TEXT:  
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  1 
   
   
  Issue #04: “Revenge of the Frogs” 
  by Gabor Lux 
   
  Illustrated by Matthew Ray (cover), Denis McCarthy (pp. 8, 12, 29, 32),  
  Stefan Poag (p. 22), Andrew Walter (p. 6), Mary Hallock-Foote (p. 38),  
  Émile Bayard (24), Gabor Lux (pp. 3, 4), and the Old Masters (pp. 17, 18, 35). 
   
  Published by Gabor Lux, sole prop., Kiraly Str. 39, 7621 Pecs, Hungary 
  www: beyondfomalhaut.blogspot.com 
  e-mail: beyond.fomalhaut@gmail.com 
  ISBN 978-615-5902-07-9 
   
  There has never been a better recipe 
  for an old-school game. Indeed, giant 
  frogs have a prestigious history in gaming: from Dave Arneson’s Temple of the Frog 
  and the moat in The Village of Hommlet, to the frog level in The Tomb of Abysthor, 
  they have devoured their honest share of careless adventurers. Some time in the 
  darker days of gaming, giant frogs fell out of fashion. Perhaps the publishers thought 
  they were ridiculous, they had a carefully concealed anti-frog bias, or worst of all, 
  they did not even think about their decision. If you look carefully, you will recognise 
  an old-school game for its rich selection of frogs and frog monsters, and most new-
  school efforts for a conspicuous lack thereof.  
  To keep with the frog theme, this issue presents an old favourite of ours, a frog-
  themed wilderness module which started off as a companion piece to Cloister of the 
  Frog God (published appropriately enough by Frog God Games as a chapter of Rap-
  pan Athuk), but never released on its own. It has now been recreated as a standalone 
  scenario, retested, and included here for your enjoyment. 
  The issue also continues the hex key of the Isle of Erillion mini-setting, presenting 
  the wilder, stranger western half of the island, where settlements are rare, and the 
  strongholds you find in the wilderness are ruled by brooding feudal lords and strange 
  customs. But strange customs are not exclusive to Erillion: from our City of Vultures 
  campaign, I present Arfel, a smaller city state where the living are ruled over by the 
  dead – and yet life goes on with all its perplexing contradictions (Arfel provides this 
  issue’s map supplement). 
   
   
  Gabor Lux 
  Pécs, 3 april 2019
  Frogs and lots of frogs! 
  
  2 
   
  The Technological Table 
   
  % 
  Technological Instruments 
  Price 
  01-05 
  Laser pistol 
  2000 
  06-08 
  Laser rifle 
  3000 
  09-11 
  Laser sword 
  1500 
  12-14 
  Laser spear 
  1500 
  15-16 
  Chrome glove 
  2000 
  17-19 
  Electro-whip 
  2500 
  20-25 
  Cartridges 
  400 
  26-27 
  AG box 
  4500 
  28-29 
  AG belt 
  3000 
  30-37 
  Aquastel 
  150 
  38-45 
  Antitoxin 
  700 
  46-47 
  Argent 
  1800 
  48-52 
  Diambroid 
  500 
  53-55 
  Doctrinator 
  800 
  56-63 
  Galtan’s Precise Skullcap 
  600 
  64 
  Hypno-box 
  6000 
  65-70 
  Integrator 
  2000 
  71 
  God-box 
  3000 
  72-75 
  Comm device 
  1000 
  76-81 
  Chromathrope 
  600 
  82 
  Polymorphic base 
  1500 
  83-87 
  Raptogen 
  250 
  88-90 
  Reversal 
  800 
  91 
  The dark eye 
  6000 
  92-00 
  Stim 
  50 
   
  Futuristic weapons: laser weapons have an 
  infinite penetration capacity, but require pre-
  cise aiming. Accordingly, armour, shields and 
  natural defences are useless against them, 
  while Dexterity and magic still apply. 
  A character concentrating fully on mov-
  ing unpredictably (foregoing other actions) 
  can avoid rays with a successful save vs. 
  wands, granting protection against one oppo-
  nent. A character under fire from multiple foes 
  receives a -3 penalty on the second save, -6 
  on the third, etc. 
  On maximum damage (e.g. 0 on one of 
  the d10s), roll another dice and add to the 
  total. There is no theoretical upper limit. 
  Characters who are untrained in the use of 
  lasers do not develop a precise aim until they 
  participate in at least three raygun battles. 
  Roll 1d6 after each attack; if the result is odd, 
  subtract it from the total. 
  Some of the older weapon stocks are close 
  to malfunctioning. On a natural 1, they de-
  plete all energy in a cartridge. 
  Automated lasers are typically found in an-
  cient underground installations, and should be 
  treated as stationary 2 HD opponents with AC 3. 
   
  Laser pistols have a capacity for 30 shots, but 
  those found in the field usually have 2d10+10 
  charges remaining. The larger, bulkier laser 
  rifles, slung over the shoulder on a belt, con-
  sume charges at a x1.5 rate. Cartridges are 
  small cylinders holding 15 shots worth of en-
  ergy, and may not be refilled, nor are they 
  manufactured at any known location on 
  Fomalhaut. 
  Tri-lasers can fire three shots within a fan-
  shaped area. They are immobile (although 
  they can turn up to 180 degrees), and are 
  usually found mounted at strategic locations. 
  Laser swords and laser spears are melee 
  weapons. Their full capacity is 15 units (one 
  cartridge). They have the penetration of 
  regular lasers, but after depleting their 
  charges, they inflict damage one dice under 
  their normal equivalent. One charge func-
  tions for 5 rounds, expended by pressing a 
  switch in the grip.  
  Chrome gloves are chrome-plated gauntlets 
  of a cobalt alloy worn over the hands, and 
  essentially function as laser pistols. 
  Flamethrowers, also heavy mounted weapon-
  ry, have a short range but generous area of 
  effect, and are equipped with 6 units of na-
  palm. A save is applicable for ½ damage. 
  Almost all of them are found behind protec-
  tive shielding, as concentrated heat (e.g. a 
  laser hit) detonates them as a fireball (3d6 
  damage and 10’ radius for every remaining 
  charge). 
  Electro-whips are employed by elite enforcer 
  units. On the basic setting, they cause nonle-
  thal damage, but they can be set to kill if 
  necessary. In the first case, 10 rounds of use 
  consume one charge; in the second, the rate 
  is doubled. Their full capacity is 15 units (one 
  cartridge).
   
   
  
  3 
  Futuristic weapons 
  Price*  
  Damage 
  Range (feet)  
  Laser pistol 
   
  2000 gp 
  2d10+  
  100’ 
   
   
  Laser rifle 
   
  3000 gp 
  3d10+  
  100’ 
   
   
  Tri-laser  
   
  6000 gp 
  3*2d10+ 
  100’ 
   
   
  Laser sword 
   
  1500 gp 
  2d6+ 
   
  - 
  Laser spear 
     
  1500 gp 
  1d12+  
  20’ 
  Chrome glove  
  2000 gp 
  2d10+  
  100’ 
   
   
  Flamethrower  
  2500 gp 
  6d6 
   
  20’x60’ area 
   
  Electro-whip  
  1200 gp 
  3d4+ spec 
  - 
   
   
   
   
  Cartridge 
   
  400 gp  
   
   
  - 
   
   
  * Approximate value; typically less valuable in original environment. Price is for a fully 
  charged specimen (i.e. a depleted laser pistol would be worth 1200 gp). 
   
   
   
   
   
  AG box (4500 gp): a 5’ cube which is not sub-
  ject to gravity or friction, and turns the objects 
  placed therein weightless. Due to its nature, it is 
  not always easy to control. 
  AG belt (3000 gp): this anti-gravity device uses 
  the same cartridges as futuristic weapons, with 
  a capacity of 15 units. One unit allows vertical 
  levitation like the spell; three flight with free 
  movement, with respective durations of 1 hour 
  and 1 hour + 1d6*10 minutes. On every use, 
  there is a cumulative 2% of malfunction. 
  Aquastel (150 gp): a liquid that resembles wa-
  ter, but has ten times the weight. Mixed into 
  liquids, it efficiently reduces them to their com-
  ponents, layering them over each other by 
  their density. This neutralises potions, toxins and 
  most other compounds, which cannot be 
  remixed. 1d6 doses found. 
  Antitoxin (700 gp): a small dermal patch which 
  removes all toxins from the body upon appli-
  cation. 1d3 are found. 
  Argent (1800 gp): a liquid stored in shiny metal 
  canisters, which develops into a silvery 20’ ra-
  dius gas cloud upon contact with air. The gas is 
  a strong nerve poison (two saves at -3). Initial 
  effect reduces subjects to a vegetative, easy-
  to manipulate zombie state; secondary effect 
  2d3 hours later kills subjects after terrible con-
  vulsions. Argent leaves behind silvery traces, 
  but this residue is harmless. 
  Chromathrope (600 gp): a cylinder containing 
  prisms and lenses, emitting rainbow-coloured 
  light through one end. This light burns perma-
  nent, random patterns of a colourful, crystalline 
  nature into the chosen surface. Whatever the 
  device’s former purpose, the vivid colours will 
  create a permanent marking. On human skin, 
  this is a painful process, and there is 20% prob-
  ability the radiation results in the permanent 
  loss of 1 Constitution. Chromathrope can be 
  used 12 times. 
  Comm device (1000 gp): tiny, flat metal disks 
  and earplugs can transmit everything louder 
  than a whisper to everyone wearing similar 
  devices within a 10 Stadion range. Strong elec-
  tromagnetic fields and thick metal walls can 
  muffle or neutralise the signal, while receivers 
  owned by hostile parties can easily pick it up. 
  The dark eye (6000 gp): in the ancient era, the 
  use of this device was strictly prohibited. The 
  round black device is an artificial eye 
  equipped with a darkly glinting lens. Touched 
  to the forehead, it sinks within the skull to em-
  bed itself, allowing perfect vision even in total 
  darkness. The eye’s energy can be charged 
  by sapping the life force of others, by emitting 
  a grey-black light beam draining 3d6+3 Hp 
  from the subject. Victims permanently lose 1d3 
  Hp, which the owner gains temporarily. At 0 
  Hp, the eye drains all remaining life energy, 
  transferring it to the owner and killing the sub-
  ject. Although there are no theoretical upper 
  limits to the life drain effect, the human organ-
  ism cannot always cope with the excess ener-
  gy. However, if the eye receives insufficient 
  
  4 
   
  nourishment, it will devour the user’s brain – 
  warning signs include a feeling of pressure 
  within the forehead. 
  Diambroid (500 gp): explosives typically 
  stored in flat tin canisters; damage is 6d6 Hp 
  per dose, radius 20’ per dose. It is set off by 
  strong impact, electrical discharge, and 1:6 
  also by electro-magnetic fields. It can be 
  found in its basic form, as well as with suction 
  cups allowing easy placement, timers, re-
  mote control, etc. 
  Doctrinator (800 gp): a metal slug that sinks into 
  the skull when pressed against the temple. It 
  encourages the subject to act according to a 
  pre-set doctrine. If it detects deviation or inad-
  equate eagerness, it may administer discipli-
  nary measures in the form of excruciating pain 
  (a save allows the character to act despite the 
  torments). Certain models are also equipped 
  with a detonator and miniature explosive 
  charge. 
  Galtan’s Precise Skullcap (600 gp): perhaps 
  the most common technological instrument; 
  left to the current era in prodigious quantities. It 
  is a headpiece made of a firm, coppery alloy 
  and engraved with curious patterns, often 
  sheathed in comfortable cloth or hidden within 
  a turban. The device is in constant contact 
  with the array of geostationary satellites above 
  planet surface, and allows the wearer to tele-
  pathically request his position by sector (map 
  region) and coordinates (hex number) ac-
  cording to Solon’s standard system. It does not 
  operate in enclosed spaces, and its service 
  can be unreliable due to the increasingly errat-
  ic behaviour of the ancient satellites. 
  God-box (3000 gp): a communication link to a 
  (hopefully intact) subterranean databank. The 
  box answers questions put to it, although its 
  terminology, wording and reference points 
  may not be perfectly clear for men of the cur-
  rent era. The databank may have its limitations 
  and it may be malfunctioning in both obvious 
  and subtle ways. Finally, there is no intelligent 
  actor behind the responses: precise and ap-
  propriately worded questions are indispensa-
  ble to receive useful and relevant answers. 
  Hypno-box (6000 gp): a heavy box made of 
  glossy black alloy. The box allows for the con-
  trol and manipulation of enormous crowds, 
  similar to the combination of enthral and rain-
  bow pattern. The effects can be sustained 
  over a very long period, although they be-
  come progressively less reliable. 
  Integrator (200 gp): single-use sticks made of 
  black metal, storing incredible amounts of 
  concentrated heat in the tip. The sticks can 
  be used for welding, cutting up thick metal 
  sheets, and similar tasks. In combat, they are 
  at -4 to hit due to the small size of their con-
  tact area. They cause 8d6 damage to ex-
  posed flesh and organics; metal armour must 
  save to avoid destruction, and suffers the 
  effects of heat metal. 
  Polymorphic base (1500 gp): dough-like mass 
  stored in cylindrical, self-refrigerated metal 
  tanks. The material of the polymorphic base 
  can be shaped into humans, animals or other 
  creatures, and depending on the skill of the 
  creator, from the primitive to the most intricate 
  organisms. One cylinder is sufficient for one 
  human-scale being, defaults to LVL 3. Precision 
  instruments and a laboratory allow for much 
  more efficient work. 
  Raptogen (250 gp): crystalline purple-black 
  salts which sublimate into a gas causing im-
  mediate loss of consciousness (save at -3 
  avoids). 
  Reversal (800 gp): once, mere ownership of 
  this agent could be grounds for termination. 
  Reversal is usually found in self-contained 
  syringes, initiating a reverse evolutionary 
  process upon injection (save at -3 to avoid). 
  The subject usually declines one or two stag-
  es on the evolutionary ladder, resulting in 
  physical and mental degeneration. The ef-
  fects are irreversible. 
  Stim (50 gp): essentially a first aid patch; used 
  immediately after sustaining injuries, it restores 
  1d4 Hp. 
      
  
   
   
  5
  Revenge of the Frogs 
  adventure module for levels 3-–5 
   
  Playtesters (Party #1): Gergely Keresztes Nagy Antal (+Ungor Gar, Northman Archer 4), 
  Ferenc Kantor (+Morv, Cleric 3 of Morg), Balazs Laszlo (Kalava, Barbarian 4), Aron Peterfy 
  (+Olaf, Cleric 4 of Thor), Viola Sziacs (Tara, Fighter 4), Tumula the Marshman (NPC Thief 4) 
  Playtesters (Party #2): Gabor Acs (Bartam Starry-Eyes, Sailor 3), Kalman Farago (Abu al-
  Omayar al-Haquim, Cleric/Illusionist 2/1), Laszlo Feher (Rotar the Raftsman, son of Tumula, 
  half-orc Druid 3), Gabor Izapy (Fafnir the Dwarf, dwarf Thief 3) 
  aWWWWWWWWWWWWWWc␣
  Background 
   
  For centuries, the dreaded frog-cult had cast a shadow over the marshlands, and struck fear 
  into the surrounding communities. Although dormant and decrepit, the order had still de-
  manded tribute and dragged away hapless victims for human sacrifice. Villagers would offer 
  gifts when the barges came, and even Murtar, God of Murky waters shuddered in his smoky 
  sanctuary when the monks paid a visit to the town of Silvash. 
  That was long ago. The frog-worshippers were destroyed when a band of adventurers 
  unleashed something dreadful in the vaults beneath their monastery, and the complex, along 
  with the ridge where it had stood, sunk into the swamp. From the wreckage came a great 
  plague of frogs, but when destruction seemed certain, the priests of Murtar performed their 
  one and only miracle. A trio of guardians were fashioned to keep the batrachian doom at bay, 
  and a great conch-shell horn raised to their lips to make it sleep. It was said the menace 
  would slumber as long as the horn played its music, and the winds blew over the marshland. 
  But the wind has stopped blowing, and Silvash is endangered once more. 
  aWWWWWWWWWWWWWWc␣
  Silvash 
   
  The port town on the marshland’s edge is avoided by travellers and ships alike. The place is 
  more of an overgrown village, and even so, it shrinks year by year as the swamp retakes its 
  outer quarters, and ever fewer boats are moored along the stone-reinforced channels. The 
  houses of Silvash, with their peaked straw rooftops, the dead cats hanging from tall poles 
  and bats nailed next to the doorways seem more like diseased hovels than the dwellings of 
  prosperous merchants. The inhabitants, whiling away their time sleeping in hammocks or 
  smoking bitter herbs from their pipes, are more dirty, ragged and lean never-do-wells than 
  proud citizens. The ones who do not smoke are driven to cough not by the tobacco, but the 
  miasmatic environment. All in all: this is place worthy of neither trading with nor conquering, 
  and neither an inn nor a caravanserai is to be found. 
  This is the place the characters find themselves by some misfortune (most likely ma-
  rooned by a passing ship). Silvash is far from every other civilised locale, and overland travel 
  would take several weeks through hazardous and inhospitable terrain. The winds have 
  ceased, and the only people who know how to restore it are the priests of Murtar... 
   
  
   
   
  6
   
  The temple of Murtar: This beehive-shaped building of mud bricks is a veritable palace among the 
  wretched huts and filthy channels. In the cool hall of the dark temple, smelling of birchsmoke and de-
  cay, the sanctum is tended by the high priest Baktlu-Baadi and his four acolytes. All are wrinkled old 
  men with several rings on their long fingers, and rows after rows of gaudy necklaces. The idol behind 
  the ragged leather curtain is an obese, naked human figure, which the acolytes clean and polish with 
  great reverence. 
  Baktlu-Baadi calls on the characters to find out what has happened to the three statues and the 
  horn. In exchange, Murtar would also be generous to the strangers – they might even receive the 
  temple’s old ceremonial barge, properly refurbished and mended for sea travel. Perhaps even a few 
  hundredweights of gold, brought forth from the temple’s secret stores, could be involved. He also 
  warns them that, if they would dawdle or fail, the frogs will rise again, and all will be lost! The venera-
  ble high priest offers three pieces of assistance for the journey:  
  • 
  He can provide them with a raft. The raft is outfitted with oars, machetes, a crowbar, an oil lamp, 
  3 bottles of oil, 5 torches, a tent, 50’ rope, dried fish*5 days, leeches (1d4 damage but cleans out 
  poisons), net, mortar, bags and pots. 
  • 
  He can give them the temple’s taxation seal. This cuneiform-inscribed clay tube hanging from a 
  leather strap entitles the bearer to collect the annual taxes on Murtar’s behalf, or ask other fa-
  vours in his name. Baktlu-Badi wisely forgets to tell the company that only eight months have 
  elapsed since the latest collection, and the seal’s subjects may be reluctant to pay up... but let 
  that be their problem. 
  • 
  If the characters are insistent, he can offer them three potions: a potion of healing, a potion of 
  diminution, and, if they press the issue far beyond comfort, a potion of invisibility. 
  
   
   
  7
  The marshlands 
   
  The marshlands are a maze of relatively clean water channels hemmed in by reeds, sickly 
  looking trees, and ever-present vines. Water is slowly flowing towards the sea across the wet-
  lands, but it is easy to travel by raft in any direction. The foetid mire is crawling with life. The 
  air is thick with leeches, and the waters are overflowing with fish. Innumerable birds nest in 
  the reeds. Finding food will not be a problem (at the cost of one time unit). 
  • 
  Depending on the pace the characters are dictating, they can move six to eight times  
  per day (counted in stretches of water between intersections).  
  • 
  Roll random encounters every time the characters travel from one location to another 
  (1:6 probability, 1d6), and three times per night unless secure shelter is available. 
  • 
  At the start of the expedition, roll randomly to determine the location of the conch-shell 
  horn (1d3): 1 – Lord Snek’s treasure horde in Slimywater (D); 2 – the tower of Lillian the 
  Wizardess (I); 3 – Durlang’s hoard in Sackshore (K).  
  • 
  There is a time limit to the adventure. Three days from the start, the Gloop (see area 
  M) will awaken from its slumber, and start moving towards Silvash at a rate of four sec-
  tions per day. The Gloop chooses a random direction at intersections. It destroys every-
  thing in its path, and will bring devastation if it reaches the town. 
   
  1. Killer Frogs (3d6): HD 1+4; AC 8; Atk bite 1d6; Spec hop attack +2; ML 9; AL N. 
  Hp 
  10 
   
  6 
   
  11 
   
  11 
   
  5 
   
  8 
   
  5 
   
  8 
   
  7 
   
  10 
   
  12 
   
  12 
   
  10 
   
  6 
   
  5 
   
  10 
   
  6 
   
  5 
   
  10 
   
  11 
   
  11 
   
  7 
   
  5 
   
  6 
   
  6 
   
  11 
   
  10 
   
  9 
   
  10 
   
  6 
   
  2. Giant Frogs (2d6): HD 2; AC 7; Atk hop attack +2 1d6, tongue +4, swallow 2d4/r; ML 7; AL N. 
  Hp 
  7 
   
  10 
   
  9 
   
  12 
   
  4 
   
  7 
   
  8 
   
  6 
   
  9 
   
  12 
   
  11 
   
  9 
   
  4 
   
  9 
   
  14 
   
  14 
   
  5 
   
  9 
   
  10 
   
  8 
   
  16 
   
  4 
   
  5 
   
  11 
   
  3. Snakes, constrictor (1d2): HD 6+1; AC 5; Atk bite 1d4 and constrict 2d4/round; ML 7; AL N. 
  Hp 
  29 
   
  26 
   
  27 
   
  24 
   
  34 
   
  27 
   
  4. Snakes, poisonous (1d2): HD 4+2; AC 5; Atk bite 1d3 + deadly poison; ML 8; AL N. 
  Hp 
  19 
   
  18 
   
  20 
   
  21 
   
  20 
   
  33 
   
  5. Giant leeches (2d8): HD 2; AC 9; Atk bite 1d6 and attach; Spec blood drain 1d6/round, 
  vulnerable to salt; ML 6; AL N. 
  Hp 
  13 
   
  8 
   
  16 
   
  11 
   
  13 
   
  10 
   
  9 
   
  6 
   
  9 
   
  10 
   
  8 
   
  3 
   
  5 
   
  12 
   
  3 
   
  12 
   
  7 
   
  7 
   
  5 
   
  14 
   
  11 
   
  13 
   
  10 
   
  7 
   
  4 
   
  15 
   
  3 
   
  15 
   
  8 
   
  4 
   
  6. Shambling mound (1d2): HD 8; AC 0; Atk limbs 2d8; Spec suffocation 2d4 rounds, im-
  mune to fire, grows from lightning, weapons ½; ML 10; AL N. 
  Hp 
  36 
   
  38 
   
  32 
   
  29 
   
  38 
   
  34 
   
   
  uuuuuuu␣r␣uuuuuuu␣
  
   
   
  8
  A. Bell: Ruined walls on a tiny island surrounding a small bell tower. Pilgrims from Silvash 
  sometimes perform sacrifices here, leaving behind flower garlands, colourful glass shards and 
  metallic objects. If the old bronze bell is rung, the sacrifices placed around the ruins are con-
  sumed by rot and rust, and the characters’ food and water spoils. If the bell is damaged, the 
  defiler must save vs. death or age 10 years for every point by which the save was missed. 
   
  B. Ruin: Crumbling wall protrudes from water with reliefs of male and female dancers. 
  Cracks in the wall are overrun with swamp slitherers, tiny black toothy horrors able to leap 
  great distances. They attack the curious. 
   
  Swamp Slitherers (12): HD 1+1; AC 8; Atk bite 1d4; Spec attach & automatic damage each 
  round; N. 
  Hp 
  3 
   
  9 
   
  6 
   
  5 
   
  5 
   
  2 
   
  4 
   
  4 
   
  9 
   
  3 
   
  2 
   
  7 
   
  C. Black nets: Revolting, tattered miasmas hang from the tree branches to the water sur-
  face, blocking the shorter way. They resemble nettles, causing reddish welts on touch (save 
  vs. poison or -2 to all rolls until antidote is received). They are impervious to fire, but fall upon 
  prodding (save vs. paralysis to avoid getting caught). 
   
  D. SLIMYWATER: Piers built from decrepit boards stand on the swampy side of this miserable 
  village inhabited by half-orcs. The people of the settlement live in dismal huts, and wear mixed 
  human and orc features – hairy backs, protruding paunches and swine noses, six-teated 
  mothers nursing their contentedly grunting little ones, nude children running around.  
  The marshside is watched by three guards: Bellyhang, Snotspit and Wobblefat. All 
  wear badly made leather armour as well as large brass disks around their necks to mark 
  them as the servants of Lord Snek. Their arms are halberds with lanterns hanging on them 
  (more ceremonial than useful), and sabres. At first, they demand duties, gate tax and a tres-
  passing fee, all three separately – but 
  they are easy to fool or intimidate. 
  They ultimately try to escort the new-
  comers before Lord Snek. 
  The master of Slimywater lives in a 
  ramshackle tower, recently renovated 
  to reflect its lord’s tastes: painted plas-
  ter lions perch on the old walls, and a 
  fancy balustrade rises on the terrace 
  above the gate. Lord Snek is the only 
  human in the village. He is as wide as 
  he is tall, preferring to soak his hamlike 
  legs in hot water while his four half-orc 
  concubines massage him, cook, and 
  do the chores. 
  If pressed, Lord Snek isn’t fond of the 
  thought of paying his taxes so early 
  before their due date, and especially 
  not to strangers. The taxation seal is 
  important, but this is the marshland, 
  where things don’t go the same as in 
  Silvash. What if the seal is stolen? 
  Where, oh where are the sacred nettle 
  robes of the visitors? Why didn’t they 
  light a birchsbark smoke to announce 
  their holiness? Why didn’t they chant 
  the sacred guttural chant? 
  
  9 
   
   
   
   
  
  10 
   
  Nevertheless – if the company can show before the people of the village that they indeed 
  carry Murtar’s might and wisdom, and adjudicate their miscellaneous quarrels as customary, 
  he will also help them. 
  The tasks, which will be watched by the great and small of Slimywater, are as follows: 
  • 
  Gruelbrew, a handsome young mother with protruding jowls brings her spawn: he had 
  swallowed a thistle, and there was no way to retrieve it from his throat. 
  • 
  Smokewave and Bellystuff have married, but Smokewave’s family did not hand over 
  the betrothed’s dowry, and ate until they depleted Bellystuff’s food stores. However, it 
  has also been known that Bellystuff was already married in the tiny village of Ingralw, 
  where he was selling his wares, and furthermore, he has two small children from a dif-
  ferent mother. What is to be done? 
  • 
  Stinkegg, a youth has broken all of his neighbour’s clay jugs, but did so when both the 
  sun and the moon rested, and thus, no witness from the sky could see the deed. What is 
  the judgement? 
  • 
  Crookedneck asks what sign should he expect before embarking on building his new pot-
  tery kiln, and how he might protect his products to be made there from the evil eye. 
  Even so, Lord Snek tries to bargain down the tax, but becomes very accommodating if he 
  is asked anything that costs him little. Otherwise he is prepared to pay up to 1.5 hundred-
  weights of gold (150 gp) – this was a bad year – and a flask left behind by a traveller, reput-
  edly filled with a strength-building elixir (potion of giant strength). If he has it, he is loath to 
  part with the conch-shell horn unless extravagantly reimbursed, or convinced of the coming 
  danger (as a lord of half-orcs, he has seen much). 
  Lord Snek keeps his treasures in his tower, within an iron footlocker under his bed 
  (locked): 300 sp, 300 gp, lizardskin shirt embroidered with minuscule pearls (350 gp), and a 
  green frog figurine (stolen from the cloister long ago, non-magical). 
   
  Bellyhang, Snotspit and Wobblefat: half-orc Fighter 2; AC 8 (leather); Atk halberd 1d10 or 
  sabre 1d6; ML 8; CN; lanterns, coils of rope. 
  Hp 
  9 
   
  10 
   
  9 
   
  Lord Snek: Fighter 4; AC 10/5 (unarmed/chainmail); Atk mace 1d6+1; ML 8; CN; pearl ring 
  150 gp, golden medallion 250 gp (of fireballs: 2*6d6, 2*4d6, but unknown by anyone here to 
  be magical), decorative clothes. 
  Hp 
  25 
   
  E. The Great Sink: The waters of the swamp disappear here in a large sinkhole with a gur-
  gling noise. Driftwood, branches and the remains of a barge have become stuck across the 
  hole. Around the site grow colonies of clumpfoot cabbage [Stinkkohl], a marsh-dwelling 
  plant, which heat the water around them to a boil (2d6 Hp). On the bottom of the barge, glow-
  ing, walnut-sized frog eggs wait to hatch in the warm water. They are a delicacy, and may 
  have other uses. However, the barge is so rotten through that it may break apart: 1:6 under 
  one man, 1:3 under two, 1:2 under more. Those who can’t save themselves or aren’t imme-
  diately thrown a rope will be sucked down the sinkhole and gone. 
   
  F. Island of the Frogs: Although shrubs and saplings have overgrown this low hill, one can easi-
  ly see the bent old standing stones forming a stone circle through the vegetation. Frogs are 
  always abundant here. Those who visit the island have a 1:2 to be attacked by 3d10 killer frogs 
  (initially 1d10, soon followed by the others). The frogs will surround and devour their victims. 
  The stones are covered with moss and lichen, and in the pit dug in the centre, there are 
  charred bones and a battered old brass cauldron. The patterns of this vessel depict the priests 
  of the Frog as they perform sacrifice with the cauldron to their fell deity. Those who decipher and 
  follow the instructions, boiling herbs within before inhaling the steam, will find the following boons: 
   
   
  
   
  11
  • 
  A random character will be possessed by a higher power, and proclaim: “INDEED! THE 
  BANE OF THE WEAK TOWN-DWELLERS SHALL RISE! NO MAGIC HORN HIDDEN BY 
  [PETTY LORD / SCHEMING WOMAN / ORCLING CHIEF] SHALL BE OF USE!” This char-
  acter must also save vs. magic, or he will try to sabotage the expedition at a convenient 
  moment (a second save at -3 is possible). 
  • 
  Those who took part in the rite may select a one-use second-level cleric spell of their 
  choice, and the character announcing the prophecy will also gain insect plague.  
  • 
  From now on, the characters will not be bothered by frogs or giant frogs. 
  Destroying the cauldron is a good deed, but attracts the ire of the frogs. Beneath the fire pit 
  lie 2500 buried gold pieces, hidden here by the old order and now completely forgotten. 
   
  Killer Frogs (3d6): HD 1+4; AC 8; Atk bite 1d6; Spec hop attack +2; ML 9; AL N. 
  Hp 
  12 
   
  6 
   
  8 
   
  7 
   
  6 
   
  11 
  5 
   
  13 
   
  9 
   
  6 
   
  6 
   
  7 
  7 
   
  8 
   
  8 
   
  7 
   
  12 
   
  7 
  7 
   
  10 
   
  9 
   
  12 
   
  11 
   
  7 
  9 
   
  12 
   
  12 
   
  8 
   
  5 
   
  7 
   
  G. Black nets: These nets are identical to those at C, but a careful observer has 1:6 of not-
  ing gaps where a canoe might slip through (1:3 for elves, 2:3 for rangers and druids). There 
  are fishing nets and landing nets half-submerged in the water, with the day’s catch. 1:3 of 
  Tumula the Marshman lurking nearby. 
   
  H. Tumula the Marshman: Nets and strings with drying fish hang before a round hut half dug 
  into the earth of a tiny island. Here dwells the ancient and decrepit Tumula the Marshman (pre-
  sent 1:2 by day, 5:6 by night). His ragtag clothing cobbled together from grey and greenish piec-
  es, his stubbled face and unkempt moustaches make him an unappealing figure, and the smell 
  of tobacco smoke around him is strong enough to scare away the mosquitos. When given the 
  chance, Tumula smokes, and he smokes the cheapest and nastiest stuff. He only talks when 
  asked, but he knows the marshland like the back of his hand. Typical phrases: 
  • 
  “Well, don’t hurt to pack some smoke y’rselv’s.” 
  • 
  “If you’r ‘fraid your junk gets wet in the marsh, get some oilcloth. That’s what I’m wearin’, 
  never hurt me none.” 
  • 
  “Can get used to it.” 
  • 
  “So-so.” 
  • 
  “Wouldn’t go there, but won’t stand in you’r way.” 
  • 
  “Now! Just eat it. Don’t be squeamish like some little girl.” 
  • 
   “Y’never know w’the half-orcs. Part of ‘m is man, part is orc, and then one attacks you 
  for half a copper, but the worse is the human part because that’s sneaky.” 
  Tumula can also heal heavily wounded characters with herbal teas (1d6 Hp).  
  He doesn’t join an expedition if requested to do so, but if he learns of the company’s in-
  tentions to save Silvash, he follows them in his skiff from a discreet distance. Tumula can 
  hide in the swamp as in the shadows (+25% probability). 
   
  Tumula the Marshman: Thief 4; AC 5 (Dexterity, marsh clothes); Atk machete 1d6 or 
  2*shortbow 1d6; Spec backstab, PP 45%, OL 37%, FT 35%, MS 33%, HS 25% (50%), HN 
  15%, CW 88%, RL 20%; Str 13, Int 15, Wis 12, Dex 16, Con 15, Cha 7; ML 10; LN; oil lamp, 
  flint & steel, long forked pole, pipe & tobacco, dried fish, 2 bottles wine, knife.  
  Hp 
  19 
   
  
   
  12
  I. Lillian the Wizardess: Creepers and colourful flowers decorate a small tower and island rising 
  from the swamp. Two skiffs rest by a newly built stone pier. This is the home of Lillian the Wiz-
  ardess, shared only with her half-orc servant, Hushuk. Lillian is in her fourties, dressing in yel-
  lows and purples. She receives visitors politely, but is not really happy about their arrival. 
  Lillian’s tower is full of flowers on the inside: colourful petals nod and leaves litter the 
  floor, the scent mingling with the vapours of tea. Lillian pours the purple drink from a screw-
  necked decanter into glasses the shape of bluebells – pleasant, but -2 to saving throws 
  against mind-affecting until slept off. 
  
   
  13
  If she is asked for her help, she tells characters directly that she wishes to be left alone. 
  Thus, taxation seal or not, she will not reveal anything that’d compromise her neutrality. 
  • 
  If the characters are clever, her denials can be quite telling. 
  • 
  If the characters seek material help, she gifts them with a 170 gp opal, and her own biscuits 
  made from wasps’ hearts and primrose flour (1d8+1 Hp each, +1 to all rolls for one hour). 
  • 
  If she has the conch-shell horn, she has placed it on top of her tower as a piece of 
  decoration. She would part with it for an object of equivalent beauty. She is convinced 
  the Gloop would never come near her tower anyway, and Silvash isn’t worth much. 
  Whatever the conversation’s direction, Lillian makes sure to send Hushuk to spy on the 
  strangers, and collect “insurance” she could use as leverage. If the company is sufficiently par-
  anoid, they may apprehend the half-orc, and he is cowardly enough to spill the whole deal.  
  Otherwise, Lillian is not a fighter. If a conflict breaks out, she tries to flee with her ring of 
  gates, leaving behind the chest under her bed (600 sp, 235 gp). Her real treasures are 
  carefully hidden in the chimney behind a loose stone (3*45 gp pearls, 500 gp enamelled 
  bracelet, spellbook). If she is killed, her body collapses into a heap of flowers and leaves, to 
  be blown away by the winds. Her tower soon follows, leaving an old tree stump. 
   
  Lillian the Wizardess: Illusionist 6; AC 10; Atk #2 dagger 1d4; ML 7; AL CN; ring of gates 
  (dimension door 1 ch, teleport 3 ch, dimension gate 5 ch; 14 charges), potion of neutralise 
  poison, dust of sunlight (coalesces into cloud in air, cuts passing through for 3d8 Hp, save 
  halves), dagger, perfume, vial of nectar. 
  Spells: 4/2/1; 1: audible glamer, colour spray, detect illusion, hypnotism*2, phantasmal force; 2: 
  detect magic, fog cloud, improved phantasmal force, ventriloquism; 3: spectral force, suggestion. 
  Hp 
  17 
   
  Hushuk the Servant: Assassin 2; AC 7 (swamp gear); Atk shortsword 1d6 + poison or #2 
  throwing knife 1d4 + poison; Spec surprise, backstab, assassination shield); Atk scimitar 1d8 
  + poison or 2*dagger 1d4; Spec surprise, backstab *3, assassination 0-1 55%, 2-3 50%, 4-5 
  40%, 6-7 30%, 8-9 15%; ML 6; CE; tobacco leaf necklace, bottle of snake spirits, 4*knives, 
  dried lizard, golden bell 5 gp. 
  Hp 
  10 
   
  J. Man-eating moss: This evil (?) green colony has turned the water surface into a thick mi-
  asma. A skiff drifts in the middle, with a half-consumed corpse inside whose bones are already 
  protruding. The moss attacks those who venture into it, striking from multiple directions. The 
  cadaver wears a monk’s green habit; his haversack and the cheese and bread within have 
  been infected with the green horror, but the symbol of the frog around his neck is intact. 
   
  Man-eating Moss: HD 6; AC 6; Atk 6*pseudopods 1d6 and grab; Spec strangle for automat-
  ic damage for 1d6/round, susceptible to fire, immune to mind-affecting; ML 12; NE. 
  Hp 
  32 
   
  K. SACKSHORE: A stockade surrounds the rotund, reed- and moss-covered wooden hous-
  es of this small half-orc village, and travellers are only admitted if they tie their boats outside, 
  and enter via ladder. The inhabitants are fishermen and occasional brigands, venturing from 
  the marshlands to raid small villages and homesteads. The green-clad bowmen of the village 
  are expert marshmen, but greatly fear the lingering powers of the Frog.  
  The chief, Durlang only assists the company if they show the taxation seal, and one of 
  them also demonstrates proof of his bravery. The place of trials is the frog pit, a muddy, moss-
  choked pool in the middle of the village, surrounded by a palisade. Around on an elevated plat-
  form sit the villagers looking for a spectacle, while in the pool, six killer frogs (already wounded 
  in a previous fight) wait for the champion to be lowered down in a leather harness. 
  
   
  14
  • 
  After defeating the frogs, Durlang looks on the company much more favourably. He de-
  clares a feast of jellied frog and swamp soup (this fermented soup of roots, sprouts and 
  grain contains small amounts of frog), then admits that he has no idea how to help.  
  • 
  If convinced a little more thoroughly – with or without threats – he quickly remembers he 
  can in fact provide something useful – the escort of six bowmen through the marshlands 
  (they will follow in their own skiff).  
  • 
  If he has the conch-shell horn, Durlang will only give it up if his bowmen can first see 
  what’s brewing under the central lake – but he will honour his bargain if his men bring 
  news confirming the trouble. 
   
  Durlang: half-orc Fighter 3; AC 4 (chainmail, shield); Atk flail 1d6+1; ML 8; CN; 35 gp. 
  Hp 
  19 
   
  Half-orc Bowmen (6): Fighter 2; AC 8 (leather); Atk #2 longbow 1d8 or club 1d6; ML 8; CN. 
  Hp 
  8 
   
  7 
   
  4 
   
  11 
   
  13 
   
  4 
   
  Killer Frogs (6): HD 1+4; AC 8; Atk bite 1d6; Spec hop attack +2; ML 9; AL N. 
  Hp 
  2/6 
   
  4/8 
   
  3/7 
   
  5 
   
  6 
   
  3/7 
   
  L. Watchtower: The slimy water has long conquered this tower. Someone has placed skulls in 
  the lower windows, and filled them with glowing frog eggs. Those who approach will experi-
  ence ringing ears, then the skulls send strange, troubling and confused thoughts into their 
  minds via telepathy. Those who fail a save vs. paralysis will suffer a headache so heinous that 
  they will have a 1:3 of missing any round until they leave the area or the skulls are destroyed. 
  The tower interior is the lair of six giant frogs lurking underwater. A relief on the wall 
  depicts the dead of the swamps bowing before a great bloated frog. This image has been 
  cleaned of moss and earth, and smeared with some kind of greasy unguent. 
   
  Giant Frogs (6): HD 2; AC 7; Atk hop attack +2, tongue +4, swallow; ML 7; AL N. 
  Hp 
  6 
   
  9 
   
  10 
   
  9 
   
  14 
   
  11 
   
  M. Lake: Large, still lake. The wreckage of the Cloister of the Frog God lies submerged be-
  neath the surface, save for the odd arch or piece of wall still protruding above the waterline. 
  Fish are bountiful, but waterfowl avoid the area, and the place is ominously still. East to west, 
  there are three points of interest. 
  A small isle of rubble rises in the middle of the lake. Three statues hewn from rough 
  stones stand motionless in a cluster. Once the guardians of the conch-shell horn, Hakus, 
  Pakus and Grogotus act like overgrown, dim children. 
  • 
  They can barely comprehend the instrument is gone, and they can only bellow and mope 
  painfully (“Stolen, stolen! Music gone, music gone! The orcs, they took it – took it!”). 
  • 
  They played the music together, but it has gone all wrong (“Hakus held it, Pakus held it, 
  Grogotus blew it!” and “Grogotus coughs, Grogotus coughs and coughs! He doesn’t 
  blow, there is no wind! There is no wind, Gloop gets stronger! No good, no good!”) 
  Even if the conch-shell horn is return to the statues, poor Grogotus has a flu, and can’t blow 
  it properly without medicine. Tumula the Marshman (H), Lillian the Wizardess (I), and the 
  haunted meadow (N) can all provide something to clean the brutish statue’s nose... and be-
  ware those who come near when it blows! With the medicine received, the statues can re-
  sume their music, and the Gloop will go back to sleep once more. 
  In the middle of the lake, a steeple still protrudes from the water. It serves as a nest of 
  bats, but the real thing of interest is a sack of 600 gp hidden in the bell room (take care, or 
  the old leather splits and the coins will spill... right into the lake). 
  To the west, one can see the hatching Gloop in the depths. Looking like a myriad glowing 
  frog eggs, its amoeboid bulk emits an eerie radiance which is unpleasant to observe at length. 
  Great, malformed catfish swim lazily around its clusters, but avoid getting too close. If the Gloop 
  awakens (after three days have passed from the start), it has the powers of a shoggoth as it 
  flows through the marshlands, leaving devastation in its wake. It can be soothed with music, 
  making it halt on a failed saving throw. Only the music of the horn will send it back to sleep. 
  
   
  15
  Hakus, Pakus and Grogotus (earth elementals): HD 12; AC 2; Atk fist 4d8 (-2 per dice against 
  flying); Spec +2 or better to hit; ML 10; AL N. 
  Hp 
  50 
   
  47 
   
  53 
   
  The Gloop (shoggoth): HD 20; AC 1; Atk 2*gloop 3d10; Spec immune to weakness, paralysis 
  and charm, able to take any form or dimension, vulnerable to music; MR 30%; ML 12; AL CE. 
  Hp 
  105 
   
  Catfish, giant (4): HD 6; AC 4; Atk bite 3d6; Spec swallow on 18-20; ML 9; AL N. 
  Hp 
  20 
   
  20 
   
  20 
   
  23 
   
  N. Haunted meadow: This dry stretch of land is overgrown with fleshy swamp plants, weeds 
  and wildflowers, and loud with the buzz of bees and dragonflies. Some of the rare herbs are 
  curative (1d4+1 doses, their tea restores +1d6 Hp over a restful sleep). However, strange 
  manifestations haunt the peaceful locale. Only their stag-shaped shades are apparent, but 
  if someone does not leave quickly, or they are molested, they tear their victim to pieces with 
  their sharp teeth. The shades always concentrate their fury on a single target. A thorough 
  inspection of the surroundings turns up numerous animal and humanoid bones, while a 
  small burrow conceals a cache of treasure: 350 ancient electrum pieces, 250 gp, a chain 
  shirt -1, and a 500 gp silver decanter with an amethyst-studded stopper. 
   
  Stag shades (3): HD 4, AC 7; Atk bite 1d12+1 or gore 3d6, Spec +1 or better to hit, surprise 
  5:6; ML 9; AL NE. 
  Hp 
  18 
   
  18 
   
  21 
   
  O. Birch grove: Thin, sickly birch trees stand in the greenish water. The undergrowth is suf-
  ficiently thin to provide good visibility of the whole area. A few round boulders rise above the 
  water surface, and clusters of (regular) frog eggs stick to their sides. This hatchery is guard-
  ed by a frogodile, a 20’ man-eating hybrid created by the Frog cult through controlled muta-
  tion. Unless it is thrown a large haunch of meat to devour, the frogodile attacks from under-
  water (surprise 4:6). It tries to drag its intended victim underwater. 
   
  Frogodile: HD 7; AC 4; Atk bite 3d6 and grab; Spec hop attack +2, ½ damage from acid and 
  poison; ML 9; AL N. 
  Hp 
  35 
   
  P. Quarry: A cliffside rises on the border of the swampland. It had been used by the Frog-
  worshippers to quarry the stones for their monastery, and later by the priests of Murtar to fashion 
  the three earth elementals. Traces of mining are still apparent, but the place lies otherwise aban-
  doned. Or is it? A careful search of the area reveals a diviners’ stone forgotten in the debris! 
   
  ddddddddddddd␣
  Diviners’ stone: This oval-shaped stone is etched with magical runes and alchemical sym-
  bols. It is activated by casting an kind of detection spell (e.g. detect magic, etc.) on it – detect 
  good also reveals it is benevolent in nature. Activation results in a short, spoken omen of 
  some kind. While its cryptic and mysterious advice might appear insightful, the stone is mere-
  ly bluffing in the hope of pleasing its owners.␣
  DDDDDDDDDDDDD␣
   
   
  
   
  16
  ARFEL 
  City State of the Charnel God 
   
  Playtesters: Gabor Acs (Santiago del’Avellos, Fighter 5), Kalman Farago (Burzasp Serfiroz, 
  Fighter 5), Laszlo Feher (Vifranavaz, Illusionist 5), Matyas Hartyandi (Marashura, Fighter 
  2/Magic-User 2), Gabor Izapy (+Thorlig Jansen, Northman Barbarian 3 – died of a mysterious 
  tropical illness when his player lost his character sheet), Adam Tarnoczy (Ambrosius, Fighter 5). 
  FH FH FH FH FH FH FH FH FH FH FH FH␣
  Background 
   
  All travellers who have visited the City State 
  of the Charnel God have noted its dark and 
  dilapidated-looking buildings: no matter how 
  poor or wealthy, the structures in town all 
  have a funereal appearance, and most win-
  dows are unlit during the night. That is no 
  accident, as Arfel has grown up around the 
  immense, labyrinthine temple-complex of 
  Ozolba the zombie god, and the presence of 
  this necropolis can be felt in every aspect of 
  life in the city. The shambling Ozolba – a 
  near mindless hulk who resides within his 
  temple with all who have died within the city 
  walls – is cared for by an extensive hierarchy 
  of priests, living and dead. All within the walls 
  is free for Ozolba’s taking, and the veiled 
  priests exercise this right without mercy, seizing anything and anyone they wish, and carrying it 
  back beyond the gates of their shadowy realm. The city aristocracy, in turn, has seen fit to imitate 
  the manners of the dead: the noble families inhabiting the orderly but rather lifeless Upper City 
  are withdrawn to their windowless mansions, living by the tenets of the Necrotic Traditions, which 
  prescribe a funereal existence to both the living and the dead.  
  Both the priests and the nobles see the day-to-day affairs of actually running a city as be-
  neath their status (or at least their true purposes are obscure and mysterious): accordingly, civil-
  ian rule in Arfel is left in the hands of a motley group of gang leaders and potentates. The six 
  Benevolent Seigneurs, as they are called, rule collectively, and the armed forces of the city con-
  sist of their followers, with key points like the gates and harbours under common supervision. 
  Nevertheless, none would dare challenge the priests and the aristocrats, as their formidable rep-
  utation is made stronger by their secrecy and reclusiveness. When the priests come for their due, 
  or the aristocrats summon someone before their exalted presence, even the mightiest denizens 
  of the city shudder – and obey. Arfel imports substantial quantities of embalming materials, bare-
  ly covered by the taxes collected from its craftsmen. The imbalance has left the city-state in a 
  precarious financial situation, and the underclasses of the Lower and Outer Cities are growing 
  desperate. Reputedly, even the aristocracy is feeling the pinch – but they are not telling. 
  FH FH FH FH FH FH FH FH FH FH FH FH␣
  
   
  17
  Customs and denizens 
   
  The cult of Ozolba, the Zombie God: 
  Alignment: Neutral Evil 
  Symbol: rotting head 
  Weapons: bludgeoning only 
  Ozolba is a huge decomposing corpse. He 
  has minimal intellect, and only concerns him-
  self with destruction and murder, which he 
  relishes. Zombies under the domain of Ozolba 
  always have a crude intelligence. The secre-
  tive clergy often includes priests who are 
  themselves zombified corpses, but none may 
  progress beyond the fifth level. Their ranks 
  include normal men as well as all character 
  classes. Most adherents are ashen-faced and 
  dour due to their morbid activities. Many are infected with filaments of corpseweed, a parasitic 
  grass which saps away bodily fluids, and leaves the flesh dull, grey and lifeless. 
  Anything and anyone in the city can be claimed by Ozolba (that is, his cult) without express 
  reason or compensation. To refuse is a sin above all sins, with punishment too horrific to adum-
  brate This rule extends everywhere within the city walls, but excludes the Outer City, built on the 
  rocky plateau just outside the city limits, where not even the Silent Sentries walk. Even so, the 
  cult has its way – they let the Benevolent Seigneurs do their bidding through blackmail or bribery. 
  The priesthood of Ozolba is opposed to the customs of the nearby City of Vultures, where, 
  according to the Prophecies of Dókh, burial has been forbidden for three centuries, and the dead 
  are devoured by the sacred vultures – a fate reserved for animals and lower beings in Arfel. 
  However, their hatred and rage is focused on Karttekeza, the six-armed, peacock-riding god 
  whose followers rule the Citadel of the She-Sultan. This fortress of marble and alabaster, located 
  only a few hours’ ride from Arfel, has often granted shelter to those fleeing from Arfel, and it is 
  such an affront to the clerics that they have had the city’s southern gate walled off and the road 
  placed under a curse! 
   
   
  
   
  18
  The aristocrats: Only these families – mostly claiming an unbroken lineage going back to 
  Arfel’s foundation over a thousand years ago – actually have citizenship rights in the city-state. 
  They are reclusive, and their residences show few signs of habitation. Most don’t venture out-
  side their doors for weeks or months, and some for years. The older families (marked on the 
  map with a +) are firmly committed to the stifling Necrotic Traditions as a matter of pride, and 
  wear heavy, uncomfortable finery. If a family gives no signs of life for a certain period (*), it is 
  considered to have achieved holiness, and they are thought to possess Ozolba’s favour. Some 
  of the newer, lesser families are more active, and engage in limited trade and diplomacy. 
   
  The Silent Sentries: They are the elite guardians of the deserted upper city, responsible for 
  the peace and safety of the aristocrats and the clergy. The Silent Sentries are indifferent to the 
  fate of the lesser city-dwellers or outlanders, although they are not entirely free from corruption. 
  Most of them stick to the Upper City, leaving the rest to the Benevolent Seigneurs. 
   
  The Benevolent Seigneurs: Absent a formal leader (and since Ozolba’s interests are purely 
  ecclesiastic), Arfel is de facto ruled by a crime syndicate of the strongest. Such a constellation is 
  predictably plagued by persistent distrust, although the Seigneurs hold regular council meetings 
  in an old hall next to the Dream-Obelisk of the Burned Poet (12), and they are united by common 
  interests pertaining to their status, and Arfel’s balance of power. Currently, the six Seigneurs are: 
  • 
  Salwar Afzal the Seafarer (Fighter 4, 13): A young merchant and pirate who has seen a 
  rapid rise in his wealth and fortunes. He belongs to the rising cult of the red god, Ishab-
  Lambar, and lets it known that as the god’s power grows in the coastal city-states, those 
  who stand with him are sure to be rewarded. 
  • 
  Rahman Rasheed Uthman (Fighter 2, 5): An older merchant who has been known for a 
  heavy-handed approach, he is now seeking grooms for his grown daughters, both of 
  whom have rejected or driven off several previous candidates. 
  • 
  Zaida-Shura (Assassin 5, 14): Based in the Cameleopardalis Tea House, she is the 
  grandmistress of a society of assassins, sought as unaligned outsiders in the City of Vul-
  tures. Zaida-Shura is allied there to Lady An-Raydn, the leader of the mercantile faction 
  based in the Market of Uugen, doing a brisk trade in fenced antiquities and prized materials. 
  • 
  Nezham Omaar the Alleyway Lord (Fighter 3, 18): A common but shrewd criminal in 
  charge of a gang of street toughs and breaklegs. He is recognisable for his long dough-
  face still bearing the red marks of a whip, and his splendid blue garments. 
  • 
  Hyemélkshú (Thief 2, 11): A supposed holy man, popular on the streets, lording over a 
  band of robber-cultists based around the Demon Steps. These crazy, bird-masked fanat-
  ics dedicate themselves to the memory of the Burned Poet, Duri ibn-Ghuti, and call 
  themselves his legacy’s guardians. 
  • 
  The Scarlet Man (doppelganger, 15): Based in a deserted caravanserai, the Scarlet 
  Man and his gang are only discussed in hushed whispers, if at all. He is a scare story to 
  warn unruly children, the subject of macabre tales and wild rumours. He has long lost his 
  interior control over his appearance, and become a perpetually shifting, amorphous 
  shape resembling red, molten wax. He spends most of his time withdrawn to his under-
  ground oil tank, preferring not to emerge into the painful outside world. 
   
  
   
  19
  The Three Cities: Arfel is demarcated into three parts, which almost seem like different cit-
  ies (Ozolba’s temple-complex is consistently left out of this grouping, as if its existence was 
  better off glossed over). 
  • 
  The Upper City, encompassing the noble residences, makes up over half of the effec-
  tive city territory, while having perhaps one tenth of its total population (naturally, an es-
  timation without basis in demonstrable fact). It is orderly and neat, but mostly deserted, 
  save for the occasional servant scurrying to or from a specific residence. Groups of 
  priests chant blessings on passersby and the houses. The streets are windy, and even 
  patrols of the Silent Sentries give Ozolba’s disciples a wide berth. A group walking here 
  stands out like a sore thumb. 
  • 
  The Lower City is Arfel’s port and bazaar, a pocket of antique high-rises bustling with life 
  and revelry. This part of the city is lower than the rest (although, curiously, the sea is not – 
  a trick of perspective or a peculiar sorcery?), and rather claustrophobic – bordered by the 
  massive walls of the temple-complex from the north, the Demon Stairs from the west, and 
  walls from the south, leaving only a tiny, if busy harbour, it has no other exit. 
  • 
  The Outer City, as its name suggests, lies on a plateau outside the city walls, and its 
  formal jurisdiction. Four informal, although discreetly guarded gatesways cut into the city 
  wall allow entry and exit. It is a lawless territory where might makes right, and the Be-
  nevolent Seigneurs hold sway. Yet, its chaotic alleys and unruly buildings are not neces-
  sarily poor nor joyless, and the plateau affords a certain safety from the perils of the 
  wasteland, as long as one pays his dues. 
   
  The Cats: Although they are not mentioned in travelogues, and command little attention, 
  cats are a common sight in Arfel. Strays from helpless kittens to proud alley cats dwell in the 
  weed-choked courtyards and abandoned pleasure gardens, and among the cracks of the 
  crumbling edifices. They hunt in packs, and beg for scraps and milk in large groups (under 
  the right circumstances, these swarms could devour and skeletonise a careless man). The 
  cats know ways unknown even to the city’s inhabitants, and if they were talking, they could 
  tell much about lost secrets. The cats have a particular hatred of cat-catchers, pariahs who 
  live in the Outer City, and do gruesome things to their careless kin. The cat-catchers know 
  this well, protecting themselves from the cats’ vengeance with thick walls and posted guards. 
  FH FH FH FH FH FH FH FH FH FH FH FH␣
  A Brief Guide to Arfel 
   
  1. City Gates: A motley crew sponsored by the Benevolent Seigneurs mans the walls and 
  gates. They are a mixed company, consisting of each Seigneur’s representatives due to a 
  mutual lack of trust. Passage 1 gp per man or beast, 5 gp per vehicle. Shady types lurking 
  near the gates sell “protection from Ozolba’s priests” for 5-15 gp (worthless racket). 
   
  2. Southern Gate: This archway has been walled up. The road between the ancient obelisks 
  lies abandoned, since caravans now take a detour to enter from the west. The ruins of a car-
  avanserai are the lair of a ghast and 18 ghouls. 
   
  3. Cliff Paths: These treacherous paths to the plateau are used for smuggling, and to avoid 
  the notice of the city’s upper classes. The southern path is controlled by Nezham Omaar, 
  while the northern one is administered collectively by the Seigneurs. 
   
  4. Port: Even the Silent Sentries are present in Arfel’s larger – and safer – harbour. There is an 
  entry cost of 5 gp/boat and 1 gp/person; more for large vessels. The guarded central pier is in 
  use by the Caravanserai of Extennos, and only available to its clients (+1 gp surcharge). Ex-
  tennos, the head of the family, is “indisposed”, and his wife Pallidia (Thief 3) runs the business. 
  In truth, Extennos has long been dead, laid to rest in his room to avoid Ozolba’s laws. 
  
  20 
   
   
   
   
  5. Rahman Rasheed Uthman: A rare exception in the Upper City – the merchant’s abode is rea-
  sonably lively and open, so much so that the neighbours have started complaining. However, with 
  Uthman’s control over rare spices and preservatives, he feels safe from the priesthood’s clutches. 
   
  6. The Court of Berkati Miir: A shady, fresh-smelling little forest within the walls. Here are the 
  backdoors of two noble residences, none of whose inhabitants have ventured outside in quite 
  a while. A small side building is in use by a company of freelance thieves. 
  
  21 
   
  7. The Court of Quadir Jamal Miir: A dense and surprisingly dark park with twisting paths 
  among the old trees, tumbled statues, and multiple small pavilions. Peacocks run wild here, 
  long forgotten by their former owners. The Mutated Statue, a magical enigma, shows a dif-
  ferent grotesque appearance every day. 
   
  8. The Plaza of the Necropolis: This place is oversized, dusty, and desolate. To the two 
  sides stand the storehouses and barracks of the Silent Sentries, with two rows of obelisks 
  between them. The exterior faces of the buildings contain prayer cells, where huddled ascet-
  ics recite their litanies in endless monotony. The most devout are properly necrotic, silently 
  shrivelling into dried meat under the merciless sun. 
   
  9. The Temple-Complex of Ozolba: The unadorned, geometric surfaces of this massive 
  necropolis lend it an appearance of awe and menace. The doors are always open, for 
  Ozolba always welcomes the dead. Describing the hallways and chambers of the temple-
  complex, which forms a single level, is beyond the means of this publication; thus, only the 
  names of the main areas are listed: 
  • 
  The Gateway Halls 
  • 
  The Cryptic Necropolis of the Accursed 
  Corpse-Eaters 
  • 
  The Oubliettes of Many Stairs 
  • 
  The Forlorn Catacombs 
  • 
  The Piping Cells and the Two Galleries 
  • 
  The Inner Pathways of the Charnel God 
  • 
  Catacombs of the Crawling Bones 
   
  10. Tower of the Death-Watch: The only tower left standing from Arfel’s early cycles, and 
  said to conceal a secret from the ancient days. This structure is inhabited by Zirak Naram-
  Sin (M-U 6), a powerful ally of the zombie-god. Originally of Khosura, he has been known to 
  deal in the wisdom of the distant stars as well as mystical objects, which he sells from the 
  curio store on the lower floor. Zirak Naram-Sin is guarded by three black onyx lions. 
   
  11. Dream-Obelisk of the Burned Poet: A simple, old obelisk is dedicated to the memory of the 
  poet Duri ibn-Ghuti, who had burned himself here on a pyre after his beloved was dragged away 
  by the priests. His songs were lost with him, and only a few fragments – considered to be perfect 
  – remain. Unsurprisingly, the priesthood has been trying to tear down the stone ever since, but in 
  this one field, they have been beset by unexpected resistance, and eventually, a fanatical robber-
  cult has sprung up to protect the site. The obelisk is located in a courtyard surrounded by high 
  walls, and it is sooty from the smoke of oil lanterns constantly burning around it. Hyemélkshú’s 
  crazed, bird-masked followers guard the place day and night. A columned resting hall beyond the 
  courtyard serves as the occasional council room of the Benevolent Seigneurs. 
   
  12. The Demon Steps: Ancient stone steps predating Arfel’s foundation form two zigzagging 
  stairways leading down to the Lower City. The stonework is decorated with faded faces bearing a 
  variety of different expressions. The stairs are swarming with beggars, lepers, peddlers hawking 
  their wares, prostitutes and sellswords (mostly thieves and brigands). A row of book merchants 
  sell copies of Duri ibn-Ghuti’s remaining works (essentially scraps), and numerous other scrolls 
  and pamphlets – 1:3 of an interesting find, further 1:6 of magical work. This area is controlled by 
  Hyelmékshú’s bird-masked fanatics, who stand guard here and there like motionless statues. 
   
  13. The Trading House of Salwar Afzal: A small, fortified compound swarming with burly, 
  tough-looking men. Bustling warehouses at the bottom, arrow slits on the floors above, and 
  Salwar Afzal’s splendid, if utterly tasteless quarters under the cupola on the top. The mer-
  chant’s bearded visage decorates several banners in silhouette. 
   
  14. Cameleopardalis Tea House: A multi-level building filled with gossiping locals; curtained 
  niches and separate corners for discrete conversation – higher up, sleeping quarters with 
  barred windows overlooking the alleys. This is an excellent place for sleep, clandestine meet-
  ings, and business both legal and illicit. Zaida-Shura, middle-aged and clad in blue robes, is 
  a pleasant conversationalist and a shrewd bargainer, but also a skilled assassin in her own 
  right. (She would never poison her tea!) The tea house is filled with secret passages, sliding 
  panels and escape routes, known only to her and her immediate underlings. 
   
  
   
  22
  15. The Catoblepas Caravanserai: This building had lain abandoned after the southern gate 
  was walled up and interdicted, until it was claimed by the Scarlet Man and his gang. There is a 
  cool, now empty courtyard, mostly deserted warehouses, while the living quarters are inhabited 
  by lurking killers. A fire burns constantly in the ramshackle tower. The Scarlet Man finds relief 
  in his custom-made oil tank, located in the cool cellars where the cisterns were. 
   
  16. The Cistern of Ukral Morkat: A colonnade surrounds a courtyard where water springs 
  from a carved mule’s head. This place is associated with a mystery, although it is a forgotten 
  one. Still, it is a serene, peaceful location with good-tasting, cool water. 
   
  17. The Port of the Covenant: This smaller but busier port is under joint control by the Sei-
  gneurs. The main pier is guarded, and a tiny watchtower has been erected at the end; even so, 
  thievery is commonplace. Entry is 3 gp/boat and there is a disembarkation fee of 5 sp/person. 
  There are always dense crowds here, with a lot of jostling, haggling, hawking, and pickpockets. 
   
  18. Nezham Omaar’s Mansion: The Alleyway Lord’s badly built, gaudy dwelling has closed 
  shutters, neglected terraces and absolutely tasteless plasterwork. The banner of a bull’s 
  head flutters over the gate. Loitering, bored toughs – ruffians with scimitars and colourful 
  clothes – harass passersby for fun. 
   
  19. The House of Baadi Aziz: A small, fortified house with a tree-flanked portal, belonging to 
  Arfel’s wealthiest cat merchant. Shelves over shelves with mummified cat heads, cat heads in oil, 
  in ointments, shrunken or cleaned to the bone. The corpulent, jowled Baadi Aziz (Thief 2) has 
  hired a heavy guard of mean, moustached guards to protect himself and his thriving business. 
   
  20. Tanzonik, He Who Looks: This adobe building hanging precariously over the cliffside is 
  inhabited by a holy dervish and his disciples. All Tanzonik does is sit cross-legged and watch 
  the wastelands with his empty, black eye sockets, which he has been doing for 170 years. 
  He is fed and cared for by his followers. 
   
   
   
   
  
   
  23
   
  
  24 
   
  
  25 
   
  :::: Erillion, West :::: 
  presents the second half of the hex key to the Isle of Erillion mini-
  setting (general writeup in Echoes #02, first half in Echoes #03). 
  This part describes the wilderlands on the western half of the island, and the hex coordinates refer 
  to the map included with the previous issue (only the area under discussion is depicted on the map 
  to the left). All this is mostly wilderness: there are no major settlements west of the city of Baklin, 
  and even Tirwas, the largest extant town, is a small place. Instead, civilisation in these lands is 
  found in the vicinity of small manor houses and forts. 
  Feudal lords here are more powerful and capricious, underlings more accustomed to harsh 
  treatment and obedience, and it is sometimes said even the nights are darker in the endless for-
  ests. Unlike Erillion’s traditional liberties, life here hews closer to the norms of the Twelve King-
  doms. Indeed, the coastal settlements around Tirwas were once a part of this divided realm, and 
  there are many who have little loyalty to the prince of Baklin and his taxmen. Likewise, many 
  petty lords in the Twelve Kingdoms would gladly claim these lands as their own, if only an oppor-
  tunity presented itself. 
  As before, the following hex key is only a starting point, left for personal interpretation and 
  expansion. Many locales are left briefly sketched out, and there is a lot of space for the GM to add 
  new terrain features, ruins, and forgotten wonders. A few locations will be forthcoming in future 
  issues of this zine, but aside from the town of Tirwas (presented in the next issue), they may be 
  safely located where the GM please, or replaced at his or her discretion. 
   
  A peculiar mystery associated with the lunar cycle, this path is 
  lost in the wilderness. Those who would undertake this pilgrimage 
  must start their journey from the standing stone next to Helmorak (0601), and visit the black lu-
  nar stones in the following order: 0702, 0903, 1203, 1404, 1704, 1903, and 2002. They will receive 
  guidance in the form of a black dog, who will show the way and walk before them. The dog starts 
  at 1 HD and grows by 1 HD at every station; at the end of the pilgrimage (8 HD), it will try to 
  devour its companions. Significantly straying from the path or pausing for more than one day 
  voids the journey. Those who follow the entire Lunar Path to its concusion receive +1 Wisdom 
  and +1 on a random saving throw, and can pass through a portal into the world of dreams. 
  The Lunar Path has an additional mystery associated with it: those on the way have 50% to 
  cross paths with the Wandering Glade, an enchanted forest which periodically appears at different 
  points of Erillion (roll 1d8 to determine the segment of the pilgrimage where it happens). The 
  exact movement patterns of this labyrinthine woodland were only known to the ancient druids, 
  now long extinct. Walking the Lunar Path is the most reliable way to enter it. The Wandering 
  Glade will be described in a later issue. 
   
  A mountainous island of dormant volcanoes west of Erillion. 
  Once known for its silent mountains, inhospitable terrain and 
  strange relics from a bygone age, it has gained a reputation for spirituality. Dozens of persecuted 
  cults and religious movements, mostly from Kassadia, have found refuge on the island and estab-
  lished self-ruled communities. Most attempts have ended with failure, and the pilgrims’ return to 
  their homelands, but 2:3 of all encounters with men are still with pilgrims or settlers of some kind.  
  Q␣Q␣Q Q Q Q Q Q Q Q e Q Q Q Q Q Q Q Q Q Q
  This article 
  The Lunar Path 
  The Isle of Trials 
  
  26 
   
  
   
  27
  0106 Terraced farms lie fallow, and the ruined walls of 
  Orthain, a village fortress stand as a memorial to the 
  war within the Twelve Kingdoms. Caught in a feud 
  between two of its petty princelings, Orthain was put 
  to the torch so it could benefit neither, and its people 
  fled to seek a new life elsewhere (0212). 1:3 of some 
  activity within the ruins: pirates and merchants alike 
  still use the place to replenish their stocks of water 
  and undertake repairs – or to strike illicit bargains. 
   
  0208 A decaying longhouse consumed by moss. At 
  night, shivering forms (4 wraiths) try to warm them-
  selves by the flames of a cold ghost-fire. Those who 
  venture closer are invited to join, and offered a 35 
  gp silver torc: but those who take this boon have 
  accepted the bond of the undead warlord Remillik 
  the Skarl, and must visit his court below the sea (at 
  0403) to offer company and gifts! 
   
  Wraiths (4): HD 5+3; AC 4; Atk touch energy drain; 
  Spec silver or +1 to hit; ML 9; AL LE. 
  Hp 
  23 
   
  19 
   
  23 
   
  21 
   
  0212 A community of eight reclusive hedonists and their households, moving from Kassadia to 
  this remote location, have built a settlement on the ruins of a looted monastery. Here they live a 
  life of ease and contentment, protected from raiders by the monastery’s thick walls and well-
  stocked cellars. Only merchants selling exlusive wares are welcome, and never with an armed 
  escort. The hedonists’ needs are served by outcasts from the village of Orthain (0106), who live 
  in meagre huts at the foot of a cliff. Their former leader, Illamor (Fighter 3), has been trying to 
  find the hedonists’ source of wealth, with no luck. 
   
  0213 9 worgs have devoured Rennogard of the Golden Mouth, but his will prevailed: he lives 
  on within the pack, and speaks and sings in their howls (as a 6th level Bard). Rennogard’s cot-
  tage lies abandoned now, although there are signs of recent visitors. 
   
  Worgs (9): HD 3+3; AC 6; Atk bite 2d4; ML 8; AL NE. 
  Spells (as Rennogard): 3/3; 1: acclumsed ode (-25% MV, -1 initiative, -1 to hit, 10%/r of drop-
  ping items), calm aire (soothes anger and agitation while sung), faunacare warble (heal animals 
  1d6 Hp/r, 1r/level); 2: freebody strain (removes magical slowness/paralysis, +1 Str, Dex while 
  singing), thornhedge refrain (4’ hedge, 2d2 Hp/round, cut through in 4 rounds). 
  Hp 
  18 
   
  14 
   
  20 
   
  15 
   
  16 
   
  19 
   
  16 
   
  18 
   
  21 
   
  0303 Peaceful island-dwellers known for the prevalence of caveman blood search the coast for 
  precious amber, or mine milk-shale in the gentle foothills. They live a simple and egalitarian life, 
  now greatly disturbed by the newly built monastery on the island. Gillon Stone-heart (Cleric 4) and 
  24 fanatical monks, worhippers of Kurlakum of the Seven Misfortunes and followers of the cult of 
  Barzog (q.v. 1908), have enslaved the island’s populace, and put them to work on reckless con-
  struction projects. The monks are working on erecting an evil temple under their monastery, and 
  hope to gain the powers of the Stone of Wollek Thane, a lost runestone of legendary origin. 
   
  
   
  28
  Gillon Stone-heart: Cleric 4; AC 2 (plate and shield); Atk footman’s flail 1d6+1; Wis 14; ML 11; 
  AL CE; scroll of the maleficient manifestation (grows four extra arms, all armed with mur-
  derous weapons, must roll system shock to survive after spell expires). 
  Spells: 3+1/2; 1: cause fear, command, cure light wounds, light; 2: chant, spiritual hammer. 
  Hp 
  16 
   
  Monks (24): Fighter 2; AC 4 (chainmail, shield); Atk footman’s flail 1d6+1; ML 9; AL CE. 
  Hp 
  14 
   
  8 
   
  10 
   
  12 
   
  11 
   
  4 
   
  18 
   
  14 
   
  11 
   
  3 
   
  9 
   
  8 
   
  13 
   
  10 
   
  2 
   
  11 
   
  7 
   
  15 
   
  7 
   
  14 
   
  3 
   
  14 
   
  11 
   
  2 
   
  0312 A type VI demon roosts in the crater of an extinguished volcano. Here, in a round pavil-
  ion, it guards a fallen stone ankh. The demon challenges valiant heroes to single combat: it 
  will let them visit the shrine and depart in peace if they wound it twice, but will slay them if 
  they are unsuccessful, or if the single combat rule is broken (in this case, it will use its gate 
  ability). A character begging the demon for mercy will be allowed to live at the cost of extin-
  guishing six noble souls and dedicating him- or herself to the cause of Evil. Such a character 
  can become an anti-paladin at the completion of the task. The demon possesses no treasure 
  due to the bargain which binds it here, and is extra resentful for it. 
  A Good character visiting the shrine gains 25% of the XP required for the next level, 
  while a Lawful Good one gains 40%. A Lawful Good Fighter (of any subclass) can convert to a 
  Paladin, and have his ability scores raised to fulfil the requirements. For every point so 
  gained, 20% more XP must be earned for the next experience level. Neutral or Evil characters 
  may convert to the cause of Good, but the latter must atone for their former life afterwards. 
   
  Type VI Demon: HD 8+8; AC -2; Atk enormous sword +1 1d12+1 or flaming whip; Spec flames 
  4d6 Hp, darkness at will, spells, +1 or better to hit, ½ damage from cold, electricity, fire, and 
  gas; MR 70%. 
  Spells: fear, detect magic, read magic, comprehend languages, detect invisibility, pyrotechnics, 
  dispel magic, suggestion, telekinesis, symbol, gate (70%, 80% type III, 20% type IV demon). 
  Hp 
  45 
   
  0403 UNWOLD The barren lands around this coastal village provide little grain; fish is the main 
  export, and some good shipbuilders also ply their trade. Found on top of a steep cliff above the 
  clustered huts and narrow alleys, Unwold Manor is ruled by the widowed, increasingly senile 
  Lady Sharbra (Ranger 5). Several younger fortune seekers have gathered around to exploit the 
  lady’s weakness and win her hand, not to mention her inheritance. These “suitors” are Sorgel the 
  Violet Knight (Fighter 3), Heddar Wyrmslayer (Fighter 4), Pavone of Zok (Thief 2) and Fuldon 
  the Gallant (Fighter 3), all reprobates and cheats, who spend their days gambling, drinking, and 
  wooing the lady. Captain Borgen (Fighter 1) is the inexperienced leader of the local soldiers, 
  appointed after his predecessor’s fall from the manor tower. It is rumoured that Remillik the 
  Skarl, a long-dead Northman warlord, holds court in his watery grave below the sea – and un-
  known to all, it is only his love Lady Sharbra craves. 
   
  0404 MORKUND: Even wood must be brought to this barren island of shepherds and cottag-
  ers. The water has a foul taste, and the inhabitants are sickly. Lord Morkund (Fighter 3) is 
  heartbroken and lonesome, having locked his past and former pirate companions in the deep 
  cellar below the manor… recently, he has started hearing rattling and scratching noises from 
  behind the walls. The lord’s only son, Riel Morkund is said to have “left for the big city”; he 
  has in fact become a notorious bandit (0904). 
   
  
   
  29
   
   
  0408 Goat paths converge on a steep cliff besieged by the sea. At night, the vision of an 
  enormous disembodied eye draws the gaze of travellers. Someone who would climb the cliff 
  and withstand its gaze (save vs. magic) shall see the vision of Erillion, left behind by men and 
  retaken by nature, and realise that this image could be both a distant past and a possible fu-
  ture. The character can also learn a random one-use druid spell for every second level of ex-
  perience (1/2 experience level determines spell power). Those who fail their save see nothing, 
  and awaken the next day without rest. 
   
  0411 Looted and ruined farmhouses on a plateau overlooking the sea. The remains of an 
  enormous serpent statue lie half-covered by debris. Twenty pilgrim families have recently ar-
  rived to restore the settlement, and claim it in the name of The Spiritual Narcosis (a minor 
  Kassadian heresy). Hiding among them is the thief Cuollagh (Thief 4), who carries the 2800 gp 
  crown of a dead overlord… 1:2 he suspects the characters to be on his trail, and tries to rile up 
  the pilgrims against them. 
   
  0412 The statue of an enormous basalt serpent overlooks the bridge leading to the mainland. 
  Under the timeless structure is a fire bowl, now filled with earth and saplings. 1:6 of a chained 
  human sacrifice, left here for the blood eagles by one of the island cults. 
   
  Blood eagles (5): HD 3; AC 6; Atk beak 1d6 + drain or 2*claws 1d4+1; Spec blood drain 1d6 
  Hp/r; ML 7; AL NE. 
  Hp 
  3 
   
  16 
   
  9 
   
  11 
   
  19 
   
  0509 20 berserkers, outlawed from their homeland, have erected a temporary shelter behind a 
  crumbling circular wall. They spend their time wrestling and quarrelling, and raid only occa-
  sionally. 1:3 they have a captive they are tormenting. They have amassed 350 electrum, a 400 
  gp necklace, and a 2000 gp brooch – the lost, unique diamond-class Order of the Starstone, 
  issued to Captain Rimalgon of Baklin, and lost on his expedition to the northern lands. 
   
  Northman berserkers (20): Fighter 2+2; AC 7 (furs, shield); Atk 2*battleaxe 1d8 or javelin 1d6; 
  Spec fight until -5 Hp; ML 12; AL LE. * has a necklace of 30 platinum coins, won in wrestling. 
  Hp 
  9* 
   
  9 
   
  8 
   
  17 
   
  7 
   
  12 
   
  17 
   
  15 
   
  18 
   
  14 
   
  9 
   
  18 
   
  12 
   
  10 
   
  11 
   
  16 
   
  18 
   
  12 
   
  12 
   
  15 
   
   
  
   
  30
  0511 TOL TAZELOTH: Incessant winds and mighty waves buffet this rocky island, the site of 
  a small port village clinging to the citadel of Tol Tazeloth. Once held by the great pirate, 
  Johno Bonifaces (who has been reputedly buried here anonymously), it is now ruled by Lord 
  Virmgard the Besieger. He holds court in a hall lively with music and song, for the old veteran 
  rewards tales of heroism with generous gifts.  
  Five empty chairs, marked with a single rose each, are set aside to remember the lord’s 
  adventuring companions, lost to legend while he lived to an old age: the Lady Izanoxin, ruler 
  of Castle Sullogh; Niblott of the Golden Seal, magician extraordinaire; Ballodrac the Minstrel; 
  Ishamarg the Silent One; and Sparkthrower Selena the Grey. 
  Tol Tazeloth’s dungeons – beneath understores holding supplies to last a year – are under 
  lock and key, for revellers who had snuck down there for extra booze had sometimes been lost. In 
  a locked and warded section, there lies the laboratory of the citadel’s ancient builder, Chlorax 
  Purple-Blood (with a fabulous collection of pressed butterflies, and a sandalwood box reputed to 
  hold the soul of a monarch); a singing gargoyle whose whistling is a clue to further enigmas; and – 
  through a dry well – a gateway to the basement of the Nine Doors Tavern in the City of Baklin! 
   
  0512 The Serpentyle Bridge – its name a modern invention – is a massive stone bridge linking the 
  Isle of Trials and the Isle of Erillion. Left over from ancient times and decorated with motifs of 
  serpents, it is a famed battleground, and a landmark seen from a distance. 1:6 of a band of pirates 
  threatening to drop rocks on passing ships to extract a ransom, 1:6 of an armed ship from Tol 
  Tazeloth looking for signs of piracy. 
   
  0513 A giant oak tree overlooks the seas, bearing countless cuts and carved inscriptions. 35 
  orcs have set up a tent camp here under Lieutenant Shakbrak (*), with 3 hell hounds on leash. 
  They are looking for opportunities to expand in this area and establish an outpost. Under the 
  tree, in a burial vault surrounded by its roots, lies the glass-steel coffin of Immerlon, the Sick 
  Prince. His rule brief and unhappy, he was buried along with the dragonblade of Kor (black +3 
  bastard sword – it has a beguiling effect on black dragons, who seek out and follow its wielder 
  with a strange obsession). 
   
  Orcs (35): HD 1; AC 6; Atk flail 1d6+1 or hand axe 1d6 or spetum 1d6+1; ML 7; LE. 
  Hp 
  6 
   
  8 
   
  4 
   
  5 
   
  4 
   
  7 
   
  7 
   
  6 
   
  7 
   
  8 
   
  2 
   
  1 
   
  3 
   
  2 
   
  8 
   
  7 
   
  8 
   
  4 
   
  1 
   
  2 
   
  8 
   
  8 
   
  3 
   
  4 
   
  4 
   
  6 
   
  5 
   
  5 
   
  8 
   
  3 
   
  6* 
   
  5 
   
  7 
   
  2 
   
  6 
   
  Hell hounds (3): HD 4; AC 4; Atk bite 1d4+3; Spec fire breath 4/2 Hp, surprise on 4:6, surprised 
  1:6, locate hidden/invisible 1:2, immune to fire; ML 7; LE. 
  Hp 
  4 
   
  24 
   
  14 
   
  0601 HELMORAK: The rich landholders of the village have bought out the last Helmorak of 
  the impoverished line, and converted his manor house into their council building. However, 
  they have found no able militia to replace the former guards, and the village has been left 
  mostly defenceless – not to mention their plans for self-sufficiency have been beset by a series 
  of failures and accidents. Huorlan Helmorak (Fighter 3), the former heir, is looking for adven-
  tures in the wide world, served by his remaining retainers, Leptar the Blind (M-U 2, pursued by 
  the faerie) and Ratesco the Toad (Thief 1, pock-marked visage). 
   
   
   
  
   
  31
  CVVVVVVVVVVOVVVVVVVVVVC␣
   
  The Cackling Cur Society: Unknown to either the new tenants or Huorlan, Helmorak Manor had 
  been the traditional seat of The Cackling Cur Society, one of the three criminal organisations on 
  the Isle of Erillion, and equal partner in the Combination, the pact of non-aggression and coopera-
  tion between these parties. Thus, the head of the Helmorak family was, by tradition, the Grandfa-
  ther of Assassins – until the recent disappearance of all the society’s members. For some reason, 
  Huorlan, brought up by his distant uncle, never knew, and he had only seen his old family nest 
  after he received news of his old man’s disappearance. 
   
  The black dog runs at night: An ancient black stone on the village border is carved with the image 
  of a dog. This is the beginning of a trail leading east into the forest, and the beginning of the Lu-
  nar Path. Those who embark on the pilgrimage will be met at midnight by a small black dog, who 
  will lead them on if it is thrown a piece of food. 
  CVVVVVVVVVVOVVVVVVVVVVC 
   
  0603 MERKADON: This village, built in a secluded valley over a moor, is noted for its expert 
  woodsmen and rangers… but few know they are the evil kind. They hunt on the edges of the For-
  est of Departures, but avoid its interior, which possess a witchy reputation. Their saying, often 
  repeated in these parts, goes: “Raise no axe on faerie tree; if its blood you take, with your own 
  shall your debt repay”.  
  This ancient conflict between man and forest has recently come to an end with the arrival of 
  Brellonek, He Who Laughs (M-U 9), who had stumbled half-naked out of the forest one day, and 
  claimed the old manor house as his own. The deranged Brellonek is venerated as a living saint, 
  and he has proclaimed “the era of the New Peace”. Ever since, it has been strangers venturing 
  here who have been fed to the thorns and oaks. Brellonek has been buying up the farmland of 
  impoverished farmers in the surrounding villages through Fruskell, a merchant based in Tirwas, 
  and driving out the former tenants with his men. 
  Merkadon has a single pub: The Errant Troll, a smoky shed serving simple fare, and ca-
  tering to the local huntsmen. Proprietor Grisly Gorlank (Fighter 2) has some orcish blood, and 
  his wife, the rapidly aging, unpleasant Muskata (Fighter 1), is Brellonek’s spy. 
   
  0604 Sinkholes in the karst have been fenced off to keep away roving herds of sheep, and 
  straw men hung on stakes to warn travellers. One of the sinkholes leads to a cave system: first 
  a deep lake and a submerged tomb; then, a flooded passage leading to a cavern. 6 wights scoop 
  water on their faces to wash away their sins; ten platinum tubes etched with alchemical sym-
  bols (10*120 gp) filter the dripping water and distil them into potions (three present; another 
  will be distilled every month as long as the tubes are undisturbed). 
   
  Wights (6): HD 4+3; AC 5; Atk claws 1d4 + LVL; Spec drain, silver or +1 to hit; ML 9; AL LE. 
  Hp 
  20 
   
  22 
   
  23 
   
  22 
   
  25 
   
  24 
   
  0606 A band of 19 ogre bandits – 6 adults, 6 ogresses and 5 young – have erected a crude 
  house from sticks and stones. Orc heads are mounted on stakes to warn intruders. Here they 
  fatten kidnapped children in cages, and keep a chained dwarf, Silanor (Fighter 2+2) to mend 
  their items. Their leader, Garsh the Voracious keeps their treasures in a locked chest: 300 elec-
  trum, 400 gp (rare, ancient coins from the time of the druids), a potion of polymorph, and a 
  giant brass cauldron with beaten sun patterns (also druidical). 
   
  Garsh the Voracious: HD 7; AC 5; Atk club 2d6; ML 7; AL CE. 
  Hp 
  30 
   
   
  
   
  32
  Ogres (5): HD 4+1; AC 5; Atk club 1d10; ML 7; AL CE. 
  Hp 
  13 
   
  30 
   
  22 
   
  19 
   
  16 
   
  27 
   
  Ogresses (6): HD 4+1; AC 5; Atk club 2d4; ML 6; AL CE. 
  Hp 
  17 
   
  14 
   
  15 
   
  11 
   
  13 
   
  24 
   
  Ogre lads (5): HD 2; AC 5; Atk wrestling 1d6 or sling 1d6+1; ML 5; AL CE. 
  Hp 
  10 
   
  9 
   
  14 
   
  6 
   
  10 
   
  0608 15 orc troopers, 18 orcs and Lieutenant Zabrak oversee the work of 20 human slaves. They 
  are clearing a long, buried stairway leading to the valley of Mage Tower. This path is long forgot-
  ten by the mages, and the masters of Tol Grannek would like to establish a secret access point for 
  their future plans. Their military camp is small but orderly and well equipped. 
   
  Orc troopers (16): HD 2+2; AC 5; Atk guisarme 2d4 or battle axe 1d8 or javelin 1d6; ML 8; LE. Lt. 
  Zabrak (*) has an alarm horn and wears Agak’s symbol. 
  Hp 
  9 
   
  11 
   
  14 
   
  10 
   
  7 
   
  4 
   
  9 
   
  11 
   
  10 
   
  9 
   
  11 
   
  12 
   
  11 
   
  11 
   
  10 
   
  12* 
   
  Orcs (18): HD 1; AC 6; Atk flail 1d6+1 or hand axe 1d6 or spetum 1d6+1; ML 7; LE. 
  Hp 
  7 
   
  5 
   
  5 
   
  7 
   
  2 
   
  7 
   
  2 
   
  2 
   
  8 
   
  7 
   
  5 
   
  7 
   
  1 
   
  1 
   
  7 
   
  8 
   
  5 
   
  7 
   
  0609 A narrow canyon leads to a small forest among the peaks. Giant butterflies and rainbow-
  coloured caterpillars (harmless, hallucinogenic). Vivanax and Vivanor, two legendary wizards now 
  transformed into elemental forces, play their chess game with living figures on a giant marble 
  board. The prize of the game, which has lasted centuries, is the staff of power, suspended in a 
  force globe. Vivanax is now a cruel face carved into the side of a mountain peak, while Vivanor is 
  a cloud formation resembling a bearded visage. 
   
  Vivanax, earth elemental: HD 16 MAX; AC 2; Atk fist 4d8; Spec demolish stonework, +2 or 
  better to hit, spell immunities; ML 11; AL LE. 
  Hp 
  128 
   
  Vivanor, air elemental: HD 16 MAX; AC 2; Atk winds 2d10; Spec vortex, +2 or better to hit, 
  spell immunities; ML 11; AL NE. 
  Hp 
  128 
   
   
   
   
  
   
  33
  0611 A winding trail bypasses multiple crumbling residential towers, formerly belonging to 
  The Immeasurable Path. This group of mystics had their holy place on the plateau at the 
  path’s end, but they were devoured one and all by “The Plateau Horror”, a chimera. The col-
  umned hall, found among stunted pines and overgrown with ivy, still holds their prophecies 
  imprinted on golden sheets (1600 gp – all fulfilled, and no longer of religious value), and 
  Bronwilt’s basher (footman’s mace +3, grants 18/00 Str, 18 Con and -4 AC when fighting de-
  mons), along with Bronwilt’s shoes, robes, and other mundane relics. 
   
  Chimera: HD 9; AC 6/5/2; Atk 2*claws 1d3 and 2*goat horns 1d4 and lion head 2d4 and drag-
  on head 3d4; Spec 50% of fire breath 3d8 Hp; ML 10; AL CE. 
  Hp 
  34 
   
  0702 15’ black standing stone with the sign of the new moon. The structure absorbs both light and 
  magic in a 10’ radius, 1:6 of extinguishing minor magic items. Tiny, lost shoe, miniature footprints 
  disappearing in the undergrowth. Following the trail leads to a mushroom circle, where disembod-
  ied laughing can be heard. Returning the shoe, a tiny voice declares: “Your reward will not be for-
  gotten! When you return home, you will find your greatest benefactor dead!” Those who would try 
  to attack the source of the voice will be attacked by their own shadows. 
   
  Shadows: HD 3+3; AC7; Atk 1d4+1 + Str drain; Spec drain, +1 or better to hit; ML 6; AL CE. 
   
  0709 MAGE TOWER: Eternal night reigns among the mountains encircling an overgrown 
  park. Killer goblins and giant bats hunt in the dark, and the owls are said to spy on those who 
  venture here. The tower in the middle of the valley is ruled by the archmage Poroxius Vern 
  (M-U 12), his eight apprentices, and a small army of goblins, brigands, and monsters. Those 
  who would learn high magic (4th and 5th level spells) must first visit this tower and undertake 
  a trial. Trials may occur by invitation (sponsored by a M-U or illusionist of high standing, the 
  disciple is summoned to the tower through a magic circle) or on one’s own right (as a personal 
  pilgrimage). The test is not deadly, but there is only one attempt! In our campaign, the tower 
  was represented by Judges Guild’s classic Citadel of Fire. 
   
  0802 Ruined, primitive kilns stand next to a dry riverbed and a drained lake. There is an ill feeling 
  about the area, and minor metal objects rust at a rapid pace. At night, golden light emanates from 
  the kilns, and the mirage of molten metal glitters within. Someone who would bother the metal 
  must save vs. magic, or suffer a heavy curse (can’t bear the touch of metal, -3 to all associated 
  rolls, encumbrance of metal doubles). This place was once used to cast the ancient druids’ golden 
  sickles, and a druid could still fashion one with some work. A miracle smith – if one could be 
  found – could produce magical weapons and armour here. 
   
  0803 Giant bluebell flowers with an intoxicating smell grow in the deep forest. The marble statue 
  of a bearded old man stands on a clearing, raising a crooked staff. Around the figure, stone figures 
  of men lie haphazardly in bizarre contortions. If the Horned Sign is shown before the statue, or a 
  sacrifice is offered, it speaks, revealing the Legend of the Tree: “The seas he cannot view, walls 
  around him rise / His fingers winds caress, his feet in earth cold / Those who walk by him, know 
  not his mighty heart / But the walls shall break, and the truth be told.” This legend refers to the 
  oak tree in Elendir Manor (1910), but what it may mean is not clear. Those harming the statue 
  must save vs. petrification or die after terrible convulsions. 
   
  0806 A tall cliff rising from the forest is home to 9 ogres (4 adults, 3 ogresses and 2 young). While 
  also brigands, they are sworn enemies of the band at 0606. They are, however, allied to dishonest 
  guides, who lure innocent travellers to their lair. They are currently roasting an elf, while also 
  tormenting their chained slave, Niquaf, who has gone insane from having had nails beaten into his 
  skull, and now only repeats his own name incessantly. The ogres own 45 sp, 35 gp, and lots of 
  junk: mouldy tapestries, a hookah currently used as a spittoon, a bent gong, a wizard’s cloak torn 
  into pieces, a sofa, and numerous human and animal bones. 
  
   
  34
  Ogres (4): HD 4+1; AC 5; Atk club 1d10; ML 7; AL CE. 
  Hp 
  18 
   
  20 
   
  14 
   
  23 
   
  Ogresses (3): HD 4+1; AC 5; Atk club 2d4; ML 6; AL CE. 
  Hp 
  17 
   
  19 
   
  24 
   
  Ogre lads (2): HD 2; AC 5; Atk wrestling 1d6 or sling 1d6+1; ML 5; AL CE. 
  Hp 
  9 
   
  6 
   
  0812 80 pirates have made camp around a ruined coastal tower. The crew of the Shrieking 
  Snit, they are making repairs while a smaller expedition is exploring the ruins at 0911, and 
  their captain, Roberto Tartagnus (Fighter/Thief 3/4) is away on business in Baklin. The first 
  mate, Tony Junk (Fighter 5), is a harsh taskmaster, and one of the men has been hanged from 
  the tower for theft. 600 gp worth of weapons, 200 gp spices, 300 gp Kassadian wine, 250 gp. 
   
  Pirates (30/80): Fighter 2; AC 7 (leather, buckler); Atk scimitar 1d8 or axe 1d6 or 2*dagger 
  1d4; ML 7; AL LE. 
  Hp 
  2 
   
  13 
   
  8 
   
  10 
   
  6 
   
  17 
   
  17 
   
  9 
   
  8 
   
  7 
   
  10 
   
  16 
   
  16 
   
  12 
   
  17 
   
  8 
   
  14 
   
  12 
   
  15 
   
  18 
   
  4 
   
  16 
   
  4 
   
  13 
   
  16 
   
  15 
   
  8 
   
  13 
   
  9 
   
  10 
   
  Tony Junk: Fighter 5; AC 5 (chain shirt, buckler); Atk scimitar +1 1d8+1; ML 8; AL CE; 140 gp. 
  Hp 
  38 
   
  0902 Abandoned trappers’ colony. A collapsing pier, decaying cottages, and a half-built long-
  house with the tools still lying around it suggest a sudden abandonment. Several pelts in a 
  completed storeroom have gone to waste, and are smeared with blood and excrement. The 15 
  survivors have gone insane, turned into drooling beasts by the unknown calamity. 
   
  Insane trappers (15): HD 2; AC 8 (furs); Atk club 1d6 or knife 1d4 or hand axe 1d6; ML 9; AL CE. 
  Hp 
  9 
   
  8 
   
  10 
   
  9 
   
  6 
   
  9 
   
  11 
   
  8 
   
  15 
   
  11 
   
  6 
   
  13 
   
  10 
   
  8 
   
  7 
   
  0903 15’ black standing stone with the sign of the waxing crescent moon. It is as if the stone was 
  in a deep, dark pit, even though the ground is flat – the very forests have been bent by the stone’s 
  weird powers. Those who would depart will find themselves returning to the stone. Only those 
  who defeat their doubts about being able to escape this anomaly will walk free – others will have 
  to survive until the arrival of the Wandering Glade (in 1d30 days), which will allow exit into this 
  enchanted woodland. 
   
  0904 The fort of Siub the Goblin King stands at this location. Siub and his people (150 goblins and 
  250 noncombatants) have occupied an old motte-and-bailey structure. Siub, who can eat berries 
  whenever he likes, keeps three human wives, the lost and deeply confused brides of the trappers 
  (0902). The goblins serve the orcs of Tol Grannek, but only reluctantly; Siub knows a secret back 
  entrance to the fortress, which he will reveal to someone who would bring him the fabled golden 
  bow, kept in the mysterious Spider Keep (1804). 600 sp, 260 gp (all ancient coins from the time of 
  the druids), and the arrows of the night (3*, they inflict 2d6 Str, and those who are brought to 0 
  are turned into undead shadows). 
   
  
   
  35
  Siub the Goblin King: HD 3; AC 15 (chain shirt, buckler); Atk footman’s mace 1d6+1 or 2*shortbow 
  1d6 (+3 to hit); ML 6; AL CE; 1000 gp crown, keyring (stolen, keys open various doors in Tol 
  Grannek), silk sitting cushion with gold tassels, root sceptre. 
  Hp 
  17 
   
  Goblins (30/150): HD 1-1; AC 6; Atk shortsword 1d6 or 2*shortbow 1d6; ML 5; AL LE. 
  Hp 
  7 
   
  6 
   
  5 
   
  5 
   
  7 
   
  1 
   
  4 
   
  4 
   
  1 
   
  2 
   
  2 
   
  2 
   
  1 
   
  2 
   
  6 
   
  3 
   
  7 
   
  1 
   
  5 
   
  6 
   
  1 
   
  2 
   
  2 
   
  6 
   
  3 
   
  1 
   
  1 
   
  4 
   
  5 
   
  1 
   
  0905 A dilapidated keep with a crooked tower is the domain of the sickly Argonax the Magician 
  (Illusionist 5). Unnaturally infirm at a young age, he is a refuge from Kassadia, where his experi-
  ments to obtain eternal youth through marrow transfusion had gotten him the reputation of a 
  ruthless maniac. Argonax is aided by 20 men and five reprobates, his assigned heirs – as long as 
  his death will be of natural causes. They are Crogott, Zorlak, Aberan, Patrus and Terexus. Ar-
  gonax’s treasures include “the Eggs of Grollek”, a set of precious gemstones (2000 gp, 300 gp, 500 
  gp, 500 gp, 150 gp), the storytellers’ carpet (the spirits of the dead will sit on it to tell fairy tales), a 
  potion of extra-healing, 3*potions of healing, and 2500 gp. 
   
  Argonax the Magician: Illusionist 5; AC 9; Atk –; Str 8, Int 15, Wis 10, Dex 15, Con 5, Cha 10; ML 
  7; AL NE; blue ring (save vs. death or reduces touched opponents into blue mush, 4 charges). 
  Spells: 4/2/1; 1: audible glam., detect magic, hypnotism, light, phantasmal force*2; 2: hypnotic pat-
  tern, improved phantasmal force, ventriloquism; 3: fear, non-detection. 
  Hp 
  10 
   
   
   
  
   
  36
  Crogott, Zorlak, Aberan: Fighter 3; AC 4 (chainmail, shield); Atk longsword 1d8 or battleaxe 
  1d8; ML 8; AL CE. 
  Hp 
  19 
   
  17 
   
  18 
   
  Patrus, Terexus: Assassin 4; AC 6 (ring mail, shield); Atk longsword 1d8 or 2*dagger 1d4; Spec 
  surprise, backstab*2, assassination 0-1 65%, 2-3 60%, 4-5 50%, 6-7 40%, 8-9 25%, 10-11 10%; PP 
  35%, OL 29%, FT 25%, MS 21%, HS 15%, HN 10%, CW 86%; ML 7; AL CE. 
  Hp 
  13 
   
  14 
   
  Armsmen (20): Fighter 2; AC 6 (ring mail, shield); Atk spear 1d6 or shortsword 1d6 or 2*sling 
  1d4; ML 7; AL N. 
  Hp 
  8 
   
  3 
   
  10 
   
  10 
   
  3 
   
  12 
   
  9 
   
  5 
   
  5 
   
  4 
   
  12 
   
  5 
   
  3 
   
  11 
   
  10 
   
  7 
   
  8 
   
  8 
   
  9 
   
  4 
   
  0907 “Hunting lodge” inhabited by 30 bandits led by Riel Morkund (Fighter 4), the estranged 
  son of Lord Morkund (0404). They only target wealthy travellers, and may provide shelter and 
  assistance for the downtrodden. They would like to claim the riches of Argonax (0905), but 
  consider their numbers inadequate for the venture. The bandits have amassed 400 gp worth of 
  ambergris, 300 gp, and the plunder of a cairn: 500 electrum, a scimitar -1, a footman’s mace -
  1, and a shortsword -2. Riel also has a treasure map to his secret mountain lair.  
   
  Riel Morkund: Fighter 4; AC 2 (chainmail, shield, Dex); Atk scimitar -1 2d4+4; Spec +2 to hit; 
  Str 18/96, Int 9, Wis 11, Dex 16, Con 18, Cha 11; ML 10; AL N; signet ring 440 gp, medallion 
  with lock of hair, embroidered handkerchief. 
  Hp 
  45 
   
  Bandits (30): HD 1+1; AC 8 (leather); Atk hand axe 1d6 or 2*shortbow 1d6; ML 8; AL N. 
  Hp 
  9 
   
  3 
   
  9 
   
  4 
   
  8 
   
  5 
   
  7 
   
  3 
   
  2 
   
  8 
   
  2 
   
  5 
   
  5 
   
  8 
   
  9 
   
  6 
   
  5 
   
  2 
   
  5 
   
  9 
   
  9 
   
  7 
   
  7 
   
  6 
   
  5 
   
  3 
   
  8 
   
  2 
   
  3 
   
  3 
   
  0911 10 pirates from the Shrieking Snit (0812) have landed on the coast to explore the ruins of 
  two ruined structures, but they have only found an indecipherable inscription on a stone slab. 
   
  Pirates (10): Fighter 2; AC 7 (leather, buckler); Atk scimitar 1d8 or axe 1d6 or 2*dagger 1d4; 
  ML 7; AL LE. 
  Hp 
  10 
   
  13 
   
  14 
   
  8 
   
  18 
   
  18 
   
  8 
   
  16 
   
  4 
   
  12 
   
  0911 Poison ivy and innumerable rabbits are found on this forested island. 20 pirates from the 
  Shrieking Snit (0812) are looting a half-sunken ship, drunk on the wine they have found. 
   
  Pirates (20): 
  Hp 
  5 
   
  2 
   
  8 
   
  9 
   
  2 
   
  4 
   
  11 
   
  8 
   
  3 
   
  11 
   
  6 
   
  2 
   
  2 
   
  6 
   
  10 
   
  5 
   
  3 
   
  5 
   
  8 
   
  8 
   
  0913 Reefs surround this island, where a small fort and a village lie in ruins. The walls are 
  dangerous and close to collapse. In a columned hall, Vilix the Demon Woman (a succubus) 
  enjoys the fruits of corrupting the former inhabitants and instigating their deadly civil war. 
  1450 gp spread around colourful carpets; roses, marble well, musical instruments. 
  
   
  37
  Vilix the Demon Woman: HD 6; AC 0; Atk 2*claws 1d3; Spec draining kiss, +1 or better to hit, at 
  will: darkness 5’, become ethereal, charm person, ESP, clairaudience, suggestion, shape change, 
  gate (40%, 01-70 type IV, 71-95 type VI, 96-00 lord or prince); MR 70%; ML 10; AL CE. 
  Hp 
  33 
   
  1001 Birdsong, giant mushrooms, and a crystal-clear brook in an enchanted meadow. A uni-
  corn grazes by a row of broken columns,. This creature is very shy, but even in its tracks grow 
  healing herbs (3d4, 1d6 Hp/application or cure poison/disease). If the unicorn is killed, the 
  meadow rots into a black, diseased foulness. 
   
  Unicorn: HD 4+4; AC 2; Atk 2*hooves 1d6 and alicorn +2 1d12; Spec charge for 2d12, dimen-
  sion door 1/day, neutralise poison on touch, sense enemies, immune to poison, save as 11th 
  LVL M-U, immune to charm, hold and death spells; ML 6; AL CG. 
  Hp 
  21 
   
  1004 15 wolves gorge themselves on a fallen woolly mammoth. The tusks are split, but still 
  worth 500 gp. The gored and crushed bodies of three Northmen are surrounded by broken 
  spears, a crushed horn, and a pulverised drinking vessel. They all wear the mark of Sogmund 
  the Red and “The Brotherhood” on their upper arms. 
   
  Wolves (15): HD 2+2; AC 7; Atk bite 1d6+1; ML 6; AL N. 
  Hp 
  8 
   
  9 
   
  9 
   
  12 
   
  8 
   
  15 
   
  15 
   
  7 
   
  16 
   
  16 
   
  7 
   
  11 
   
  8 
   
  13 
   
  7 
   
  1005 5 beaten orcs are on their way home to Tol Grannek after trying to take the tower by trick, 
  and losing a fight with Argonax’s men (0905). They have found a broken stone statuette of an owl, 
  and are bringing it back to pretend they have done something, and avoid punishment. 
   
  Orcs (5): HD 1; AC 6; Atk footman’s mace 1d6+1; ML 4; LE. 
  Hp 
  3 
   
  8 
   
  4 
   
  5 
   
  2 
   
  1009 NEX: Coastal village of fishermen, woodcutters and the odd craftsman. Foreman Arholt 
  (Thief 2) has brought prosperity to the place through a flowering smuggling network working 
  through the fishing fleet, all under control of the Baklin Thieves’ Guild. However, the village is 
  pressed by bandits from the Highland of Serpents, whose lair could never be found. Nex has a 
  single tavern, The Mighty Mule. Propertior Zubor Hewstone (dwarf Fighter 1) is a retired miner, 
  with a famous fish soup and tall tales about his time at now abandoned northern mining colonies. 
  Two local trouble-makers, Harperic and Haxon, are running a money-making scheme where 
  they join adventuring companies for a share, while staying back and doing nothing. 
   
  1103 A watery bog with ancient menhirs sticking out of the stagnant mire. 26 killer frogs lurk 
  underwater. The menhirs have the following spells inscribed on them: wall of fire, wall of ice, 
  wall of stone. They can be copied into spellbooks, or memorised above normal spellcasting 
  capacity with a successful “chance to know” roll in either case (-15% for each successive spell). 
  On a failure, the character is warped into a repulsive hunchback by cosmic forces. 
   
  Killer Frogs (26): HD 1+4; AC 8; Atk bite 1d6; Spec hop attack +2; ML 9; AL N. 
  Hp 
  9 
   
  11 
   
  11 
   
  12 
   
  10 
   
  11 
   
  8 
   
  12 
   
  8 
   
  5 
   
  10 
   
  7 
   
  6 
   
  6 
   
  12 
   
  11 
   
  9 
   
  6 
   
  12 
   
  6 
   
  10 
   
  12 
   
  8 
   
  6 
   
  10 
   
  8 
   
  
   
  38
   
  
   
  39
  1106 TOL GRANNEK: The hidden citadel-fortress of the orcs sits on an old military road. For-
  merly the stronghold of the knights of Yolanthus Kar, its original owners have been long forgotten 
  due to the notoriety it has gained under its orcish masters. From here, the clerics of the orc god 
  Agak plan and scheme to gain a foothold in distant corners of Erillion, until the island can be 
  fully brought under their rule. Likewise, many slaves captured by the orcs, or sold by dishonest 
  merchants are brought here to labour in the underground mines. Entire dwarven mining camps 
  have been overrun and enslaved by orcish raiders. Frontal access to Tol Grannek’s gates is guard-
  ed by advance outposts and worg-riding scouts. Only orcs and slaves are allowed entrance; unwel-
  come guests are captured outright, or killed by the green-cloaked archers who always employ poi-
  soned missiles. The orcish forces are commanded by Larog the Warlord (Fighter 9), but it is the 
  secretive clerics who truly run the place. Tol Grannek will be detailed in a future issue. 
   
  1107 The Maze of Gnidax: the entrance to the infamous dungeon is blocked by a massive stone 
  boulder, and only a secret word of power can make it move aside (although there may be other 
  ways in). One of the lower levels hides the Super Colossus, a mighty being; and the elusive Gri-
  moire, which always appears at a few steps’ distance from those who would reach for its powers. 
   
  1108 A homestead and hunting lodge owned by Ethalgond, the owner of the Seven Stallions in 
  Baklin (27). Half of his horse herd is kept here, and he uses the place to personally break in the 
  “starwalkers”, the best steeds. Ethelgond’s 32 hunters, “The Galopping Gallants” pretend to be a 
  merry band of blundering misfits, but they are actually watching orc movements in the mountains, 
  and running messages from Baklin to Tirwas. 
   
  Ethalgond: elf Ranger 4; AC 7 (studded leather); Atk longsword 1d8; Spec +4 damage vs. giant-
  class, surprise 1-3, tracking; Str 13, Int 13, Wis 15, Dex 14, Con 18, Cha 12; ML 9; AL NG. 
  Hp 
  38 
   
  Hunters (32): Ranger 1; AC 8 (leather); Atk 2*longbow 1d6 or spear 1d6; Spec +1 damage vs. giant-
  class, surprise 1-3, tracking; ML 8; AL NG. 
  Hp 
  13 
   
  7 
   
  11 
   
  14 
   
  16 
   
  9 
   
  13 
   
  8 
   
  9 
   
  6 
   
  4 
   
  11 
   
  17 
   
  13 
   
  9 
   
  12 
   
  11 
   
  6 
   
  3 
   
  6 
   
  7 
   
  10 
   
  13 
   
  12 
   
  15 
   
  5 
   
  6 
   
  10 
   
  7 
   
  12 
   
  17 
   
  9 
   
  1109 ZEBES: A fishing village with poor farmlands – most of the young men are involved in 
  smuggling or become sailors. Vulan the Fire-starter (Illusionist 4), known for the elaborate spiral 
  carvings he has been carving into the cliffside under his house, has been appointed as the tempo-
  rary village foreman in spite of his local reputation as an unstable kook. Vulan has also been en-
  trusted with the village funds chest, whose location he has promptly forgotten, replacing the valu-
  ables with his illusions. Zebes is involved in a protracted legal battle with neighbouring Nex (1009), 
  whose foreman, Arholt, is accusing Zebes of negligence in keeping the coast road clean of bandits. 
   
  1203 15’ black standing stone with the sign of the waxing gibbous moon. Sharp black rocks 
  (10*arrowheads +1) have been placed as a sacrificial offering. The surrounding forest is heavy with 
  cobwebs, and 2d6 giant spiders always lurk nearby. 
   
  Giant spiders (2d6): HD 4+4; AC 4; Atk bite 2d4; Spec poison, webs; ML 7; AL CE. 
  Hp 
  24 
   
  19 
   
  20 
   
  19 
   
  23 
   
  15 
   
  15 
   
  21 
   
  21 
   
  26 
   
  16 
   
  13 
   
  1207 A stretch of forest devastated by rampaging giants (who come here for wrestling matches) 
  conceals a 60’ fissure. The deep crack hides broken trees, boulders, and the bones of innumerable 
  animals – including 700 gp in mammoth tusks. 
  
   
   
  Zine Conventions 
   
  While much of old-school gaming originates from the same lineage, and its products remain largely cross-compatible, there is much 
  devil in those details. Every table and every party has its own ideas and house rules, and it is a good idea to lay these assumptions out 
  into the open. Therefore, the conventions governing this fanzine are thus: 
  • Unless otherwise noted, the materials published here were designed for Advanced rules. 
  • A thousand gold pieces is worth a small fortune. Monetary treasure is relatively scarce. 
  • Conversely, XP for treasure is gained through squandering it in hedonistic excess (or any kind of lavish spending which has no 
  discernible benefit), with a *5 multiplier. If you adjust the treasure values, adjust the multiplier as well. 
  • Level demographics form a very flat pyramid: low-level NPCs (1st to 4th level) are commonplace, while mid-level ones (5th to 8th level) 
  tend to be outliers – present in most communities, but never numerous. Few NPCs reach more than 9th level, and over 12th is almost 
  unheard of. 
  • Magic is limited to 5th level spells or lower. Magic items are limited to +3. 
  • Fighters can do carryover damage: when fighting grouped opponents, the damage remaining after a killing blow is transferred to the 
  next opponent. 
  • Roll-under morale is in effect (see Morale & Men in Echoes #01). 
  • The gods are limited in their powers, but actively involved in the fate of the world. 
   
  Legal Appendix 
   
  This version of Echoes From Fomalhaut #04: Revenge of the Frogs is done under version 1.0a of the of the Open Game Li-
  cense, below, by permission of Wizards of the Coast, Inc. 
  Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License, below. Open 
  Game Content may only be Used under and in terms of the Open Game License. 
  Designation of Open Game Content: All text containing rules-related content within this book is hereby designated as Open 
  Game Content, subject to the Product Identity designation below. 
  Designation of Product Identity: The following are hereby designated Product Identity, as per section 1(e) of the Open Game 
  License: all artwork, illustrations and maps or other visual references, plot elements, description of geographic features or areas, 
  and all text not specifically designated as Open Game Content, or data derived from OGL licensed material. 
   
  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 
  including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridg-
  ment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" 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, procedures, processes and routines to the extent such content does not embody 
  the Product 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 Identity; (e) "Product Identity" means product and product line names, 
  logos and identifying marks including trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchant-
  ments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, sym-
  bols, 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, royalty-free, 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 
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  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 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on original material by E. Gary Gygax and Dave Arneson. 
  Echoes From Fomalhaut #04: Revenge of the Frogs © Copyright 2019 by Gabor Lux. All rights reserved. 
  Artwork on the cover © Copyright 2019 by Matthew Ray. All rights reserved. 
  Artwork on pp. 8, 12, 29, 32 © Copyright 2019 by Denis McCarthy. All rights reserved. 
  Artwork on p. 22 © Copyright 2019 by Stefan Poag. All rights reserved. 
  Artwork on p. 6 © Copyright 2019 by Andrew Walter. All rights reserved. 
  
   
   
   
  
   
   
   Prestigious Plunder  
   
  2003 
  EMDT 1 – The Garden of al-Astorion + 
  2008 
  EMDT 2 – SWORD & MAGIC 
  EMDT 3 – MONSTERS & TREASURES 
  EMDT 4 – GAMEMASTER’S GUIDELINES 
  EMDT 5 – The Temple of Pazuzu (+) 
  EMDT 6 – Black Blood + 
  EMDT 7 – Sacrificial Lamb # 
  EMDT 8 – Broken Wastes + 
  EMDT 9 – The Unholy Secrets of Protoros # 
  EMDT 10 – Strabonus + 
  2009 
  EMDT 11 – The Menestratos School # 
  EMDT 12 – Sea Lords + 
  2010 
  EMDT 13 – Molonei + 
  EMDT 14 – Isle of the Water Sprites + 
  EMDT 15 – City Encounters # + 
  2011 
  EMDT 16 – Towards Fomalhaut + 
  EMDT 17 – The Temple of Torments # 
  EMDT 18 – The Barbarian King + 
  EMDT 19 – The Main Cities of Fomalhaut I. (+) 
  EMDT 20 – Sea Demon + 
  EMDT 21 – City Encounters II: The Nocturnal Table 
  EMDT 22 – In the Name of the Principle! + 
  EMDT 23 – Below the City + 
  EMDT 24 – Oolar’s Time # 
  2012 
  EMDT 25 – The Blood Drinkers of Yukum # 
  EMDT 26 – Khosura: City State of the Four Myst. + 
  2013 
  EMDT 27 – Trials on Tridentfish Island + 
  EMDT 28 – Feathers of Fire # 
  EMDT 29 – The Ghost City of Arun-Kha # 
  EMDT 30 – The Tower of Manistrid # 
  EMDT 31 – Tempest Dreams # 
  EMDT 32 – The Burial Chamber of Carnaic Arnoc # 
  EMDT 33 – Ratcatcher # 
  EMDT 34 – HELVÉCZIA 
  EMDT 35 – GAMEMASTERS ALMANAC 
  EMDT 36 – Ammertal and the Oberammsbund 
  EMDT 37 – The Accursed Cellar 
  EMDT 38 – Slaughter in the Salt Pits + 
  2014 
  EMDT 39 – Curious Marriage # 
  EMDT 40 – Until Dawn 
  EMDT 41 – Ill-Gotten Merchandise 
  2015 
  EMDT 42 – The Cloister’s Secret # 
  EMDT 43 – The Serpent Girl and Other Stories # 
  EMDT 44 – The Fools’ Feast at Fürochen # 
  EMDT 45 – The True Weapon Cache for the 
  Helvetians’ Delight # 
  2018 
  EMDT 46 – Echoes #01: Beware the Beekeeper! + 
  EMDT 47 – The Barbarian King (REVISED) + 
  EMDT 48 – Echoes #02: Gont, Nest of Spies + 
  EMDT 49 – Echoes #03: Blood, Death, and Tourism + 
  EMDT 50 – Cloister of the Frog-God (HU) (+) 
  2019 
  EMDT 51 – The Enchantment of Vashundara (HU) 
  EMDT 52 – Echoes #04: Revenge of the Frogs 
  EMDT 53 – The Lost Valley of Kishar (HU) # + 
  EMDT 54 – Murderous Devices (HU) # 
  EMDT 55 – The Lost Valley of Kishar (EN) # + 
  EMDT 56 – Echoes #05: The Ench. of Vashundara +
   
   
  # Indicates title written by guest author 
  + Indicates title available in English 
  Q␣Q␣Q 
   
  Table of Contents 
   
  The Technological Table …………………………... 2  
  Revenge of the Frogs ………………………………. 5 
  Arfel: City State of the Charnel God …………… 16 
  Erillion, West…………………………………...…….. 25 
   
  FIJH 
  
SOURCE: textdata/thevault/EMDT First Hungarian D20 Society/Echoes From Fomalhaut/Echoes From Fomalhaut #04/EMDT52 Echoes From Fomalhaut #04E Revenge of the Frogs.pdf