spell has almost three times as many words as other spells 
  of first level.  
  Augury
  Spell Level: Cleric, 2nd Level
  Range: Caster
  Duration: Instantaneous
  An augury can tell whether a particular action will bring a good or bad 
  result in the immediate future of about half an hour. The base chance for 
  receiving a meaningful reply is 70% + 1% per caster level, to a maximum 
  of 90%; the roll is made secretly. A successful augury will get one of four 
  results: 1) Weal (good result); 2) Woe (bad result); 3) Weal & Woe; and 4) 
  Nothing (for actions that don’t have especially good or bad results). If the 
  spell fails, the caster gets the “nothing” result without any way to know 
  if the augury was successful or not. All auguries cast by the same person 
  about the same topic use the same first casting die result.
  Augury is a prayer-chant that has fallen into disuse over time, but many 
  deities will grant a cleric the ability to cast it, if asked.
  Bestow Curse
  Spell Level: Cleric, 3rd Level 
  Range: Touch 
  Duration: Permanent
  The caster places a curse on the touched target. The caster has the choice 
  of the following: 1) Reduce one ability score to 3 chosen randomly; 2) –4 
  to attack and saving throws; 3) During combat, every round, the target has 
  50% to act normally; otherwise does nothing. With Referee permission, 
  other curses may be invented that are no more powerful than above. 
  The curse bestowed by this spells cannot be dispelled but must be removed 
  by a remove curse, limited wish, or wish spell.
  This spell is ordinarily only employed by priests of Chaos, and would 
  be granted to a Lawful cleric only with very, very good reason.
  Bloodstorm
  Spell Level: Magic-User 3rd Level
  Range: 150 ft.
  Duration: 1 round/level
  The spell summons a whirlwind of blood with area of 25 ft. wide and 
  40 ft. high. It has several effects on those caught within it. First, those in 
  the area must make a saving throw or be blinded by the swirling blood 
  while they remain within the whirlwind and for 2d6 rounds after leaving 
  it. Second, all attacks within the area have a –2 penalty to attack rolls, 
  including ranged attacks fired into it. Finally, the blood deals 1d4 points 
  of acid damage per round of exposure.
  The only copy of this spell – in this plane of existence, at least – is in 
  the possession of Balcoth’s wraith.
  Burning Hands
  Spell Level: Magic-User, 1st Level
  Range: 0
  Duration: 1 round
  A cone of searing flame shoots from the caster’s fingertips. The spell sends 
  out flame jets of 3 ft. length in a horizontal arc in front of the caster. Any 
  creature in the area of the flames takes 1 hit point of damage per caster level 
  with no saving throw. Flammable materials burn if the flames touch them.
  This spell was outlawed in many ancient kingdoms, but it has been 
  coming back into fashion in recent times. It would not be difficult to 
  obtain a copy of the spell if one asked around in a large city.
  Chant
  Spell Level: Cleric, 3rd Level
  Range: 30 ft.
  Duration: concentration; maximum 5 rounds per level (see 
  below)
  As long as you chant, you bring special favor upon your allies and 
  bring disfavor to your enemies. You and your allies gain a +1 on all attack 
  rolls and saves, while your foes suffer a –1 penalty on such rolls. You 
  must chant in a clear voice. Any interruption in your chanting, such as a 
  silence spell, or you speaking or casting another spell, ends the effect. As 
  an exception to the general rule, the effects of this spell add to those of 
  a prayer spell if cast by a cleric of the same deity and alignment during 
  your chanting.
  Circle of Seeing
  Spell Level: Magic-User, 3rd Level
  Range: See text
  Duration: 1 hour/level
  The spell creates a temporary magical circle which takes a 1 day or 
  makes use of an existing permanent circle which takes a round. A link is 
  created to all of the previously cast runes of seeing up to the Intelligence 
  modifier for the number of languages. The distance of the runes of seeing 
  from the circle is not a factor. When the caster stands within the circle, the 
  location of the previously cast runes of seeing can be seen as if the caster 
  were actually standing at the location. Different viewpoints and vantage 
  points can be changed at will. Also, any rune within sight can be activated 
  with trigger rune spell. When used thus, the rune of seeing flares briefly 
  but visibly when trigger rune is cast.
  This spell is a type of rune magic, the principles of which are virtually 
  unknown in this plane of existence.
  
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  Command
  Spell Level: Cleric, 1st Level
  Range: 25 ft. + 5 ft./2 levels
  Duration: 1 round
  One living creature is subject to a single-word command, which it 
  obeys to the best of its ability if a saving throw fails. The caster may only 
  give one of the four “true” commands unless a deity grants an unusual 
  “version” of the spell.
  Approach: The subject moves toward the caster as quickly and directly 
  as possible for 1 round.
  Drop: The subject drops whatever it was holding; it can’t pick up any 
  dropped item until the next round.
  Flee: The subject moves away from the caster as quickly as possible 
  for 1 round.
  Halt: The subject stand in place doing nothing else for 1 round.
  Divine Favor
  Spell Level: Cleric, 1st Level
  Range: Caster
  Duration: 1 turn
  Calling on the strength and wisdom of a deity, the caster gains a +1 to-
  hit and damage bonus. The spell is often only granted to priests of warlike 
  gods, but many deities of all kinds are known to have granted this spell to 
  their faithful from time to time. 
  Flame Strike
  Spell Level: Cleric, 5th Level
  Range: 100 ft. + 10 ft./level
  Duration: Instantaneous
  A flame strike evokes a vertical column of divine fire 40 ft. high with 
  10 ft. radius. The spell deals 1d6 points of damage per level of the caster. 
  All with the area of effect take this damage unless a save for half-damage 
  is successful.
  Fire Trap
  Spell Level: Magic-User, 4th Level
  Range: Touch
  Duration: Permanent until discharged
  This spell creates a fiery explosion when an intruder opens the item 
  that the trap protects. Any object that can open or closed can be warded. 
  A point is selected on the object as the spell’s center. When the intruder 
  opens the object, a fiery explosion fills area within a 5-ft. radius around 
  the spell’s center. The flames deal 1d4 + 1 hp/level. The item protected by 
  the trap is not harmed by the explosion. The caster can use the fire-trapped 
  object without discharge. Others can use the item if a password is set at 
  the time of casting.
  This spell is somewhat rare; in many places there is a death penalty (or 
  severe imprisonment) for casting it, or even having it written in a spell 
  book.
  Forbiddance
  Spell Level: Cleric, 6th Level
  Range: 100 ft. + 10 ft./level
  Duration: Permanent until dispelled
  This spell seals an area of 60 ft. cube per level against all planar travel 
  into or within it. This includes all teleportation spells such as dimension 
  door and teleport, phase door, astral travel, ethereal travel, and all 
  summoning spells. These effects fail automatically. In addition, it prevents 
  the entrance to the area of alignments different from the caster. Dispel 
  magic does not dispel a forbiddance effect unless the dispeller’s level is at 
  least as high as the caster’s level.
  Glyph of Warding
  Spell Level: Cleric, 3rd level
  Range: 0
  Duration: Permanent until discharged or dispelled
  A glyph of warding allows a cleric to trap or ward an area with a permanent 
  symbol that causes damage or has other effects on anyone crossing, 
  touching, or reading the glyph. Typically the glyph is inscribed over a 
  doorway or other portal, although it can also be placed on a box or chest. 
  When the symbol is broken (e.g. the door is opened, the chest is opened, the 
  inscription is read, etc.), it discharges. Damaging glyphs typically do 1d6 
  points of fire, cold, or electrical damage per two levels of the caster in a 5-ft 
  radius with a save for half-damage. Non-damaging glyphs like blindness, 
  disease, or poison affect the first creature to break the symbol. The glyph 
  is invisible until it briefly glows a second before discharge. The glyph may 
  be located with detect magic, identified with read magic, and removed with 
  dispel magic. The Referee may allow any harmful cleric spell effect to be 
  inscribed as a glyph, providing the caster can cast the spell.
  Hallow
  Spell Level: Cleric, 5th Level
  Range: Touch
  Duration: Permanent until dispelled.
  This spell makes area in a 10 feet/ level radius emanating from the 
  touched point a holy site. The site is guarded by a permanent protection 
  from evil and undead turning attempts have a bonus of +4. A dead body 
  interred in a hallowed site cannot be turned into an undead creature.
  Illusory Wall
  Spell Level: Magic-User, 4th Level
  Range: 25 ft. + 5 ft. / 2 levels
  Duration: Permanent
  This spell creates the illusion of a wall, floor, ceiling, or similar surface. 
  It appears real when viewed but physical objects can pass through it. A 
  save to disbelieve is allowed upon touch. A probing search automatically 
  reveals the true nature of the surface, though these measures do not cause 
  the illusion to disappear. 
  This spell has circulated to many of the more powerful magic-users of 
  the Stoneheart Valley, but it is mainly kept in their private collections and 
  is not commonly found as treasure outside this region.
  Magic Weapon
  Spell Level: Cleric, 2nd Level; Magic-User, 3rd Level
  Range: Touch
  Duration: 1 turn
  This spell turns a single normal weapon into the equivalent of a +1 weapon 
  with no bonuses. The weapon for the duration is considered enchanted for 
  purposes of hitting creatures that are immune to normal weapons.
  Poison
  Spell Level: Cleric, 4th level; Druid, 3rd Level
  Range: Touch
  Duration: Immediate
  This spell is the reverse of neutralize poison, and requires the caster 
  to touch the target (make an attack roll with no weapon bonus, if any). If 
  
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  the attack hits, the victim is allowed a saving throw. If the save fails, the 
  victim is killed by the poison.
  Remove Paralysis
  Spell Level: Cleric, 2nd Level
  Range: Touch
  Duration: Immediate
  By use of this spell, the cleric can free one creature from the effect of 
  paralyzation such as caused by ghoul touch or hold person.
  Rune Magic
  When rune magic is cast, the magic-user traces the outline of a strange 
  rune in charcoal on the desired surface. When the spell is completed, the 
  rune becomes invisible and only become visible again upon discharge. 
  The caster can set the conditions that trigger the rune, similar to a glyph 
  of warding. Also, the caster may place a command word that prevents the 
  triggering of the rune. In addition, the rune may be triggered by the trigger 
  rune spell.
  Rune of Darkness
  Spell Level: Magic-User, 2nd Level
  Range: Touch
  Duration: Until discharged or up to 1 year
  When triggered, the rune causes a 15 ft. radius globe of impenetrable 
  darkness to come into being. Once triggered, the darkness lasts for 1 hour. 
  Rune of Fire
  Spell Level: Magic-User, 3rd Level
  Range: Touch
  Duration: Until discharged or up to a 1 year
  When triggered, the rune causes a 20 ft. radius blast of fire that explodes 
  for 1d6 points of damage per level of the caster.
  Rune of Poison
  Spell Level: Magic-User, 4th Level
  Range: Touch
  Duration: Until discharged or up to a 1 year
  When trigged, the rune causes a 10 ft. radius sphere of deadly poison to 
  come into being killing all creatures within unless a save is made.
  Rune of Seeing
  Spell Level: Magic-User, 3rd Level
  Range: See text
  Duration: 1 hour/level
  Until the end of the spell, the caster may switch his sensory input from his 
  current location and the area surrounding the rune. The distance from a rune 
  of seeing to the caster is not a factor. If the rune of seeing is made permanent 
  with a silver inlay, an inactive rune can be activated using a circle of seeing.
  Trigger Rune
  Spell Level: Magic-User, 1st Level
  Range: 400 ft. + 40 ft./level
  Duration: Instantaneous
  The caster picks any one rune placed previously and within range. The 
  selected rune is triggered immediately. The caster does not need to see 
  the rune to be triggered unless the spell is cast through one of the circles 
  of seeing.
  Shield Other
  Spell Level: Cleric, 2nd Level
  Range: 25 ft. + 5 ft./2 levels
  Duration: 2 turns
  This spells wards the subject and creates a mystic connection of 
  protection between the caster and the subject. The subject gains a –1[+1] 
  AC bonus. Additionally, the subject takes half damage from attacks that 
  cause hit point loss. The caster takes the other half of the damage. Forms 
  of harm not involving hit point loss, such as charm effects, level drain, and 
  death effects, are not affected. If the caster and subject move out of range 
  of each other, the spells ends.
  Shocking Grasp 
  Spell Level: Magic-User, 1st Level
  Range: Touch
  Duration: Instantaneous
  The caster generates a powerful electrical charge which gives a jolt to 
  a creature touched. The shock discharges for 1d6 points of damage plus 1 
  point per caster level.
  Spectral Hand
  Spell Level: Magic-User, 2nd Level
  Range: 100 ft. + 10 ft./level
  Duration: 1 round/level
  A ghostly hand shaped from the caster’s own life force materializes 
  and moves as the caster desires, allowing delivery of any touch-delivered 
  spell of 4th level or lower. The spell to be delivered by the hand must 
  also be cast by the caster along with the summoning forth of the hand 
  itself. The caster loses 1d4 hit points, that return immediately when the 
  spell ends or is dispelled. If the hand is destroyed, the hit points do not 
  immediately return, but are healed as normal. The spell gives a +1 bonus 
  on any attack roll (if one is needed to deliver the spell’s magic), with the 
  hand always striking from the caster’s direction. If the hand goes out of 
  the caster’s sight or beyond range, or if the caster ceases directing it, the 
  hand evaporates into nothingness. The hand is incorporeal and cannot be 
  harmed by normal weapons. It has an AC 0[19] and 1 to 4 hit points, as 
  many as were lost in creating it.
  Spider Climb
  Spell Level: Magic-User, 1st Level
  Range: Touch
  Duration: 3 rounds + 1 round/level
  The subject can climb and travel on vertical surfaces or traverse ceilings 
  as a spider. The climb speed is 6, and the subject must have bare hands 
  and feet.
  Stinking Cloud
  Spell Level: Magic-User, 3rd Level
  Range: 30 feet
  Duration: 1 round/level
  This spell causes a billowing mass of nauseous vapors to come into 
  existence up to 30 feet distant from the caster. Any creature in the cloud 
  must make a saving throw or become helpless, unable to move or attack 
  
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  The lost lands": Stoneheart Valley
  due to nausea, while within the cloud and for 1d4+1 rounds after leaving 
  the cloud. Even with a successful saving throw, a creature must continue 
  to make saving throws each round if it does not immediately get out of 
  the cloud. A strong wind will dissipate the magical vapors in one round.
  Stone Shape
  Spell Level: Cleric, 3rd Level; Druid, 3rd Level; Magic-User, 
  3rd Level
  Range: Touch
  Duration: Instantaneous
  The caster can form an existing piece of stone into a useful but crude 
  shape. It is possible to make to make crude coffers, doors, and so forth; 
  fine detail is not possible.
  Symbol (Cleric)
  Spell Level: Cleric, 7th Level
  Range: Referee’s discretion (according to symbol)
  Duration: Varies (depends upon symbol used)
  A Symbol spell creates a deadly magical trap, written into the shape of 
  a divine rune. The rune’s magic is activated when any person or creature 
  hostile to the caster reads it, or passes over, under, or past it. In addition 
  to the standard Symbols in the Swords & Wizardry Complete rulebook, 
  is this new version:
  Symbol of Persuasion: all creatures within 30 feet must make a saving 
  throw or change alignment to Chaotic for 1d20 x 10 minutes and act as if 
  under charm person.
  True Sight
  Spell Level: Cleric, 5th Level
  Range: Touch
  Duration: 1 round/level
  With this spell, the caster confers upon a single creature the ability to 
  see all things as they actually are. True sight has a range of vision of 120 
  feet and can do the following: penetrates normal and magical darkness, 
  detect secret doors, notes the exact location of displaced things, identifies 
  illusions and apparitions, all polymorphed, changed, or enchanted things 
  are apparent, the projected alignment auras of creatures becomes visible, 
  and vision focuses into the Ethereal Plane. The spell does not allow 
  penetration into solid objects like x-ray vision. The spell effects cannot be 
  further enhanced with known magic. The abilities of this spell are similar 
  to effects of a gem of seeing.
  Unhallow
  Spell Level: Cleric, 5th Level
  Range: Touch
  Duration: Permanent until dispelled.
  This spells makes area in a 10 feet/level radius emanating from the 
  touched point an unholy site. The site is guarded by a permanent protection 
  from good and undead turning attempts have a penalty of –4.
  Unholy Aura
  Spell Level: Cleric, 7th Level
  Range: 20 ft.
  Duration: 1 round/level
  A malevolent darkness surrounds the caster to a radius of 20 feet, and 
  affects one subject per level of the caster within this radius (in addition 
  to the caster). For the duration of the spell,   an aura  gives these subjects 
  a certain degree of protection from all attacks, gives them resistance to 
  spells cast by Lawful creatures, and weakens Lawful creatures that strike 
  the subjects. Each warded creatures gains a –2[+2] bonus to AC and +2 
  save bonus for all attacks from every alignment. Next, a warded creature 
  gains a magic resistance of 60% against spells cast by Lawful creatures. 
  Finally, if a Lawful creature succeeds on a melee attack against a warded 
  creature, the attacker takes 1d3 points of Strength drain similar to the 
  damage from a shadow’s attack. If Strength is drained to zero, the attacker 
  becomes a shadow under control of the caster.
  Unholy Blight
  Spell Level: Magic-User, 3rd Level
  Range: Touch
  Duration: Instantaneous
  The caster calls up unholy power to smite his enemies. The power takes 
  the form of a cold, cloying miasma of greasy darkness. Only Lawful and 
  Neutral (not Chaotic) creatures are harmed by the spell.
  The spell deals 1d8 points of damage per two caster levels (maximum 
  5d8) to a Lawful character, and 1d6 points of damage to Neutral characters.
  Vampiric Touch
  Spell Level: Magic-User, 3rd Level
  Range: Touch
  Duration: Instantaneous
  The caster’s touch deals 1d6 points of damage per two caster levels to 
  a maximum of 10d6. The caster gains temporary hit points equal to the 
  damage. The temporary hit points disappear 1 hour later.
  This spell is little known, for the laws of virtually every civilized 
  kingdom condemn to death anyone owning a written copy of it.
  
  139
  the tomb of abysthor
  New Magic Items
  Minor Artifact
  Book of Ineffable Foulness
  This work of dark vileness is extremely beneficial to clerics of the chaotic 
  alignment. A week of intense study is required to fully digest its wicked contents. 
  After this accomplishment, the chaotic cleric will gain 1 point of Wisdom and 
  the experience points necessary for exactly half way into the next level. Lawful 
  clerics perusing the pages of the unspeakable Book of Ineffable Foulness will 
  have to save or die; and if they survive they must make an additional save or 
  become insane with only a wish able to reverse this effect. In the latter event 
  even with a successful save, a Lawful cleric loses experience points to place the 
  character at the beginning of the previous lower level. Other lawful characters 
  take 5d6 points of damage from handling the tome and woe to those that look 
  inside; a night hag will come to the character that very night and attack. Neutral 
  characters take 5d4 points of damage from handling it and reading its pages will 
  cause them to save or immediately become chaotic.
  Cloak of the Demon
  This cloak appears as a heavy cloak of black leather or some other thick 
  fabric. When unfolded fully and spread wide, which may be done up to two 
  times per day for two turns each time, the cloak is revealed to be a pair of 
  demon wings. Unfolding the wings grants the wearer the innate abilities of a 
  vrock demon: ability to fly 18, darkness 5ft radius, immunity to fire, and magic 
  resistance 50%. The cloak can gate in a vrock with triple normal chances (30%).
  The Crucible of Freya
  This silver crucible appears far too decorative and fragile to be used to melt 
  or burn anything placed inside of it. It is finely worked and traced with the 
  same strange runes that appear on Shandril’s sword, Valkyria. Despite its fine 
  appearance, the bowl itself is enchanted so that the user, when invoking Freya, 
  is protected as if under a protection from fire spell (up to three times per day). 
  Once per week, the crucible may be filled with fresh rainwater and, if blessed 
  by a priestess of Freya, the water becomes holy water. In addition, once 
  per week, when a female consumes the above detailed holy water from the 
  crucible and is simultaneously blessed by a priestess of Freya, she is blessed 
  with fertility and can successfully conceive offspring regardless of age.
  The Shard of Hel
  The Shard of Hel is a holy artifact to those who follow the fell goddess. 
  The shard confers complete immunity to all diseases and a magic resistance 
  35% for anyone who carries it. It also grants the bearer +1 level for purposes 
  of spell effects if the bearer is a follower of Hel. The shard has one minor 
  drawback: any priests of Hel who find this item in the possession of an 
  unbeliever will do everything in their power to slay and sacrifice the bearer 
  as a heretic. If the shard is brought within 100 feet of a cleric of Hel of 5th 
  level or higher, the priest of Hel can feel the presence of the shard. The 
  shard also slowly turns the bearer toward Chaos. Each full moon, the bearer 
  must make a save or move one step closer to a Chaotic alignment.
  Ring
  Ring of Spectral Hand
  This ring is charged with the spell spectral hand and allows the user to cast 
  that spell. The power of the ring allows the spell to be cast the same round as 
  the ring is activated. All effects are as per the spell, except that the hand may 
  also render any other touch-delivered effects available to the wearer, including 
  a Chaotic priest’s death touch. The ring normally has up to 30 charges. When 
  expended the ring is worthless. It cannot be recharged.
  Weapons
  +2 Spiked Mace of the Wraith,  
  +3 vs. Lawful
  This wickedly spiked mace functions as a +2 spiked mace, +3 vs. 
  Lawful. In addition, it has following wraith-like power. Any successful 
  hit drains 1 level with an unsuccessful saving throw. If the attack roll 
  is a natural 20, the attack is exactly like the touch of wraith, level drain 
  without a save. Furthermore, the mace uses any level drain to heal the 
  wielder 1d8 hit points of damage.
  Star of Terror
  This +3 morningstar changes the wounds struck to appear more 
  horrifying and terrible than the true damage warrants. Each time an 
  opponent is stuck, a saving throw must be made or suffer at –1 penalty to 
  saving throws, attack rolls, and weapon damage rolls for the remainder of 
  the combat. If use of the star kills the opponent, the victim’s wounds are 
  altered to have the appearance of a slow, methodical, and very painful death. 
  Any of the victim’s allies, upon seeing the body, must make a save or suffer 
  the same penalties before death for the remainder of the combat. Note that 
  the use of the star of terror physically changes the wounds it inflicts; they 
  are not illusory. These changes are still normal wounds that heal normally.
  Miscellaneous 
  Iron Flask
  These special containers are typically inlaid with runes of silver and 
  stoppered by a brass plug bearing a seal engraved with sigils, glyphs, 
  and special symbols. When the user speaks the command word, he can 
  force any creature from another plane of existence such as demons and 
  elementals into the container, provided that the creature fails a save. The 
  range of the effect is 60 feet. The command word can be used only once 
  per day. Only one creature at a time can be contained. 
  Loosing the stopper frees the captured creature. If the user freeing the 
  captured creature speaks the command word, the creature can be forced 
  to serve for 1 hour. If freed without the command word, the creature 
  acts according to natural inclinations which usually means attacking the 
  user. Any attempt to force the same creature into the flask a second time 
  provides a +2 bonus on its saving throw and make it hostile.
  Mirror of Mental Prowess
  The mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. A 
  creature who knows the proper commands can cause it to perform as follows:
  • Read the thoughts of any creature reflected therein, as long as the 
  controller is within 25 feet of the mirror, even if those thoughts are in an 
  unknown language.
  • View other places as if were crystal ball with clairaudience, and the 
  controller can view locations on other planes if sufficiently known.
  • Use it as a portal to visit other places. First, view and then step through 
  the mirror to the place pictured. Others can follow the controller through 
  the mirror. An invisible portal remains on the other side and can be used 
  for return before it closes after 24 hours. Any creature who steps through 
  the portal appears in front of the mirror.
  • Once per week the mirror accurately answers one short question regarding 
  a creature’s image shown on its surface similar to a legend lore spell.
  
  140
  Legal Appendix
  OPEN GAME CONTENT:
  Open Game Content may only be Used under and in terms of the Open Game License 
  Version 1.0a (OGL).
  This entire work is designated as Open Game Content under the OGL, with the exception 
  of the trademarks “Swords & Wizardry,” “S&W,” “Frog God Games,” “FGG,” “Lost Lands,” 
  “The Wizard’s Amulet,” “The Crucible of Freya,” “The Tomb of Abysthor,” and “Stoneheart 
  Valley,” and with the exception of: proper names of characters and locations, all locations, all 
  artworks, all cartography, and all plotlines. In addition to the foregoing, the Trade Dress of 
  this work (font, layout, style of artwork, etc.) is reserved as Product Identity. The following 
  information is included for purposes of clarification only and is not a limitation on anything 
  above: (1) names of monsters that do not contain a proper name are designated as Open Game 
  Content, along with the entire description of the monster; (2) Spell descriptions that do not 
  contain a proper name are designated as Open Game Content, along with the entire description 
  of the monster; (3) Island and town names, however, are Product Identity and cannot be Used 
  without written permission from FGG.
  ©2013 Frog God Games, LLC. All rights reserved.
  Reproduction without the written permission of the publisher is expressly forbidden. Frog 
  God Games and the Frog God Games logo 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.
  Open Game License Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material 
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  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d) “Open Game Content” means the game mechanic and includes the methods, 
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  Identity and is an enhancement over the prior art and any additional content clearly identified 
  as Open Game
  Content by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes Product 
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  formats, poses, concepts, themes and graphic, photographic and other visual or audio 
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  teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor 
  to identify itself or its products or the associated products contributed to the Open Game 
  License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) 
  “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be added 
  to or subtracted from this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance 
  of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royaltyfree, non-exclusive license with the exact terms of 
  this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/or 
  You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content 
  You are copying, modifying or distributing, and You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content 
  you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent Agreement 
  with the owner of each element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in conjunction with a 
  work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of 
  this License. You may use any authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Monstrosities Copyright 2013, Matthew J. Finch, Frog God Games
  Bat, Mobat from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax.
  Bleeding Horror from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Authors Clark Peterson and Scott Greene.
  Cave Moray from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax.
  Demon, Stirge from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog Godz Games; Authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax.
  Orc, Black from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Casey Christofferson .
  Piercers from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax.
  The Wizard’s Amulet Copyright 2000-2002, Necromancer Games, Inc. , Authors Clark Peterson and 
  Bill Webb..
  The Crucible of Freya Copyright 2000 Clark Peterson and Bill Webb, Necromancer Games, Inc.
  Tomb of Abysthor Copyright 2001, Necromancer Games, Inc., Authors Clark Peterson and Bill Webb.
  The Lost Lands: Stoneheart Valley Copyright 2013 Frog God Games, LLC; Authors Clark Peterson 
  and Bill Webb.
  
  the tomb of abysthor
  141
  
  142
  The lost lands": Stoneheart Valley
  
  143
  the tomb of abysthor
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Lost Lands (SW)/Lost Lands Stoneheart Valley (SW).pdf