TEXT: Eye of Itral
  Eye of Itral
  Eye of Itral
  Eye of Itral
  FROG GOD GAMES ADVENTURES
  Cat
  Cat’s s 
  Cradle
  Cradle
  SWORDS & 
  WIZARDRY
  COMPATIBLE
  
  ISBN: 978-1-943067-90-9
  Author:
  Author: Ken Spencer
  Developer:
  Developer: Matt Finch 
  Editor:
  Editor: Jeff Harkness
  Art Direction:
  Art Direction: Casey Christofferson
  Layout and Graphic Design:
  Layout and Graphic Design: Charles A. Wright
  Cover Design:
  Cover Design: Suzy Moseby
  Cover Art:
  Cover Art: Adrian Landeros
  Interior Art:
  Interior Art: Brett Blakely, Thuan Pham, Sid Quade
  Cartography:
  Cartography: Robert Altbauer
  Bill Webb, Matthew J. Finch, Zach Glazar, Charles A. Wright, 
  Edwin Nagy, Mike Badolato, John Barnhouse
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  Adventures 
  Worth  
  Winning
  Eye of Itral
  Eye of Itral
  Eye of Itral
  Eye of Itral
  Eye of Itral
  Eye of Itral
  
  2|EyE of Itral
  2|EyE of Itral
  Introduction ......................................................................................................................3
  The Hunt for the Eye of Itral ........................................................................................8
  Into the Salchamp ...........................................................................................................14
  Appendix 1: Rival Characters ........................................................................................ 22
  Appendix 2: Character Backgrounds ........................................................................... 25
  Appendix 3: New Monsters ..........................................................................................26
  Appendix 4: New Items ................................................................................................30
  Legal Appendix ...............................................................................................................32
  Table of ConTenTs
  Table of ConTenTs
  
  IntroductIon
  IntroductIon|3
  |3
  The Eye of Itral is an adventure designed for 4–6 characters of levels 5–7. 
  Characters skilled at finding clues, interviewing (or shaking down) informants, 
  and operating within an urban environment will do best in this adventure, but a 
  short trip outside the city and into the countryside of the Salchamp is called for 
  and allows other types of characters their chance in the limelight. You can use 
  existing characters for this adventure or create ones geared toward an urban 
  investigation style, see Appendix 2: Character Backgrounds for options to 
  add details to your characters appropriate for a noir-style investigation.
  This adventure is an investigation set within the city of Cat’s Cradle, as 
  detailed in the Cat’s Cradle Sourcebook. The centerpiece of the adventure is 
  the eye of Itral, a magical artifact with a mysterious past desired by several 
  powerful people. The characters become involved in the search for the eye, 
  and with some skill and luck, come into possession of it. Owning the eye is no 
  easy task, for the eye does not want to be owned, and since it is an artifact of 
  great power and evil, the option to destroy it is certainly on the table.
  The adventure is intended to be played in a noir style much like classic 
  novels and films of that genre. No drawing-room detectives here, but the 
  characters are cast into a hardboiled drama where they should not trust anyone, 
  maybe not even each other. With the high stakes of high fantasy, there will be 
  plots and plans, double-crosses, chases, and red herrings mixed in among the 
  clues, as well as sharp, short fights. Murder is always an option, and some of 
  the characters’ foes certainly use such violence as a first option rather than a 
  last resort.
  Running a noiR  
  Running a noiR  
  fanTasy advenTuRe
  fanTasy advenTuRe
  Noir is a genre of mystery or crime fiction that places a great emphasis on 
  realism, duplicity, and ambiguity. While this does not seem well suited to a 
  heroic fantasy game, it is largely a factor of adjusting your tone when running 
  the game and encouraging your players to do the same. While you do not need 
  to heed this advice when running The Eye of Itral, it certainly helps to bring 
  the adventure to its fullest potential.
  Realism does not mean an adherence to historical or scientific fact. The 
  realism of the hardboiled detective tale is fairly far from the truth of the day-to-
  day life of a private investigator. Instead, it is an adherence to the motivations 
  and actions of the supporting cast, of the NPCs. People behave as they would 
  in a world where they exist as more than a list of clues they can provide. The 
  people the characters meet have their own wants and needs: they pay bills, 
  they have friends, they love (or hate in some cases) their families. They are 
  not faceless mooks to be slain. The actions of the characters should have quick 
  repercussions: shake down some shopkeepers, and the watch will show up; 
  be too obvious about your investigation, and you will attract the attention of 
  rivals and foes. Likewise, the setting should be gritty in its realism; the streets 
  are a little dirtier, the alleys a little more shadowed, the taverns a little grimier. 
  All should look lived in and not always well kept.
  Trust no one, and keep your blade handy. It should always be expected that 
  people are going to lie to advance their own agendas; the truth should not be 
  easy to reach. Clues the characters find should never be straightforward; part 
  of the fun of an investigation is piecing together the clues and sifting the lies 
  from the truth. Three half-truths provide more fun at the table than one whole 
  truth. This inherent duplicity should carry over into everything you describe 
  to the players; even psychical descriptions should be vague. For example, the 
  mook is as tall as the door, or the box weighs as much as three sacks of flour or 
  so. He went that way is better than he went north. Don’t hold back information 
  — just couch it all in a degree of uncertainty.
  The villains of this tale, both the great and small, have their own motivations 
  and are not in it for the evils. Some are motivated by money, others by power, 
  and a few by religious fanaticism. They see nothing wrong with what they are 
  doing. Indeed, despite their alignment, most see themselves as the heroes of 
  the story. Never present the villains as intrinsically evil. In other adventures, 
  the characters might face dark lords and necromancers who are evil with a 
  capital “E.” The characters should feel some positive emotions about the 
  villains of this adventure, or at least some empathy. The villains are not out 
  to kill the characters; they have their own agendas that might make working 
  with the characters the best option. Likewise, the characters’ motivations for 
  pursing the eye might not be noble, and the actions they take to get it might 
  not be good. Characters in a noir-style adventure should be asking themselves 
  if what they are doing is right or even if the goal is worth it.
  advenTuRe oveRview
  advenTuRe oveRview
  The Eye of Itral takes place over three acts and eight sequences. These 
  acts are broad arrangements of the plot to help guide you through this book 
  and to determine the order of events. The eight sequences are the main plot 
  points that guide the story, although not all of them need be played out to finish 
  the adventure. Tabletop games run from inspired improvisation, so treat these 
  eight sequences as guidelines more than hard rules.
  aCT one: PloTs and CounTeRPloTs
  aCT one: PloTs and CounTeRPloTs
  The adventure opens with the characters coming to Cat’s Cradle, either 
  on their own or as advance agents for Fontaine or Heinrich. Early on, they 
  run afoul of the Watchers of Itral and the fringe cult cell led by Nathar the 
  Unwashed. Along the way, Tasker’s Squad takes a dislike to them. The 
  investigation into the location of the eye continues, and Stabvil is discovered 
  as the best lead turns up dead. The rivals arrive in force, and a cloak-and-
  dagger drama plays out in the streets and alleyways of the city.
  aCT Two: The salT skeleTon
  aCT Two: The salT skeleTon
  Once the location of the eye of Itral is revealed, it becomes a race to get it. 
  (If the characters locate the eye and their rivals do not know, however, it won’t 
  be much of a race.) Naturally, the eye is not in any easy-to-find locale: It is 
  deep within the fossilized remains of the Salt Skeleton. This act is much like 
  a standard dungeon crawl, as it involves an expedition into the wilderness, a 
  descent underground, and a quest for an item. Whoever comes out of the Salt 
  Skeleton with the eye should be the winner, right?
  involving The ChaRaCTeRs
  involving The ChaRaCTeRs
  You can involve the characters in the hunt for the eye in several ways. Which 
  method you choose depends on what type of game you want to run. By default, 
  it is assumed the characters are going to start off working for Elzara Fontaine 
  or Jasper Heinrich. Both employ adventurers, though in very different ways. 
  However, the characters might be an independent force in the hunt for the eye 
  of Itral. Whichever hook you use, keep in mind that the characters should 
  have their own agenda separate from their employer, if not at first, then by 
  the second act. Only one person is walking away with the eye of Itral, and 
  deadly means will be used to make sure of that. For detailed information on the 
  following groups interested in the eye of Itral, see Appendix 1: The Rivals.
  as a fouRTh PaRTy
  as a fouRTh PaRTy
  The characters might be a fourth party seeking the eye of Itral, at least at the 
  start. During the adventure, they may ally with one of the other seekers and 
  throw their lots in together, at least until the sudden and inevitable betrayal. 
  For characters who are independent operatives:
  • Academic, esoteric, or mystical characters may come across references to 
  the eye of Itral and clues that it might be found in the Salchamp.
  • You can place references to the eye throughout your campaign in order to build 
  up to the reveal that it is in the Salchamp and might be tied to the Salt Skeleton.
  • An anonymous patron might hire the characters to locate the eye. (Bonus 
  points if that patron turns out to be Fontaine, Heinrich, or the Watchers of Itral.)
  • Characters who are tied to a good-aligned religious order might be 
  dispatched to locate the eye.
  • Likewise, the same sort of organization might hire the characters to locate 
  the eye, although paladins are notoriously bad at ferreting out information in 
  the back alleys of cities (at least not without overly judicious smitings).
  woRking foR  
  woRking foR  
  elzaRa fonTaine
  elzaRa fonTaine
  Elzara Fontaine approaches the characters through an intermediary well 
  before she plans to arrive in Cat’s Cradle. The intermediary observes the 
  characters from afar, taking note of their abilities and demeanor, and then openly 
  inTRoduCTion
  inTRoduCTion
  
  4|EyE of Itral
  4|EyE of Itral
  approaches them to arrange a meeting with their employer. The characters are 
  invited to a small estate outside of town whose owners are hosting Fontaine and 
  her entourage (the host is thoroughly controlled by Fontaine and is kept hidden 
  away in the attic until Fontaine leaves). Naturally the meeting occurs at night.
  Servants in matching livery greet the characters at the door. Their cloaks 
  are taken and neatly hung nearby, and they are allowed to keep their weapons 
  and armor. All is elegance and taste, and the estate shows signs of having been 
  redecorated. Fontaine waits in a modest sitting room down a short hall.
  elzaRa fonTaine’s offeR
  elzaRa fonTaine’s offeR
  The well-dressed woman rises to greet you, proffering her hand 
  in an elegant manner. She gracefully sits and gestures to the 
  waiting servants who bring you trays of food and drinks, all in 
  small measures so as to better accentuate their splendor. Once all 
  of you have been served, she asks after your health, if you found 
  the house with ease, and if you are planning on spending the night.
  Once the niceties are taken care of, she gets down to business.
  “I have heard of you, that you can be trusted, and that you 
  are more than competent. Trusted is the greatest attribute in 
  my mind; far too many people in this world are not worthy of 
  my trust. Yet you, by reputation at least and appearance for 
  certainty, are ones I can trust. I am but a widow, though with 
  great wealth to support me. My interests are many, and my 
  generosity and charity are unmatched in my homeland. I have 
  come here because my agents determined that an artifact of 
  great power, the eye of Itral, is out and about in the city. This 
  thing, for it truly has no classification, is an artifact that cannot 
  fall into the hands of dangerous parties. The Watchers of Itral, 
  for example, are a dreadful cult that seeks to use the eye to 
  awake the Salt Skeleton. How horrid. 
  I would request that you stop these fiends and any others 
  seeking the eye for their own ends. As for me, I only wish to 
  acquire it so that it can be studied and destroyed. I am not 
  without means or arcane power myself, and I have many friends 
  who can be relied upon for assistance.
  I hope you will be numbered among them. I so greatly wish us 
  to be friends, and if you cannot help me in this matter, at least 
  enjoy a fine meal tonight, feel free to remain as my guests until 
  morning, and be on your way with my blessings and wish for a 
  fine tomorrow.
  If the characters refuse the offer, they are treated to a feast that would be 
  a gourmand’s dream with a hostess well-versed in the social graces and quite 
  knowledgeable about current affairs and arcane lore. If they choose to stay the 
  night, there are comfortable beds, fresh linens, flowers in vases, and servants 
  ready to meet any need. 
  Should the characters accept this offer, they will be well rewarded. Fontaine 
  pays them 1,000 gp each up front to “cover her new friends’ expenses,” 
  provides them a place at her estate, and allows them the use of her followers 
  (save for Rivka) in their search for the eye. She also promises to make sure 
  they are properly rewarded for their honesty and loyalty once the eye is 
  recovered and destroyed.
  “Thank you for proving the faith I have in you. All I know is 
  that there are rumors that the eye has surfaced somewhere in the 
  city. You should be careful in your search, for others want the eye 
  for ignoble ends. I mentioned the Watchers of Itral. This cult will 
  stop at nothing to fulfill its misguided prophecy. I know little else 
  about them. There is another person, not nearly as openly fiendish 
  or evil, named Jasper Heinrich. He wants to use the eye’s powers 
  to make himself a god. Being a vain, greedy, and rapacious man, I 
  shudder to think what he would do with that power.
  suPPoRT
  suPPoRT
  Fontaine prefers to let her agents, in this case the characters, take the heat 
  and do the dirty work. She will not become directly involved with them, but if 
  they are captured or in a tight spot, she sends her vampire spawn to help them 
  out, provided it is after sunset. Rivka is in charge during the day, and she is 
  more proactive and helpful, though she is restrained by her mother’s orders 
  from direct action.
  In addition to providing lodgings that are well guarded, Fontaine is willing to 
  foot the bill for any reasonable requests. As time passes, she acquires contacts 
  and dominated minions among the city’s elite and uses these resources to aid 
  her agents, but only if asked or if she feels it is necessary. She expects regular 
  reports and to see some return on her investment, though she always couches 
  her interactions in friendly terms and appeals to virtue.
  develoPmenTs
  develoPmenTs
  While her charm and persuasive skills are where Fontaine starts, she wants 
  to make sure her new agents are working in her best interests. She makes 
  herself a close friend and understanding confidant for the characters, and 
  retains an appearance of a virtuous person slighted by her evil rivals. She plays 
  as if good, if not lawful, and seeks to discourage violent plans but won’t put 
  up much of a fight if she sees a reward in their success, while at the same time 
  placing any moral blame on the characters (“if that is what you think is best, 
  but I find it distasteful”). 
  The longer they are in her service, the more dangerous it becomes. If she 
  manages to become friends with a character, she avoids using her charm 
  person ability on them. However, those who rebuff her offers of friendship 
  are prime targets. Fontaine’s favored strategy is to have one or two characters 
  emotionally invested in their relationship with her, and one other charmed. 
  That way, if any betrayal comes from the other characters, she has allies within 
  the group.
  onCe The eye is found
  onCe The eye is found
  Should a different faction locate the eye, Fontaine summons the characters 
  to her and demands that they recover it at any cost. She relies on her friendships 
  and other relationships, plays the part of an aggrieved party whose friends do 
  not really care for her, and tries to use all her skill at manipulation to get the 
  
  IntroductIon
  IntroductIon|5
  |5
  characters to act. If that does not work, she relies on magic and her ability to 
  charm them in order to get what she wants. Those who fail her do not receive 
  a reward, and their best hope to avoid becoming her next meal is to become 
  completely under her control. If her minions are defeated and she has no more 
  patsies to put into play, Fontaine retreats when her own personal might is no 
  longer an assurance of victory. She is immortal and is willing to wait and 
  rebuild her power before trying again.
  If the characters give the eye to Fontaine, she rewards them as promised, with 
  an additional 5,000 gp as a thank you for their help. Before they leave town, 
  she, Rivka, and the vampire spawn attack the characters at night, preferably 
  in a secluded place or in their lodgings. If possible, Fontaine attempts to keep 
  them at her estate while setting up the attack. She does not like leaving any 
  loose ends or witnesses.
  Should the characters betray her, Fontaine’s wrath knows no bounds. 
  Despite the fact that she has been using and manipulating the characters, she 
  sees their betrayal as a breaking of a friendship and seeks revenge through 
  whatever methods she can. At first she chooses violence; after that, she uses 
  more subtle methods to hunt them down and get back the eye. It is rightfully 
  hers after all.
  how she inTends To use The eye
  how she inTends To use The eye
  Ever cautious, Fontaine spends the next few decades studying the eye. She 
  uses it sparingly and then only to enhance her growing network of political 
  power. In time she becomes the power behind the throne of a considerable 
  empire: a dark, hidden queen whom the characters will recognize and might 
  feel obligated to deal with.
  woRking foR  
  woRking foR  
  JasPeR heinRiCh
  JasPeR heinRiCh
  Heinrich meets the characters in a “cold call” situation, joining them in a 
  tavern or visiting their lodgings with no preamble. He has only a bodyguard 
  with him, and one whose orders are to remain as unobtrusive as possible. 
  Always polite, Heinrich asks permission to join the characters or to enter their 
  lodgings, handing his cloak and cane to his bodyguard before sitting down.
  JasPeR heinRiCh’s offeR
  JasPeR heinRiCh’s offeR
  After sitting down and gaining some refreshment, Heinrich 
  makes his offer. He is abrupt, matter-of-fact, and very 
  businesslike while not being rude. He sits with his legs spread 
  to take up as much room as possible and holds himself in a 
  powerful pose at all times.
  “My apologies for speaking to you without proper introductions. 
  I am Jasper Heinrich, a wealthy man true, but one of some 
  distinction. My agents have informed me of you, no need to worry 
  for as a rule I do not have people pry into others private business. 
  No, I sent my agents out to locate a group of specialists in the fine 
  art of retrieving lost goods, or should I say forgotten goods? My 
  information suggests that an artifact of great power, the eye of 
  Itral, is abroad in this fair city and that you are the best people to 
  seek out to recover it. Have no fear, the artifact does not belong to 
  anyone; I do not seek to employ you in a theft. No, I need you to 
  locate the eye and make sure that it ends up in my hands. I would 
  employ my own people, but although they are competent, they are 
  not specialists in these sorts of endeavors.
  I am prepared to offer you 10,000 gp as compensation, plus 
  another 500 each for allowing me to barge in upon you today. 
  Expenses will likewise be covered as needed, Perhaps 1,000 gp 
  each as an advance and assurance of my good intentions? The 
  risk should be minimal, the reward great. To allay any fears, 
  I am merely a collector of arcane objects, but I enjoy the chase 
  more than the acquisition. Once safely in my hands I will make 
  sure the eye is turned over to the proper authorities so that it 
  can be disposed of safely.”
  If the characters accept Heinrich’s offer:
  “Very good, very good, allow me to shake your hands. I believe 
  we will get on famously, and to each of our mutual benefits. Now 
  that I know you are willing to take on this assignment, a few words 
  of warning. First, others are looking for the eye. The Watchers 
  of Itral are a vile cult that believes, somewhat erroneously my 
  research has shown, that the eye can be used to awaken the Salt 
  Skeleton. They will stop at nothing — even murder — to acquire 
  the eye. A long-time rival, and I must admit an occasional ally, 
  Elzara Fontaine is in town seeking the eye. Do not let her lovely 
  exterior fool you, for she is a wicked woman who has been the 
  downfall of many upstanding people. She no doubt seeks to suborn 
  the less-willful members of your group. I will provide what help I 
  can, but as you can see, I travel with only a small entourage. Oh, 
  and please do not break any laws in the pursuit of the eye unless 
  forced to do so. I would prefer as little official inquiry as possible. 
  Though I understand if you must take risky actions to make sure 
  that the likes of the Watchers or Lady Fontaine do not end up 
  with such a powerful artifact.”
  If they refuse Heinrich’s offer:
  “Oh, of course, I understand. I am disappointed but 
  understanding. My apologies for intruding on your day. Please 
  accept this small bag of coins as a more tangible apology and 
  sign of the esteem I hold all of you. If you change your mind, 
  please feel free to contact me at the Calibos Inn. Should we 
  become rivals for the eye, well, shall we pledge as people of honor 
  that the chase be fair and the most deserving win? Thank you 
  for your time and hospitality, and good day.
  The Calibos Inn is described in the Cat’s Cradle Sourcebook (Location G-2).
  suPPoRT
  suPPoRT
  Heinrich has more money than he knows what to do with, and he also has 
  access to a large collection of magical items. He willing parts with the former 
  and begrudgingly with the latter if a case is made as to the need (and he fully 
  
  6|EyE of Itral
  6|EyE of Itral
  expects them to be returned). While he does not deploy many agents on the 
  ground, his wealth allows him to bribe people far and wide. However, he 
  prefers not to be directly involved and would rather give the characters the 
  money for the bribe rather than send his personal agents to see to the task. 
  Although he claims to find violence disturbing, Heinrich authorizes violence 
  at the drop of a hat if it advances his agenda.
  woRking foR heinRiCh
  woRking foR heinRiCh
  Heinrich expects daily reports from his agents, at his lodgings if possible. 
  If this does not happen, he sends Kavor or Misra to find out why. Neither is as 
  polite as their employer and are rough, rude, and crass toward the characters. 
  Injuring them attracts Heinrich’s displeasure but not his wrath. Even his 
  closest minions are merely tools to him. If the characters engage in illegal 
  activity, Heinrich reprimands them for it only if they are caught. 
  onCe The eye is found
  onCe The eye is found
  Should a different faction gain the eye, Heinrich is furious. He spent good 
  money and placed his trust in the character, and they failed. The only way back 
  into his good graces and to avoid being his next target is to apologize and get 
  the eye. At this point, Heinrich is willing to use all of his might and act openly 
  in order to gain the eye. He enters the field of battle only as a last resort. Once 
  the eye is in his hands, he has no use for failures and leaves the characters in 
  the wind without any reward. Heinrich himself will not take the field, and if his 
  minions are defeated, he retreats and tries again at a later date.
  If the characters give the eye to Heinrich, he rewards them as promised with 
  a 25,000 gp bonus provided they managed to get the eye without causing any 
  official trouble to fall his way. He is genial and forgiving of any minor slights 
  or failures, and exuberant in victory. When all is said and done, he leaves town 
  the next day, promising to keep them in mind should he have further work for 
  the characters.
  Should they betray Heinrich and not give him the eye, he is violently 
  wrathful and attacks at the first opportunity, even in broad daylight. There is 
  no subtlety to his anger; he comes with his full entourage and attempts to take 
  the eye by force. The death of the characters is of little concern to him; if they 
  must fall in the pursuit of the eye, so be it. All that matters is the eye and that 
  Jasper Heinrich possesses it.
  how he inTends To use The eye
  how he inTends To use The eye
  Heinrich puts the eye to use as soon as he has it. This is to his misfortune, 
  for he is soon lost in the eye, his mind subsumed by the desire to see and know, 
  to possess knowledge of other things he wishes to add to his collection. Within 
  a few weeks, he is nothing but an empty husk that stares into the eye until he 
  passes out, only to awaken and resume. Within a month, the eye kills Jasper 
  Heinrich and leaves a power vacuum that will not be easily filled.
  woRking foR The 
  woRking foR The 
  waTCheRs of iTRal
  waTCheRs of iTRal
  The Watchers do not present themselves as crazed cultists or mustache-
  twirling villains. Indeed, they seek out the characters, and Estavil Sukro 
  approaches them in a public place to offer them a job. Naturally he is not 
  dressed as a cultist and instead wears the modest garb of a merchant. He is 
  friendly, perhaps overly so, and asks if he can join them for a drink and a chat.
  The waTCheRs’ offeR
  The waTCheRs’ offeR
  “Greetings friends, I pray that I am not intruding on your day. 
  My name is Estavil Sukro, but you, your reputations proceed 
  you. [He proceeds to name the characters and their exploits.] If 
  I may have a moment of your time, there is an issue of pressing 
  importance that people of your reputation can help me with. 
  If I may have your pledges of discretion, what I am about to 
  tell you is not common knowledge. [He waits for at least nods 
  in agreement.] Me and my small order have been seeking an 
  ancient artifact called the eye of Itral for some time. The eye 
  can be a source of much power, but also a danger to the world 
  should it fall into the wrong hands. The last thing we want to 
  see is the eye end up in the hands of a person of foul intent. Our 
  divinations revealed to us that the eye is in Cat’s Cradle, and 
  that other parties are seeking it. Those parties do not wish to 
  secure the eye and keep its influence contained; they wish to 
  use it for their own ends. One is a vampire who has committed 
  horrid crimes; the other is a wealthy collector of magical items 
  who desires to add the eye to his collection and to increase it. 
  Neither can be trusted with this power. All we desire is to keep 
  the eye safe as an object of veneration.
  I cannot offer you much in the way of wealth, a mere 250 gp 
  each to cover your expenses. What I can offer is the benefits of 
  our faith, namely that we can use our powers of divination to 
  find the things you most desire. Sadly, the eye itself is cloaked 
  from divination magic.”
  If the characters accept Sukro’s offer:
  “Excellent! Our information says that Stabvil, an independent 
  salt miner down on his luck, uncovered the eye. We have been 
  unable to locate him, as the eye tends to cloud divination magic 
  concerning it. If you need anything else, you can contact me by 
  leaving a message behind the third brick from the end of the 
  east-facing side of the Ragged Man’s Warehouse, sixth brick 
  from the bottom. It is loose, and we have people watching the 
  brick. After you leave a message, someone will get back to you 
  shortly at Treesa’s Pub. Let us know when you have the eye and 
  we will meet you and secure it.”
  The Ragged Man’s Warehouse is Location O-22 in the Cat’s Cradle 
  Sourcebook.
  Treesa’s Pub is Location O-18 in the Cat’s Cradle Sourcebook.
  If they decline Sukro’s offer:
  “I see, that is most unfortunate. Can I at least offer you some 
  compensation to stay away from this issue? One hundred gold 
  pieces each, perhaps? We are not a wealthy order, but if I can’t 
  have you as allies, I would prefer you were not in the chase at 
  all.”
  Sukro does not truly care if they take his money to stay away or not; he 
  sends 6 Watcher of Itral cultists to attack them later.
  
  IntroductIon
  IntroductIon|7
  |7
  Watcher of Itral Cultists (6): HD 2; HP 15, 13, 11x2, 9, 8;  
  AC 7[12]; Atk +1 cultic dagger (1d4+1) or +1 cultic sword 
  (1d6+1); Move 12; Save 16; AL C; CL/XP 2/30; Special: 
  prescience (1/day, reroll one save or attack roll). (see Appendix 
  1: The Rivals)
   Equipment: leather armor, +1 cultic dagger4 or +1 cultic 
  sword4, 1d6 sp.
  suPPoRT
  suPPoRT
  The main support the Watchers provide is information, but it is information 
  supplied in their unique way. The characters regularly receive messages from 
  the cult that lists the probability of various events occurring, of rival’s being in 
  certain places, or of certain actions being more or less favorable.
  onCe The eye is found
  onCe The eye is found
  Should a rival find the eye, the Watchers call upon all of their might, 
  including the characters, to retrieve it. They use any means necessary once 
  their long sought-after prize is within sight. This includes violence, and with 
  the eye so close, their subtler talents of prescience are useless. As they are at a 
  disadvantage where it comes to violent actions, they need the characters’ help 
  to succeed.
  If the characters find the eye and turn it over to the Watchers, they are 
  thanked and invited to join in the ritual to secure the eye from misuse. 
  Otherwise, the characters are free to go. The Watchers have what they want 
  and find the characters to be of little use at this point. The promised divinatory 
  aid will not be forthcoming.
  If the characters betray the Watchers, the cult comes at them with all of 
  its power and attempts to violently gain the eye. Being fanatics, they stop at 
  nothing to get the eye and fight to the death for it. The Watchers show little 
  restraint and attack in broad daylight in a frontal assault.
  whaT They do wiTh The eye
  whaT They do wiTh The eye
  The Watchers hope to use the eye to awaken the Salt Skelton. Once they 
  have the eye, they go to the Old City and perform the ritual at the “abandoned” 
  tenement (Location O-20). This requires the sacrifice of a dozen humanoids, 
  which have already been prepared. If the characters are accompanying the 
  Watchers to the ritual, well, a few more sacrifices shouldn’t hurt things. 
  The ritual does not have the effect the Watchers desire, however, as the Salt 
  Skeleton does not awaken and the world is not altered. However, their souls 
  are sucked into the eye, which then teleports to a distant land.
  
  8|EyE of Itral
  8|EyE of Itral
  Three parties are looking for the eye of Itral and may serve as allies or 
  competition depending on how the characters approach finding the eye. All 
  three are willing to serve as patrons, although they prefer to double-cross the 
  characters once the eye is recovered. This assumes that the characters are 
  not looking to double-cross an ally or patron themselves. In the hunt for a 
  powerful artifact, all bets are off.
  The RouTe of The eye
  The RouTe of The eye
  There are three eyes of Itral. Two were stolen from the Salt Skeleton 
  centuries ago, with much of the lore surrounding the eye based on reports of 
  those missing orbs. Both of these eyes have been lost, the trails gone cold, 
  and their whereabouts unknown to any party. That there are three eyes is also 
  not known, even in circles that regularly hunt powerful artifacts. This is why 
  reports of the eye being found are so shocking, and why multiple treasure 
  hunters have been drawn to Cat’s Cradle.
  The eye disCoveRed
  The eye disCoveRed
  Stabvil is just a small-time salt miner and not a very good one at that. 
  Lacking a claim to any of the rich areas of the Salchamp, he chose to delve 
  deep into the hills in order to find unclaimed deposits of high-value alchemical 
  salts. He never made the big score, bringing up just enough to pay his meagre 
  expenses and to keep his hope up. In his last exploration of the Salchamp, 
  Stabvil managed to wiggle his way into the skull. The horrors he encountered 
  there sent him reeling, and he fled as fast as he could, making his way through 
  the sinuses by sheer luck and out the nasal cavity into the void beneath the 
  skeleton’s face. From there, he saw the eye and the eye saw him. He carried 
  the eye away with him.
  Stabvil found his way back to the spine and then up to the surface. In a daze, 
  he wandered back to his hovel and laid low for a few days. He then hit the bars, 
  telling his tale in exchange for the drinks he desperately craved. Long a source 
  of humor for the more serious miners, no one took Stabvil’s claims of having 
  reached the skull, seen a great eye that looked at him, or any of his tale as true, 
  and discounted them as just more of the old miner’s ramblings and imaginings. 
  However, other ears heard these things, and word spread.
  One of those ears belonged to the Keljack siblings. These fraternal twins, 
  Kesk and Kask, were just minor thieves and muggers who occasionally rode 
  with some of the bandit gangs that plagued the Salchamp. While they did 
  not believe in the Salt Skeleton legends, they did believe that old Stabvil had 
  found something of value. They snuck into his shack one night and murdered 
  him. They looted the place but turned up nothing other than a few coins 
  and odds and ends that they sold to tinkers. To cover their tracks, they took 
  Stabvil’s corpse and tossed it into the sewers under the Rat Market. Kask 
  found Stabvil’s map that showed where the skull could be found, but being 
  illiterate, she thought little of it. But she kept it anyway. The map was then 
  sold to Hiras the pawnbroker. 
  Before he died, Stabvil disposed of the eye. It creeped him out and disturbed 
  his dreams. Plus, he found out that he had to keep staring at it every dawn 
  and dusk or it would move. Not knowing where to stash it, he gave it to his 
  daughter in a wooden box he sealed with wax and wrapped in old cloths. 
  Baska was told not to open the box under any means and to keep it safe, as it 
  was worth a fortune to the right person.
  The eye on The Run
  The eye on The Run
  The eye wants to return to its socket but has no means of doing that directly. 
  Its random teleportation is unlikely to return it, at least not in thousands of 
  years. It needed a mind that would not break under the eye’s pressure but 
  could be suborned to its agenda. It did not find one in Baska. The first time she 
  found the eye outside of its box, she panicked and sought out her father, but 
  she found his shack empty and disordered. Placing the eye back in its box, she 
  heard its call and stared into it. The visions she saw filled her with knowledge 
  she did not want or understand, but she knew how the eye functioned. 
  Armed with this knowledge, she sought out her sometimes lover Usra the 
  Cunning, a small-time sorcerer and vendor of charms. Usra found her normal 
  divination means unreliable, and they had been for some time. Matching up 
  what Baska knew about her father’s recent activities with the timing of the 
  divinatory unreliability and eventual blackout, Usra deduced that the eye was 
  the cause. She also deduced that the eye was valuable. The two quarreled, but 
  with Baska already suffering from the eye’s paranoia-inducing powers and 
  having stared into the eye more than once, she threatened to leave with the eye. 
  Usra could not permit that and drove her friend and lover away with a fireplace 
  poker. While she was doing that, the sun set and the eye left.
  It would be two days later before the eye was found again. Pungent Pete, a 
  street orphan, found the eye while digging in garbage in an alley off Rivergate 
  Street. The eye quickly possessed him, but Pungent Pete was unable to 
  maintain any sanity. By the next sun rise, the eye was loose again. In quick 
  succession, it was picked up by Jrovan the carter, traded to Olia the tinker for a 
  pound of tobacco and a large chicken, lost in the warrens of the Old City again, 
  and then found by the honey dippers Tal and Rast. The latter added it to their 
  collection of oddities found during the course of their work.
  The eye ReTuRns To The salChamP
  The eye ReTuRns To The salChamP
  Tal and Rast fell under the eye’s spell, and the couple spent more time staring 
  into it. They began to fight over the eye, and in the end came to blows. After three 
  days, Tal ran off with the eye, and Rast pursued. Their loud argument was heard 
  throughout the street called Ingrate’s Walk. An individual named Greo, who often 
  settled minor neighborhood disputes, intervened and took the eye away from the 
  couple. At last the eye found a person able to withstand its effects and capable of 
  being nudged toward taking it back to its socket in the Salt Skeleton.
  Greo was a devout follower of the goddess Ceres and well known among 
  the denizens of the Old City. He had a strong will and learned to stare into the 
  eye rather quickly. Keeping it secure in his possession, he sought out aid in 
  understanding it. He approached Neliara, a gray-robed priestess of Ceres, and 
  learned a little about what it was, namely that it was a powerful and dangerous 
  magical artifact and that it should be returned to where it was found. Thusly 
  armed, he set out into the Salchamp to return the eye.
  Not being used to the great outdoors, Greo quickly found himself in trouble. 
  Out of water, lost, and exhausted, he lost control of the eye and it slipped away 
  from him more than once. Recovering it took hours and added to his troubles. 
  In the end, he made it back to the skull, but left a long trail of sightings of Greo 
  and his strange package along the way.
  Divested of the eye, Greo died in the caverns trying to get back. His donkey 
  was more fortunate and wandered safely out to the Salchamp where the salt 
  prospector Ysitil found it. She recognized the brand on the donkey and returned 
  it to Panhandle Stables (Location P-5 in the Cat’s Cradle Sourcebook), the 
  stable that had rented it out.  
  A donkey might not seem like a good informant, but weeks spent with the 
  eye on its back affected the animal. Peaches is a bit smarter than the average 
  donkey and can recall the path it took to the cave of the skull, albeit not a direct 
  route but the wandering trail that Greo had led it on. She can recount her path, 
  though from a donkey’s point of view, and would be willing to go along as 
  far as the entrance to the cave. However, she needs to be rented or purchased. 
  The experience has not altered her personality much; she is still a stubborn 
  animal. However, once she realizes her knowledge is important, she expects to 
  be treated accordingly. Oats are mandatory, but she also doesn’t want to carry 
  any packs (and hates being ridden), doesn’t move at a great pace unless forced 
  (and sits down on the trail if she feels she is being mistreated), and expects to 
  lead a better life when the entire affair ends. A nice stable, her own stall, and 
  no need to work would be a good start.
  The aCTion
  The aCTion
  Much of the action in this act takes place in the Old City District of 
  Cat’s Cradle. It should involve the characters trying to discover clues as 
  to whereabouts of the eye and the various factions getting in each other’s 
  way trying to find the information and to stop each other from getting any 
  information. This requires you to think strategically about the factions looking 
  for the eye and to react to what the characters do. Use the guides in the 
  faction’s descriptions as well as the dirty deeds listed below to determine what 
  happens, but much of this is dependent on the actions of the characters and 
  their reactions to the various factions. You will have to stay on your feet and 
  improvise, but hey, that’s why you get to wear the big hat. Just keep in mind 
  that the rivals are not omnipotent; there must be some justification for having 
  them know something as simple as where the characters are at any given time. 
  The factions looking for the eye — Elzara Fontaine, Jasper Heinrich, and the 
  Watchers of Itral — are all aware of each other. They are also aware of the 
  characters, especially if the characters are working for one of these factions 
  and are not serving as a fourth rogue faction.
  The hunT foR The 
  The hunT foR The eye of iTRal
  eye of iTRal
  
  thE hunt for thE EyE of Itral
  thE hunt for thE EyE of Itral|9
  |9
  While the search for clues as to the whereabouts of the eye are the motivation 
  for this act, the hunt for clues is not the only action going on. The various 
  factions don’t just want to be the first one to get the eye, they also want to make 
  sure their rivals do not get it as well. Toward this end, they perform various 
  dirty deeds, nasty tricks, and their own deceptions on each other in order to 
  dissuade, waylay, confuse, and confound their foes. You should use these to 
  draw out this portion of the adventure and to make it harder to get the right 
  clues to locate the eye, but also to add more spice and excitement. But every 
  faction is going to be invested in an investigation, giving some of them other 
  issues to deal with, and encouraging them to commit their own dirty deeds and 
  nasty tricks brings all the players into the action.
  Clues
  Clues
  An investigation runs off clues. Some of them false, some of them true. 
  The following are lists of the types of clues characters can gather and stop 
  their rivals from gathering. This list is not exhaustive, and it is better to give 
  the characters some clues rather than leave them stumped with nothing to go 
  on to drive the plot. These do not have to be true clues, just something to 
  mull over so no one throws up their hands in frustration. Keep in mind that in 
  investigative fiction, the author provides the clues to the protagonists (and the 
  readers); it is part of your task to do the same.
  RumoRs
  RumoRs
  Unless the characters received any specific information from their patron (in 
  which case, refer to the section on Locations and Conversations for details), 
  they are likely to begin the investigation by collecting rumors. 
  Rumors often contain partial truths, but they mutate in the telling. The story 
  that made it to the ears of the treasure hunters is that one Stabvil of Cat’s 
  Cradle found the eye of Itral. Agents were dispatched, passages booked by the 
  faction leaders, and the hunt began. This is where the characters come in, the 
  hunt gets underway, and the noose tightens around the eye.
  Characters who wander around the town are going to hear various things, 
  whether they are actively searching for information or not. Those who 
  spend 15 gp buying drinks and paying off informants learn a little more 
  thanks to their largesse. They should receive these rumors during the course 
  of their investigation, which means sitting and listening to others, passively 
  looking for clues, and otherwise appearing as just another person out and 
  about. Each character can roll once on the following table for every five hours 
  they spend in town (or once every hour if they are spending their coin to draw 
  in the crowds).  Alternately, you could roll a d20 once on the table below and 
  give the characters all the information with a target number equal to or lower 
  than the number rolled.
  RUMORS IN CAT’S CRADLE
  RUMORS IN CAT’S CRADLE
  d20 
  Rumor
  1
  Stabvil’s just a crazy old failure, a salt prospector who never 
  made it rich and never went entirely bust.
  2
  Someone is killing the beggars and outcasts in town. Some 
  say there have been deaths down in the Old City.
  3
  Oh yeah, Stabvil, he had this weird bundle under his arm 
  when he came up out of the Skeleton last time. Ran off into 
  the woods with it.
  4
  Ain’t no one seen Stabvil in some time. Best look up his 
  daughter Baska over in the Old City.
  5
  The Salt Skeleton is a load of malarkey; it’s just some rocks 
  that the salts formed around. Nothing more than that.
  6
   I heard they found a corpse in the river drained of blood, 
  some young guy fresh off the boats.
  7
  Lots of people asking questions. Weird questions about eyes 
  and such.
  8
  Not many folks go up past Heartache Ridge.
  9
  The salts, they twist natural things up bad. You have to keep 
  a look out for nasty creatures in the depths.
  10
  If you are heading into the Salchamp, you’ll need to get 
  yourself a filter mask or you’ll die of the salt lungs, like my 
  Ma did.
  d20 
  Rumor
  11
  There’s a rich stranger staying at the Calibos Inn in the Gold 
  District, throwing money around like water.
  12
  Some strange folks have been seen around an abandoned 
  tenement southwest of the Haunted Lady. It’s signposted as 
  condemned, so they shouldn’t be there. I’d say they were part 
  of the thieves’ guild, but they’re strangers in town.
  13
  Hear tell there are lots of caves in the Salchamp. Some folks 
  say that’s where the stories of the Salt Skeleton come from, 
  caves that look like bones on the inside.
  14
  Something happened to the beggar-boy Pungent Pete. He’s 
  been acting all weird of late.
  15
  Hiras the Tinker had this weird statue of an eye in his cart 
  over on Grapnel Street. No, that was Olia the Tinker down 
  by the docks. One of them. My cousin saw it, but he’s headed 
  back out into the Salchamp.
  16
  Tal and Rast, the honey dippers, had a big fight a few weeks 
  ago over an eye. Those two never argue. Sweetest couple I’ve 
  ever seen as long as you stay upwind of them.
  17
  I heard that damn fool Stabvil talking about Big Bat Cave. 
  No one ever goes there.
  18
  Usra the Cunning has been acting strange, muttering about 
  an eye and keeping to herself.
  19
  Old Man Greo took off for the Salchamp weeks ago, and no 
  one’s seen him since. His donkey came back though. Odd, 
  Greo’s not a salt prospector.
  20
  Ystil says he’s seen some strange goings on in the Salchamp. 
  He’s in jail for drunken brawling right now. [Note: The town’s 
  jail is at Location C-10 in the Cat’s Cradle Sourcebook, 
  but that isn’t actually where Ystil is to be found.]
  loCaTions and ConveRsaTions
  loCaTions and ConveRsaTions
  The following are scenes where the characters can investigate to gain some 
  clues as to the whereabouts of the eye.
  1. ingRaTe’s walk
  1. ingRaTe’s walk
  Asking around in the shops or with the street vendors of Ingrate’s Walk 
  easily gains information about the very public and very loud fight between Tal 
  and Rast. The neighbors are a gossipy sort and spill the beans to anyone not 
  obviously in a position of authority. They are also very religious and gladly 
  talk to anyone who purports to worship Ceres or Sefagreth. However, any 
  character who seems to represent the local officials is given the cold shoulder, 
  and “No one saw nothin’ at all.” The people spoken with reveal the following 
  details (along with random gossip): 
  * Tal and Rast argued loudly for days over something they found while 
  honey dipping, but the couple had been acting strange beforehand.
  * Old Greo intervened, as he always does in the neighborhood, and took 
  something from them to Neliara, a priestess of Ceres who preaches in the Old City.  
  * The next day Greo locked up his house and left for the Salchamp. That was 
  weeks ago, and he hasn’t come back.
  2. gReo’s lodgings
  2. gReo’s lodgings
  Greo’s lodgings are two small rooms on the second floor of a building 
  overlooking Ingrate’s Walk. The door is not locked, but plenty of neighbors 
  are watching for strangers, even at night (characters need to sneak in quietly 
  to avoid raising a hue and cry). The inside is neat and tidy, with a bed in one 
  room and a sitting area in the other. A few books are mostly religious texts of 
  the goddess Ceres. A note pinned to the small table he eats at reads, “Gone off 
  on a holy mission to the Salchamp. If I do not return, please tell my children I 
  am dead and Neliara that I have failed.”
  3. salTCRumb CiTy  
  3. salTCRumb CiTy  
  (sTabvil’s shaCk and ysTil’s huT)
  (sTabvil’s shaCk and ysTil’s huT)
  The characters might visit Saltcrumb City to ask about Stabvil or Ystil.
  The “city” is a cluster of huts against the outer side of the town’s north wall, 
  
  10|EyE of Itral
  10|EyE of Itral
  a transient community for miners staying near town, usually on a temporary 
  basis, where they can purchase supplies or sell the results of their labor.
  Note: Saltcrumb City is not located on the Old City map.
  A. Stabvil’s Shack: The particular shack where Stabvil stayed is small and 
  unkempt. The door is slightly off the leather hinges and unlocked. Inside are 
  clear signs of a struggle: blood splashed on the floor, overturned chairs, and 
  scattered belongings of little value. The floorboards have been pried up. There 
  is nothing of value.
  Asking the neighbors what happened proves difficult. The people who live 
  here have little and tend to be paranoid about strangers taking that from them. 
  If the characters persuade them to talk, the neighbors reveal that Stabvil was 
  acting strangely. Several weeks ago, the Keljack siblings broke into Stabvil’s 
  shack and there was a fight. They left with his body for the Old City. The 
  neighbors did not report this to the authorities as the Keljacks are known to 
  kill witnesses and dump them (so it is said) in the sewers under the Rat Market.
  B. Ystil’s Hut: Asking about Ystil’s whereabouts is much easier than 
  tracking down information about the deceased Stabvil. Unless the characters 
  seem to be associated with the town’s law enforcement, the miners assume 
  they are here to do business with the prospector and direct them to the hut 
  where Ystil lives.
  4. The RaT maRkeT seweRs
  4. The RaT maRkeT seweRs
  The sewers under the Rat Market are described in Location O-13 of the 
  Cat’s Cradle Sourcebook. Once the characters identify an entrance grate (there 
  are several), they can scale up or down, and the tunnel is only six feet wide at 
  the base. Stabvil’s corpse and a few others have ended up here in recent weeks. 
  Anyone descending into the tunnel is attacked by 4 salt mummies, including 
  the corpse of Stabvil.
  Salt Mummies (4): HD 6; HP 41, 39, 37, 30; AC 3[16]; Atk 2 
  strikes (1d8); Move 9; Save 11; AL C; CL/XP 8/800; Special: 
  +1 or better magic weapons to hit, salt explosion (explodes if 
  killed, 10ft radius, 1d6 damage and save or salt contamination), 
  salt spray (1/day, 3d6 damage and salt contamination, save for 
  half damage and avoid contamination). (see Appendix 3: New 
  Monsters)
  5. The Panhandle sTables
  5. The Panhandle sTables
  The stables are described in Location P-5 of the Cat’s Cradle Sourcebook.
  Greo rented a donkey named Peaches at this livery. A salt prospector named 
  Ystil brought Peaches back several days ago, without any sign of Greo. The 
  livery workers gladly gossip about it: Ystil said he found the donkey out in 
  the Salchamp near Big Bat Cave. They also tell anyone who doesn’t look as 
  if they are seeking to cause harm that Ystil can usually be found in Saltcrumb 
  City. Peaches is at the livery, but she needs a few days to rest before being 
  rented out again.
  PeoPle
  PeoPle
  The characters might speak with the following people to gain some clues as 
  to the whereabouts of the eye:
  6. TenemenT wiTh laundRy (baska)
  6. TenemenT wiTh laundRy (baska)
  This tenement is where Stabvil’s daughter, Baska, lives.
  This four-story building can be reached only by going through other 
  buildings, which brings down the rent and makes it an ideal place for those 
  who are particularly poor or down on their luck. The ground floor of the 
  building contains a laundry (where Baska works), and the upper floors are 
  rented out in partitions separated by boards with spaces between them. 
  Baska has not been having a good couple of weeks. Besides having a fight 
  and breaking up with her lover Usra, she has been under the effects of the eye 
  and is now certain her father is dead. She can be found at her home or at the 
  
  thE hunt for thE EyE of Itral
  thE hunt for thE EyE of Itral|11
  |11
  laundry on the building’s ground floor where she works. If approached, she is 
  standoffish but can be persuaded to offer the following:
  “Dad came to me weeks ago with this wild story about having 
  found the skull of the Salt Skeleton, but everyone knows there 
  is no such thing. He had this big stone eye with him and wanted 
  me to keep it. He thought people were after him. Someone was, 
  and they broke into his shack and killed him, I’m sure of it. 
  There was blood everywhere, and his stuff is missing, even the 
  locket with mom’s silhouette. I took that eye and looked into it. 
  Strange things were in it, so I went to Usra for help, but she stole 
  the eye from me and threw me out.”
  7. hiRas The TinkeR
  7. hiRas The TinkeR
  Hiras the Tinker owns a small cart where he sells repaired goods, random 
  objects, and fenced goods on Grapnel Run. He doesn’t like to talk about where 
  he gets his things, but characters who peruse his goods or buy a random item 
  or two can get him to open up. He actually doesn’t have much of a story 
  to tell. He bought a map and locket off the Keljack siblings, but he doesn’t 
  know where they are. They run with a gang on Scamper’s Run. He also bought 
  a stone eye from Jrovan the Carter. The eye disappeared the next day, just 
  vanished, but Hiras will pay 10 gp to get it back.
  8. JRovan The CaRTeR
  8. JRovan The CaRTeR
  Jrovan the Carter was last seen heading into the Salchamp with a load of 
  supplies, but he should be back in a few days. He has little to say if tracked 
  down on the road: He found a weird stone eye in the gutter on Rivergate Street 
  and sold it to Hiras the Tinker for tobacco and a chicken. If the characters wait 
  for him to return, they can track him down to the Carters’ Guild (Location 8).
  The Carters’ Guild is a large building at the corner of Dancers Road and 
  Rivergate Road. The carters are not a reputable organization and are prone 
  to violence in support of their guild members. Most of the ground floor is 
  devoted to storing carts, which are rented out to guild members. However, 
  if the characters claim to be interested in renting the services of one of the 
  carters, they are well-received and introduced to Jrovan when he comes in.
  9. sCamPeR’s Run (kelJaCks)
  9. sCamPeR’s Run (kelJaCks)
  Kesk and Kask Keljack are running with a gang of toughs on Ingrate’s 
  Walk. If approached, the pair don’t want to talk and just mock the characters. 
  Any amount of force or intimidation brings an additional 8 thugs who join in 
  the fight to drive off the characters (but they scatter if half their number is slain 
  or disabled). If caught or cornered, the twins reveal the following.
  Kesk Keljack, Female Human Thief (Thf3): HP 9; AC 7[12]; 
  Atk short sword (1d4); Move 12; Save 13; AL C; CL/XP 3/60; 
  Special: +2 save bonus vs. traps and magical devices, backstab 
  (x2), read languages, thieving skills.
   Thieving Skills: Climb 87%, Tasks/Traps 25%, Hear 4 in 6, 
  Hide 20%, Silent 30%, Locks 20%.
   Equipment: leather armor, short sword, 7 gp.
  Kesk Keljack, Male Human Thief (Thf3): HP 10; AC 7[12]; 
  Atk dagger (1d4) or darts x3 (1d3); Move 12; Save 13; AL C; 
  CL/XP 3/60; Special: +2 save bonus vs. traps and magical 
  devices, backstab (x2), read languages, thieving skills.
   Thieving Skills: Climb 87%, Tasks/Traps 25%, Hear 4 in 6, 
  Hide 20%, Silent 30%, Locks 20%.
   Equipment: leather armor, dagger, darts (x9), pouch containing 
  12 gp and a sapphire (30 gp).
  Thugs (8): HD 1; HP 8, 7, 6x2, 5x3, 4; AC 7[12]; Atk club 
  (1d6); Move 12; Save 17; AL C; CL/XP 1/15; Special: none. 
  (Monstrosities 254)
   Equipment: leather armor, club, 1d6 sp.
  For more information about the gang situation in this area, refer to Locations 
  O-17 and O-19 in the Cat’s Cradle Sourcebook.
  TesTimony of The kelJaCk bRoTheRs
  TesTimony of The kelJaCk bRoTheRs
  “Yeah, we hit that old salt coot’s place. Got out with a few trinkets 
  and a map. Sold it all to Hiras down on Grapnel Street. Dumped his 
  corpse in the Rat Market Sewers, too. What’s it to you?”
  10. nosefloweR sTReeT  
  10. nosefloweR sTReeT  
  (PungenT PeTe)
  (PungenT PeTe)
  The urchin Pungent Pete can be found on Noseflower Street. They boy 
  is wild eyed and suffers from starvation, dehydration, and exposure. He 
  scampers off if approached and shouts nonsense about how an eye is coming 
  for him and everyone else. 
  Pungent Pete, Male Human Commoner: HP 2; AC 9[10];  
  Atk none; Move 12; Save 18; AL N; CL/XP B/10;  
  Special: none. (Monstrosities 254)
  If caught and given some care, food, and drink, he opens up:
  “I found, found, found this eye of stone in one of the alleys off 
  Rivergate Street. Can’t remember which one. I looked into that 
  eye, and it looked into me, and I saw things that I shouldn’t ’ave 
  and can’t and don’t and then I lost it. It just went poof while I 
  slept and rolled away, and I don’t wanna get it back ever again.”
  11. Tal and RasT
  11. Tal and RasT
  Tal and Rast can usually be found at work throughout the city or at 
  their home on Birdperch Alley. They do not want to talk about the eye, but 
  characters can convince them to open up. All they are willing to say is that 
  they found the eye in the palace sump pit, kept it, fought over it, and gave it 
  to Greo to get rid of.
  Rast, Male Human Commoner: HP 5; AC 9[10]; Atk club 
  (1d4); Move 12; Save 18; AL N; CL/XP B/10; Special: none. 
  (Monstrosities 254)
  Tal, Female Human Commoner: HP 3; AC 9[10]; Atk dagger 
  (1d4); Move 12; Save 18; AL N; CL/XP B/10; Special: none. 
  (Monstrosities 254)
  12. usRa The Cunning
  12. usRa The Cunning
  Usra the Cunning hasn’t left her home since she took the eye from Baskra. 
  She can be found on Tail’s Twist by a sign touting her skills at fortunetelling 
  and talisman crafting. Her door is unlocked and the inside of her one-room 
  home shows signs of neglect, as does Usra. She is obviously sleep- and food-
  deprived, dehydrated, and just rocks back and forth on her bed muttering about 
  an eye. If comforted and fed, she reveals between her crazed mutterings that 
  she lost the treasure of her life. Whether she means the eye or her lover Baskra 
  is hard to tell.
  Usra the Cunning, Female Human Commoner: HP 4;  
  AC 9[10]; Atk none; Move 12; Save 18; AL N; CL/XP B/10; 
  Special: none. (Monstrosities 254)
  13. TemPle of CeRes
  13. TemPle of CeRes
  The goddess Ceres is the Goddess of the Home and Midwives, Goddess of 
  Healing, Mercy, and Patience. This three-story temple houses a chapel on the 
  ground floor and contains the quarters of the priestesses on the upper floors. If 
  anyone asks in the chapel to speak to Neliara, the priestess on duty summons 
  her from upstairs.
  Greo brought the eye to Neliara and consulted her on what to do. Neliara is 
  unwilling to reveal the holy mission to outsiders but talks to fellow clergy of 
  aligned or similar deities. 
  
  12|EyE of Itral
  12|EyE of Itral
  Neliara, Female Human Priestess of Ceres (Clr5): HP 24; 
  AC 9[10]; Atk war hammer (1d4+1); Move 12; Save 11; AL L; 
  CL/XP 5/240; Special: +2 save versus paralyzation and poison, 
  banish undead, spells (2/2).
   Spells: 1st—cure light wounds, purify food and drink; 2nd—
  bless, speak with animals.
   Equipment: robes, war hammer, holy symbol of Ceres.
  Speaking with Neliara reveals the following:
  “Greo, good hearted and always kind Greo, came to me some 
  time ago with this stone eye that was causing trouble in his 
  neighborhood. I did not know what it was exactly but I was able to 
  determine it was an artifact of some power and great evil. It needed 
  to be returned to where it came from so that it could cause no harm. 
  Greo volunteered, and I took this as a sign from the goddess that he 
  had been chosen for the task. Somehow I knew it belonged in Big 
  Bat Cave somewhere in the Salchamp, so I directed Greo to go find 
  the cave and return the stone eye to it. He left with my blessings 
  weeks ago, but I have no idea what has befallen him. It is a mission 
  from the goddess, so all must be right.”
  14. abandoned TenemenT
  14. abandoned TenemenT
  This is a three-story building that — on first inspection — appears to 
  be structurally unsound, and dangerously so. A rough wooden sign reads 
  “Condemned by order of the baron. Do not enter.” The building is actually in 
  much better shape than it appears.
  The tenement is described in further detail in Location O-20 in the Cat’s 
  Cradle Sourcebook, but the additional detail is not relevant to this adventure.
  The characters may investigate this location while following up on Rumor 12, 
  in which case there is a good possibility they may learn of the Watchers’ plans.
  diRTy deeds
  diRTy deeds
  The following events can occur at any time during this act or when the 
  characters are in Cat’s Cradle. Roll randomly each day or choose which one you 
  want to happen. More than one event can happen per day if the hunt for clues is 
  going quickly or if it begins to bog and a change of pace is needed. While some 
  of these events present a combat, all of them are meant to harass, confuse, and 
  ramp up the paranoia rather than to kill or seriously harm the characters.
  ambush!
  ambush!
  A street urchin approaches the characters and claims to work for one of the 
  factions pursuing the eye. This need not be a rival; it can easily be a patron or 
  an ally. The child has been magically compelled to seek out the characters and 
  deliver the message that they are to meet an agent (or the leader, depending on 
  their relationships) of the faction that night in an alley off Noseflower Street 
  in the Warrens. The child knows only that a hooded figure offered a coin and 
  called the urchin over. After that, everything went fuzzy.
  Waiting on the roofs above the alley are 6 thugs. They have been planning 
  this all day and are wearing dark clothing. Once the characters are in the alley, 
  or if the thugs are spotted, each throws down a clay jar that bursts on the ground 
  and releases a swarm of alchemical grubs. The thugs flee across the rooftops 
  once they throw the jars. If any are captured, they give only a vague description 
  of a hooded figure who hired them at one of the drinking houses in the Old City.
  Thugs (6): HD 1; HP 8, 7, 6x2, 5x3, 4; AC 7[12]; Atk club 
  (1d6); Move 12; Save 17; AL C; CL/XP 1/15; Special: none. 
  (Monstrosities 254)
   Equipment: leather armor, club, 1d6 sp.
  Alchemical Grub Swarm: HD 6; HP 40; AC 8[11]; Atk electrical 
  charge (2d4); Move 12 (burrow 9); Save 11; AL N; CL/XP 8/800; 
  Special: resist slashing and piercing weapons (50% damage), 
  spell-like abilities, vulnerable to fire (200% damage). (see 
  Appendix 3: New Monsters)
   Spell-like abilities: at will—levitate; 3/day—magic missile.
  aRson
  aRson
  The characters’ lodgings are set on fire. This is an extreme move, as fires 
  are risky in densely packed cities made of wooden houses and lacking good 
  fire control. The officials take this seriously — very seriously. Unless they 
  have their own private home, the characters are likely staying in an inn, and 
  it is doubtful they are guarding all parts of that inn at all times. The fire starts 
  in the cellar or basement, and alchemical salts are used to make it grow faster. 
  Poisonous smoke fills the building in moments (those breathing in the smoke 
  take 1d6 points of damage each round, or half damage with a successful saving 
  throw). The fire spreads rapidly and overtakes a room in every direction each 
  round. Those in a room on fire take 2d6 points of damage (save for half 
  damage). Several innocents need to be rescued. If the characters truly angered 
  a faction — by harming the faction’s leader, for example — agents are waiting 
  outside to finish off anyone who escapes the inferno.
  assaulT
  assaulT
  If the characters split up during their investigation, they risk being attacked by 
  a rival faction. This attack occurs at night in a secluded location or possibly even 
  at the character’s lodging. Half of the attacking faction’s manpower is dedicated 
  to the attack. The first attack is meant to scare off the characters; the attackers 
  retreat if the victim is rendered incapacitated or if more than a third of their 
  number falls. If spotted by anyone but the victim, the attackers flee. The first 
  attack should send the message that choosing to pursue the eye can be fatal. The 
  next attack is more heartfelt and attempts to complete the promise of the first.
  allianCe
  allianCe
  An agent of one of the characters’ rivals approaches them with an offer of an 
  alliance. They all want the same thing, and there is no need to fight over it. Instead, 
  they can combine their strengths and take out the other factions, clear the way, and 
  then it is each for themselves. A tempting offer, if they can be trusted.
  bandiTs, Claim JumPeRs,  
  bandiTs, Claim JumPeRs,  
  and oTheR ThiRd PaRTies
  and oTheR ThiRd PaRTies
  Once outside of the city, all bets are off. While some authority exists in the 
  Salchamp, there are also many places where ambushes, murders, and other dirty 
  deeds can be committed. Plus, there is no shortage of people who are willing 
  to do dire things for a small amount of cash. These thugs should be hired in a 
  double blind; they do not know who they are working for or why, just that the 
  pay is good and the target is supposed to be easy. Alternately, the hiring agent 
  is disguised or claims to be working for a different rival; thus, any fallout is 
  directed in a different direction. A bandit leader leads 1d6 + 6 bandits to attack 
  the characters and will besiege a camp in order to create a longer delay than a 
  simple assault would. They are not fanatics and retreat if the leader is slain or 
  if half their number are dead. However, even if ran off, grudges linger and they 
  may later take advantage of an exhausted or lone target.
  Bandit Leader: HD 4; HP 28; AC 7[12]; Atk short sword (1d6) 
  or shortbow x2 (1d6); Move 12; Save 13; AL C; CL/XP 4/120; 
  Special: none. (Monstrosities 254)
   Equipment: leather armor, short sword, 1d6 gp.
  Bandits, Male or Female Humans (1d6+6): HD 1; HP 8, 7, 
  6x2, 5x3, 4; AC 7[12]; Atk short sword (1d6) or shortbow x2 
  (1d6); Move 12; Save 17; AL C; CL/XP 1/15; Special: none. 
  (Monstrosities 254)
   Equipment: leather armor, short sword, 1d6 sp.
  bRibeRy
  bRibeRy
  Pass a note to each player and put something innocuous on it. Tell them not 
  to share the information with each other. Go on to another event. After that 
  event, pull each player aside and speak to them. Each faction makes an offer 
  to a different character; if there are more characters than factions, then some 
  people don’t receive an offer. Pull them aside anyway. Discuss the history of 
  the Roman Empire, share recipes for air fryer donuts, or just have a nice chat.
  For those who receive an offer, refer to the opening bids in the Introduction 
  for how to stage the scene and what is offered. The factions target the most likely 
  character to be suborned; the Watchers won’t try to bribe a paladin, for example.
  blaCkmail
  blaCkmail
  A rival has information about a character, information that should not come 
  out. This requires a character with a dark and sordid past, or at least a few 
  misdeeds. If one does not exist, the rival manufactures the information in a 
  believable manner. They then contact just that character and arrange a meeting in 
  a public place. The rival’s agent lays out what they know and what they expect in 
  
  thE hunt for thE EyE of Itral
  thE hunt for thE EyE of Itral|13
  |13
  return. This can range (depending on how desperate that rival has become) from 
  simply reporting on the character’s plans (or their employer if working for one 
  of the factions), to sabotage or even murder. The latter should target a different 
  faction: For example, a character working for Fontaine might be blackmailed 
  into sabotaging the efforts of Heinrich’s agents. Of course, once the hooks are 
  in, the control is so much easier to maintain and the price of silence escalates …
  doPPelgangeR
  doPPelgangeR
  A rival hires a doppelganger to impersonate Stabvil and run around town 
  for a few days. The doppelganger makes itself obvious to the characters, but at 
  a distance, and then leads them on a merry chase. They use their shapeshifting 
  powers to avoid pursuit; the characters get close to “Stabvil” and then he’s 
  not anywhere to be found. If captured, it surrenders and reveals its employer.
  Doppelganger: HD 4; HP 25; AC 5[14]; Atk claw (1d12); Move 9; 
  Save 13 (5 vs. magic); CL/XP 5/240; Special: +5 save vs. magic, 
  immune to sleep and charm, mimic shape. (Monstrosities 129)
  fake PaPeRs
  fake PaPeRs
  A rival allows the characters to discover letters giving orders or sending 
  information between their agents or, for a double blind, between a different 
  rival’s agents. This paperwork can be discovered in a variety of ways: on the 
  body of a slain or captured agent, brought to them by a third party, or just lying 
  in the road wrapped around three cigars. The papers should be a nice fat red 
  herring, one so juicy that the characters go chasing off after it while their rivals 
  go about their business.
  false Clues
  false Clues
  A rival discovers something that is false and makes sure that the characters 
  find it as well, after taking steps to improve its apparent veracity. Alternately, 
  the rival plants fake evidence. This can be something as simple as leaving a 
  fake map of the Salchamp at Stabvil’s shack that notes where the eye was 
  found. Informants can be bribed to tell the characters a lie. False rumors can 
  be sowed in areas the characters frequent.
  false fRiend
  false fRiend
  A rival’s agent introduces themselves into the characters’ trust. This should 
  be someone minor, a stable hand who is eager to help, a tavernkeeper or server 
  who makes small talk, or a street urchin always eager to run errands or keep 
  a lookout. This person is a double agent and reports to their true employer on 
  the characters’ actions and plans and, if the moment is right, lets someone else 
  in to perform a little sabotage or murder.
  fRame Job
  fRame Job
  While murder seems like the go-to crime to use to frame a rival, it draws a lot 
  more attention than something far simpler. The characters’ lodgings are broken into 
  and evidence of counterfeiting is placed. These false coins should pass a casual 
  glance but be obvious to anyone who inspects it closely. A small bag of coins placed 
  in an out-of-the-way location helps to set the scene; the real work is mixing some 
  counterfeits in with the characters’ cash stores. After a few days of unknowingly 
  circulating false coins, a visit from a local official (Sgt. Tasker would make a good 
  choice and could be tipped off) should tie up the characters for a few days while 
  everything is sorted out. A rival sitting in the dungeon is not one who is on the hunt.
  The miCkey
  The miCkey
  Unless the characters eat and drink only what they make or procure and 
  cook for themselves, they are going to have to purchase food and drink from 
  somewhere. Randomly choose a character who has recently eaten or drank 
  from a public place. A character who fails a saving throw passes out for three 
  hours, or they take a –1 penalty to hit, damage, and saving throws for one hour 
  if they succeed. If their companions do not take them to safety, the character 
  is carried off by a rival faction, searched, stripped to their undergarments, and 
  left in a random alleyway. The knockout poison could have been administered 
  in a number of ways: a stranger could have slipped it into their food and drink; 
  a cook or bartender could have been bribed; or a server could have dosed the 
  food and drink. A few questions in the right places can uncover whoever is 
  behind it and leads back to an agent of the faction responsible.
  non-of-ma
  non-of-ma
  In a clear case of none of my business, the characters come upon a fight 
  between two rival factions. They can intervene, sit and watch, or just move 
  on as they care.
  offiCial haRassmenT
  offiCial haRassmenT
  One of their rivals tips off the local officials about the characters’ nefarious 
  nature. Sergeant Tasker’s squad approaches the characters and demands to 
  know what they are up to. He arrests them if they are doing anything illegal; if 
  not, he questions them rather rudely, searches them, pushes them around, and 
  then moves on. In the end, he lets them know that he is watching them and that 
  he does not like their kind around here.
  PeTTiness
  PeTTiness
  These dirty tricks are cheap and nasty things; use them at will and often to 
  harass, humiliate, and delay the characters.
  • Glue in the door locks, dipped onto stored valuables, or placed in sheaths 
  of weapons left at a tavern’s door check.
  • Honey, applied in the night and left to get warmer and stickier in the 
  morning, works as well as glue and attracts insects.
  • Dead animals left in lodgings attract rats and give a clear warning. 
  Especially fun if it is just a head.
  • A jar of urine tossed through an open window leaves a nasty mess. Cat 
  urine works best.
  • Rent a room adjacent to the characters’ lodgings and run a few agents out of 
  it. These agents are blatantly obvious, they even greet the characters when they see 
  them. The agents follow the characters openly, knock on the walls at night, ask them 
  to speak louder, and otherwise become an obnoxious nuisance. At no point do these 
  obvious agents engage in violence. If attacked, they call for the authorities.
  saboTage
  saboTage
  This sort of dirty deed is best saved for use during the second act as the characters 
  are searching the Salchamp for the eye. You can even start as they are preparing 
  to leave, and sabotage can take many forms. Passive acts include buying up all of 
  one type of equipment such as mining tools, donkeys, rations, or even filter masks 
  (see Appendix 4: New Items). Another is to bribe a vendor to supply useless or 
  damaged goods that masquerade as fine specimens. Once in the Salchamp, there is 
  poisoning of water sources, changing trail markers, illusions to hide trails, rockslides, 
  poisoning livestock, bribing locals to give bad directions, and even sneaking in 
  at night and running off livestock. A lone person (or an agent disguised as a rival 
  faction’s follower) paid to follow the characters at a distance and remain visible but 
  not actually harass the characters can cause all manner of delay and confusion.
  seaRChed
  seaRChed
  One of the characters returns to his or her lodging to find that they have 
  been broken into and tossed. Whoever did it lacked finesse or didn’t care if the 
  search was obvious. Maybe they just wanted to cause some damage. Whatever 
  the motivation, furniture is broken, linens and bedding are shredded, and packs 
  and bags are split open and the contents dumped. The job was thorough; any 
  hidden items are found.
  sTReeT mob
  sTReeT mob
  As the characters move about the city on their various missions, they attract a 
  growing number of beggars, day laborers, and street urchins who begin to follow 
  them. At first it is two, and then three, and if they are not dispersed, the number 
  swells to 10 + 2 per character in 1d6 + 1 rounds. The crowd can be dispersed with 
  some harsh words or paid off with a silver piece each. If not dispersed before the 
  crowd reaches its maximum size, the large mob descends upon the characters, 
  pushing and shoving, begging for food and coin, and otherwise drawing a great 
  deal of attention while keeping the characters occupied for 10 minutes. Each 
  character caught in the mob has a 30% chance to discover later that a quick 
  hand took something of value. Any violence levied against the wretches draws 
  official attention, but first the common folk of the marketplace hurl insults and 
  overripe produce at the characters until the would-be heroes leave the scene. The 
  characters find themselves hated throughout town for the rest of the adventure 
  as the news spreads of people with the perfidy to attack a mob of the blind, 
  the crippled, and children. If any of the mob are caught and questioned, they 
  describe a person matching the vague description of a minion of one of the rival 
  factions who paid them a silver piece each to bother the characters.
  Tail
  Tail
  One of the characters picks up a tail. The characters have a 1-in-6 chance 
  to spot this character if they are actively looking him. If not spotted, the tail 
  reports back to their faction with what the character did that day. The tail 
  can be either someone who works for the faction or a cut-out (a person hired 
  in secret by a faction to follow someone but has no other connection to that 
  faction). If confronted, the tail tries to flee. Proper interrogation reveals who 
  they work for or clues as to who hired them.
  
  14|EyE of Itral
  14|EyE of Itral
  The Salchamp is a hilly region north of Cat’s Cradle and the source of 
  much of that city’s wealth. Here are found the ripplestone and jade-marble, 
  as well as the alchemical salts. The quarries are large productions that involve 
  hundreds of workers and several large financial concerns. The stone is found 
  in large masses that are easy to locate and pursue. The alchemical salts are not 
  as concentrated and tend to be smaller deposits ranging from a few ounces to 
  a dozen tons or so. By long tradition, smaller groups find and excavate the 
  salts, though some of the larger financial powers of the city back these groups.
  Hunting down salt deposits is a lot like prospecting for gold. A great 
  deal of knowledge is needed to find a motherlode, but even then hard work, 
  perseverance, and luck play integral roles. By law, those seeking to establish 
  a salt mine must file a claim with the baron, who in turn receives a percentage 
  of the profits. In practice, many wildcat miners simply “forget” to file a claim, 
  especially on a small mine or one that turns out to produce very little.
  Lying far outside the city in the rugged hills, the Salchamp is a nearly 
  lawless place. As it covers thousands of square miles of broken terrain, the 
  baron’s guards patrol only a few areas: those near well-used roads and the 
  quarries or mines of large, wealthy concerns. The rest of the area is left to its 
  own devices. This makes it easy for bandits and claim jumpers to operate, as 
  well as wildcatters who seek to evade the baron’s taxes.
  TyPes of salT mines
  TyPes of salT mines
  Not all salt mines are the same. While some in Cat’s Cradle and elsewhere 
  imagine salt miners squatting by a creek, collecting water in buckets, and then 
  boiling it down to reveal the alchemical salts in all their myriad colors. While 
  this is a cheap means of extracting the salt, it is not the most efficient. Most 
  salt mines are dug out of the ground where large veins of rock salt are hauled 
  out or where soils with dissolved salts are washed and then boiled. The bravest 
  salt miners, and Stabvil was one such, delve into the many caves found in the 
  Salchamp in search of easily accessed subterranean deposits. The latter is by 
  far the most profitable, but also the riskiest method.
  boil
  boil
  The common sight of a miner scooping out buckets of water and boiling it 
  in large salt pans can be seen along the lower slopes of the hills. The large salt 
  deposits are found in the hills, often buried under tons of rock and soil. Rainfall 
  dissolves the salts and washes it downstream. Often, these salts precipitate out of 
  the water onto stones, deadfall, or even along banks where the streams slow as 
  they meander toward the lake. In these locations, salt miners scoop up buckets of 
  water along the stream beds (and scrape off any precipitated salts), empty them 
  into three- to four-foot-wide pans, and slowly boil away the water. Rich deposits 
  need only a single boil, but those polluted with other dissolved solids might need 
  to be rinsed and re-boiled several times to yield high-quality salts.
  This method is the easiest and least dangerous. The best sites for these 
  boil mines are lower on the slopes and thus closer to civilization and all the 
  protection that affords. The heavy work is in moving water and gathering 
  fuel for the fires. The former can be eased by creating sluices that divert the 
  stream, though this risks angering those further downstream, while the latter 
  is becoming increasingly more difficult as the lower slopes become denuded 
  of trees. Most boil miners bring donkey loads of coal and firewood with them.
  PlaCeR
  PlaCeR
  The most common salt mines, especially on the upper slopes where the 
  motherlodes of salt can be found, are placer mines. These are difficult to 
  locate; one must know the area and know how to spot them, or time and effort 
  is wasted. A miner usually begins with a small boil operation to determine the 
  quantity and quality of salt dissolved in a stream. From there, it is a process 
  of following the stream uphill to locate the source of the dissolved salts. 
  Once a likely source is spotted, it must be dug up. This often requires deep 
  pits or lengthy shafts tunneled into the ground. If the placer miner is lucky, 
  the motherlode is rock salt that can be dug out and carried down. If not, the 
  salts are mixed in with rock and soils and must be washed out, boiled, and 
  sometimes boiled again to render alchemical salts that will fetch a nice price 
  in Cat’s Cradle.
  Cave
  Cave
  Cave miners are a special breed, and the other salt miners give them a wide 
  berth. Many see them as crazed, and that estimation is often not far from the 
  truth. Hundreds of caves, often large caverns and complexes of tunnels, are 
  scattered around the Salchamp. Cave miners go into these caves to find raw 
  deposits of rock salt. While the finds are rare, those who are lucky enough 
  to survive the search and locate a rock salt lode can come down from the 
  mountains rich beyond their wildest dreams. However, the caves are dangerous 
  and tend to have a higher concertation of creatures altered by the alchemical 
  salts. Furthermore, the caverns seem to affect a person’s mind and body. Filter 
  masks (see Appendix 4: New Items) are needed to avoid overexposure to the 
  effects of raw alchemical salts, and something about the caverns warps the 
  mind and creates delusions and paranoia.
  dangeRs of The salChamP
  dangeRs of The salChamP
  The Salchamp is not a safe place. The terrain is rugged, bandits are a threat, 
  and the native animals are dangerous (the locals call the largest predator a tiger, 
  but it is really a panther). Adding to this, the alchemical salts contaminate the 
  air, soil, and water. This contamination can cause horrid mutations in otherwise 
  nonthreatening life, and even animate the dead.
  aiR
  aiR
  The air is hazardous around salt mines, especially in caves containing large 
  alchemical salt deposits. For every hour spent inside an area subject to salt 
  contamination, a character must succeed on a saving throw (modified by their 
  situation) or roll on the Salt Contamination Effects Table. 
  SALT CONTAMINATION MODIFIERS
  SALT CONTAMINATION MODIFIERS
  Modifier
  Factor
  +1
  Wearing a face covering of some kind
  +1
  In a ventilated area (outside or in a cave with artificial 
  ventilation)
  –1
  Engaged in active exercise that hour (combat, climbing, 
  running)
  –1
  Open wounds
  –1
  Drank contaminated water within the last 24 hours
  SALT CONTAMINATION EFFECTS
  SALT CONTAMINATION EFFECTS
  d100
  Effect
  01–35
  The character develops a loud cough, an irritating rash, or 
  begins sneezing for 24 hours (or some other annoying but 
  harmless problem). 
  36–45
  Vivid hallucinations that play out your daydreams and 
  cause you to be stunned for 1d4 rounds.
  46–50
  One sense becomes occluded for 24 hours (roll 1d4): 
  1=smell/taste; 2=touch; 3=hearing; 4=sight.
  51–60
  Alignment reversal for 24 hours.
  61–65
  Shakes. Whenever you roll a 1 on a d20, you drop 
  everything in your hands.
  66–70
  Blinded for one hour.
  71–80
  Deafened for one hour
  81–85
  Intense cramping. Whenever you roll a 1 on a d20, you are 
  stunned for 1d4 + 2 rounds. 
  86–88
  –1 penalty on saving throws and attack rolls for one hour.
  89–94 
  Exhaustion (–1 penalty to saving throws, attacks, and 
  damage until character rests for at least eight hours).
  95 
  Lose one level.
  96 
  Suffer the effects of a confusion spell.
  97
  Poisoned (save or die).
  98
  Frightened as fear spell.
  inTo The salChamP
  inTo The salChamP
  
  Into thE Salchamp
  Into thE Salchamp|15
  |15
  
  16|EyE of Itral
  16|EyE of Itral
  d100
  Effect
  99
  Petrified for one hour.
  100
  Roll on the mutations table below. The effect lasts for one hour. 
  (See the Salt Mummy in Appendix 3: New Monsters)
  waTeR
  waTeR
  Much of the water in the Salchamp is not safe to drink as it is contaminated 
  by the alchemical and natural salts. If boiled, it produces steam that can be 
  collected and then drunk. With the right materials and a successful saving 
  throw, a person could filter or boil the water to make it safer to drink. Both 
  process take at least an hour per gallon treated. The salt miners often keep a 
  still going to produce fresh water for their own consumption, and some might 
  be willing to sell or trade it at a rate of 1 gp per gallon.
  wandeRing monsTeRs
  wandeRing monsTeRs
  The Salchamp is home to several unique monsters, with alchemical grubs, 
  salt mutants, and salt worms being the most well-known, as well as natural 
  animals, bandits, and other things. The alchemical salts have a variety of strange 
  effects on living creatures and even corpses. Those who die in the Salchamp are 
  usually cremated, but accident and murder often leave unburied corpses that are 
  animated by the strange properties of the area. Check for random encounters 
  every 12 hours; an encounter occurs on a 1–2 on d6, at a distance of 200 feet 
  unless otherwise noted. This chance for encounter increases to 1–3 on d6 in the 
  Upper Slopes, and 1–4 on a d6 in the Deep Salchamp.
  SALCHAMP TABLE
  SALCHAMP TABLE
  d100
  Encounter
  01–25
  2d6 miners who are indifferent toward the characters.
  26–35
  2d6 claim jumpers who attack only if they can do so from 
  ambush and flee after losing half their number
  36–40
  1d3 alchemical grub swarms 
  41–50
  Mountain tiger (lost and confused, may be befriended, 
  will flee)
  51–55
  1d4 salt mummies 
  56–57
  Minor earthquake (the ground rumbles, rocks slide down 
  higher slopes, campfires have a 50% chance of getting out 
  of control)
  58–65
  Salt wind (blows for 3d6 hours, everyone makes a Salt 
  Contamination saving throw, visibility is reduced to 50 feet 
  for the duration, no rests may be taken without shelter)
  66–75
  Alchemical discharge preceded by a glowing and humming 
  noise covers 20 + 5d10 foot radius centered on the 
  characters and discharges within six seconds of starting 
  (all characters take 2d4 points of varied damage [roll d6: 
  1=acid; 2=cold; 3=fire; 4=lightning; 5=thunder; 6=necrotic 
  damage]; half damage on a successful save)
  76–80
  1d4 + 1 salt worms spring from the ground and attack
  81
  Lost donkey (may be captured, is laden with 55 gp worth 
  of common goods)
  82–85
  Abandoned miner camp (15 minutes of searching turns up 
  1d6 dried rations and one gallon of drinkable water)
  86–90
  1d3 salt mutants
  91
  Miner’s stash (a rock formation conceals 5,000 gp worth of 
  pure alchemical salts in cloth bags, the miners are nearby 
  and come to violently investigate, 50% chance the stash is 
  trapped by a deadfall)
  92
  Exposed rock salt (a recently uncovered, modest-sized lode 
  worth 1,500 gp but requires tools and 75 man-hours of 
  work to uncover, weighs 55 pounds)
  93–95
  Rain (roll d6: 1–3=light rain for 1d6 hours; 4–5=steady 
  rain for 1d4 days; 6=storm for 1d6 + 1 days)
  d100
  Encounter
  96–98
  Lone corpse of a miner, head bashed in, no valuables. There is 
  a 75% chance that 1d6 fossil crabs are snacking on the body.
  99–100
  1d4 crazed cave miners (attack in screaming fit, 50% 
  chance of having a salt mutation, fight to the death)
  Alchemical Grub Swarm (1d3): HD 6; AC 8[11]; Atk electrical 
  charge (2d4); Move 12 (burrow 9); Save 11; AL N; CL/XP 8/800; 
  Special: resist slashing and piercing weapons (50% damage), 
  spell-like abilities, vulnerable to fire (200% damage). (see 
  Appendix 3: New Monsters)
   Spell-like abilities: at will—levitate; 3/day—magic missile.
  Claim Jumpers, Male or Female Humans (2d6): HD 1; HP 8, 
  7, 6x2, 5x3, 4; AC 7[12]; Atk shortsword (1d6) or shortbow x2 
  (1d6); Move 12; Save 17; AL C; CL/XP 1/15; Special: none. 
  (Monstrosities 254)
   Equipment: leather armor, shortsword, 1d6 sp.
  Crazed Cave Miners (1d4): HD 1; AC 7[12]; Atk pickaxe (1d6); 
  Move 12; Save 17; AL N or C; CL/XP 2/30; Special: +2 to hit 
  in berserk state. (Monstrosities 255)
  Donkey: HD 2; AC 7[12]; Atk bite (1d4); Move 12; Save 16; AL 
  N; CL/XP 2/30; Special: none.
  Fossil Crabs (1d6): HD 2; AC 4[15]; Atk 2 claws (1d6); Move 9 
  (climb 9); Save 16; AL N; CL/XP 3/60; Special: reflect spells 
  (40% chance of spells rebounding on caster), resist slashing 
  and piercing weapons (50% damage). (see Appendix 3: New 
  Monsters)
  Miners, Male or Female Humans (2d6): HD 1d6hp; AC 9[10]; 
  Atk hand axe (1d6) or light crossbow (1d4+1); Move 12; Save 
  18; AL Any; CL/XP B/10; Special: none. (Monstrosities 254)
   Equipment: hand axe, light crossbow, 10 bolts.
  Mountain Tiger: HD 3; AC 6[13]; Atk 2 claws (1d3 + rake), bite 
  (1d6); Move 16; Save 14; AL N; CL/XP 4/120; Special: rake 
  (if both front claws hit, rake with rear claws for additional 1d6 
  damage). (Monstrosities 370)
  Salt Mummies (1d4): HD 6; AC 3[16]; Atk 2 strikes (1d8); Move 
  9; Save 11; AL C; CL/XP 8/800; Special: +1 or better magic 
  weapons to hit, salt explosion (explodes if killed, 10ft radius, 1d6 
  damage and save or salt contamination), salt spray (1/day, 3d6 
  damage and salt contamination, save for half damage and avoid 
  contamination). (see Appendix 3: New Monsters)
  Salt Mutant Dire Wolf with Tentacle: HD 3; AC 7[12]; Atk bite 
  (1d4+1) and tentacle (1d6 + grapple); Move 18; Save 14; AL N; CL/
  XP 3/60; Special: salt mutation (tentacle, 1d6 damage, grapple, 
  Open Doors check to escape). (see Appendix 3: New Monsters for 
  other examples and details on creating other salt mutants)
  Salt Worm (Blue Hue): HD 4; AC 7[12]; Atk 2 claws (1d6) 
  and bite (1d8); Move 15 (climb 12, burrow 15); Save 13; AL 
  N; CL/XP 5/240; Special: breath weapon (3/day, 15ft line, 
  2d6 lightning damage, save for half), vulnerable to acid (200% 
  damage). (see Appendix 3: New Monsters for other varieties)
  salChamP RumoRs
  salChamP RumoRs
  The investigation doesn’t stop once the characters leave Cat’s Cradle to 
  search the Salchamp for the eye. Nor should the dirty deeds for that matter. 
  The following information can be gained by asking prospectors, miners, and 
  others encountered in the Salchamp. Roll 1d8 and give the characters all of 
  the information with a target number equal to or lower than the number rolled.
  SALCHAMP RUMORS TABLE
  SALCHAMP RUMORS TABLE
  d8
  Rumor
  1
  The deeper you get in the Salchamp the stranger things you 
  see. I was up past Heartache Ridge once, there were these … 
  things … that gibbered and hopped, just masses of flesh.
  
  Into thE Salchamp
  Into thE Salchamp|17
  |17
  d8
  Rumor
  2
  Yeah, I once saw a bunch of lights in the Rib Hills. Tomuo 
  followed them thinking they were lost miners. I stayed put, 
  momma didn’t raise no fools. Sure enough, Tomuo screamed, 
  and the lights went out. I ran back upslope as fast as I could.
  3
  What you have to watch out for is shambling dead. No, hear 
  me out, they dwell in the deeper hills and come out of the 
  ground right at ya.
  4
  Ol’ Stabvil was the one who went the deepest. Drove him 
  mad. Blabbered on about ghosts of dragons and such, eyes 
  that never blinked, and worse things. Nothing good happens 
  past Heartache Ridge, I tell ya the truth on that one.
  5
  Some tenderfoot name of Greo came by, looked thirsty and 
  lost. Gave him some water and pointed him on his way. 
  Headin’ for Heartache Ridge as I recall.
  6
  Seen a strange fellow pokin’ around asking a lot of questions, 
  just like you folks are doin’, questions about eyes and such. 
  Didn’t take to him and told him nothin’. (This person can be 
  described and is your choice of rivals.)
  7
  Yeah, heard of that Greo fellow, old man with no business 
  out here. Asked about Big Bat Cave, or was it Tiger Cave?
  8
  Lots of strange folks about, bandits are all stirred up, and 
  they say the tigers are howling in the deeper hills.
  loCaTions in The salChamP
  loCaTions in The salChamP
  The following locations can be found in the Salchamp. They should serve as 
  locations for encounters and places to look for the eye. Keep in mind that there 
  may be one or more factions moving on the map at this point in the adventure, 
  and you should keep track of them. Spotting a rival or running into them in 
  the dark should be fun. Feel free to add more locations to the map if needed.
  big baT Cave
  big baT Cave
  Located deep in the hills of the Salchamp, Big Bat Cave is far enough off 
  the beaten paths and the locations where conventional wisdom says the best 
  salt lodes can be found that few bother to go there. Desperate enough to try his 
  hand at cave mining and foolish enough to ignore the advice of generations of 
  salt miners, Stabvil headed off into Big Bat Cave. He found the eye there, lost 
  his wits, and eventually this is the cave to which the eye returned.
  Big Bat Cave is a natural cave carved by the action of thousands of years 
  of water percolating through the soft stone of the Salchamp. The cave is at 
  high risk of salt contamination. Add a –1 penalty to saving throw rolls made in 
  Locations BB-2 through BB-4, and a –2 for Locations BB-5 through BB-7. 
  No light sources are within the caves.
  bb-1. enTRanCe
  bb-1. enTRanCe
  Sitting at the bottom of a steep hill, the entrance to Big Bat Cave is a 
  100-foot-tall and 30-foot-wide cleft in the hillside. The reek of bat guano fills 
  the air for a dozen feet, and at sunrise and sunset hordes of bats pass through 
  the cave’s mouth. The tall cleft slopes down rapidly toward Location BB-2.
  bb-2. baT Cave
  bb-2. baT Cave
  This wide and tall cavern (120 feet by 55 feet) is filled to a depth of six 
  feet with bat guano. A hundred bat swarms are here, but mostly they do not 
  move unless physically disturbed, and even then they are more prone to flying 
  around at random than attacking. Any light source sets them to chittering and 
  making noise that alerts the salt worms in Location BB-5.
  The true threat in the bat cave is a colony of 10 giant bat salt mutants. 
  These altered bats are vicious and cruel but tend to be sound sleepers. During 
  the day, any loud noises disturb them and cause them to swoop to attack. The 
  chittering of their smaller cousins is not enough to wake them.
  Boil-Covered Giant Bat (Greater Bat) Salt Mutants (10):  
  HD 4; HP 27, 25, 24, 21, 20x3, 19, 17, 10;  AC 7[12]; Atk bite 
  (1d10); Move 4 (fly 18); Save 13; AL N; CL/XP 5/240;  
  Special: 10% chance of disease, salt mutation (boils erupt if 
  struck, 5ft radius, 1d6 damage, save for half).  
  (Monstrosities 35)
  bb-3. hand Cave
  bb-3. hand Cave
  The center of this 80-foot-diameter cave is filled with the fossilized remains 
  of a great, six-fingered hand that thrusts up from the center of the room as if 
  reaching for the ceiling. The fingers extend up from the floor to the second 
  joint and then go on into the ceiling. The rest of the hand is buried in the rock 
  above and below. Each finger is 10 feet across and made of stone much harder 
  than that of the Salchamp hills.
  Once every three hours, this hand regularly pulses with a greenish light. 
  When it does, it deposits 1d4 salt mummies that step out of the solid stone. At 
  the same time, any salt mummies already in the cavern are absorbed.
  Salt Mummies (1d4): HD 6; AC 3[16]; Atk 2 strikes (1d8); Move 9; 
  Save 11; AL C; CL/XP 8/800; Special: +1 or better magic weapons to hit, 
  salt explosion (explodes if killed, 10ft radius, 1d6 damage and save or salt 
  contamination), salt spray (1/day, 3d6 damage and salt contamination, save 
  for half damage and avoid contamination). (see Appendix 3: New Monsters) 
  bb-4. salT CaveRn
  bb-4. salT CaveRn
  The two tunnels leading into Location BB-4 narrow down to only two feet 
  in width as they approach the cavern. The cavern itself is not made of stone; it is 
  actually a 30-foot-wide by 300-foot-long fissure cut into a massive alchemical 
  salt intrusion in the solid rock. The inclusion is a 500-foot-long, 50-foot-wide, 
  and 200-foot-deep mass of high-quality salt. It is, unfortunately, not terribly 
  stable, as it is incised with hundreds of cavities and voids of varying size. 
  Anyone moving at more than half their speed through the cave runs the risk of 
  falling into a cavity in the salt and must succeed at a saving throw or become 
  mired up to their neck in the alchemical salts. This renders them prone and 
  restrained, but also requires an immediate Salt Contamination check. 
  A clear tunnel through the rock is beneath the salt in the southwest corner. It 
  is only three feet in dimeter and allows passage to Location BB-6. The secret 
  tunnel is lined with salts and crawling through it triggers a Salt Contamination 
  check. Any loud noises in this cavern attract the attention of the remains of 
  Greo (Location BB-7). He is aware of the secret tunnel.
  bb-5. salT woRm Cave
  bb-5. salT woRm Cave
  Hungry salt worms tunneled out this cave to create a burrow here. It is 
  small, 30 feet by 20 feet, and averages only eight feet in height. Lairing here 
  are 3 salt worms that attack any intruders but also investigate disturbances in 
  Location BB-2 or adjacent tunnels.
  Salt Worm (Green Hue): HD 4; HP 23; AC 7[12]; Atk 2 claws 
  (1d6) and bite (1d8); Move 15 (climb 12, burrow 15); Save 13; 
  AL N; CL/XP 5/240; Special: breath weapon (3/day, 15ft line, 
  2d6 caustic gas damage, save for half), vulnerable to lightning 
  (200% damage). (see Appendix 3: New Monsters)
  Salt Worm (Red Hue): HD 4; HP 30; AC 7[12]; Atk 2 claws (1d6) 
  and bite (1d8); Move 15 (climb 12, burrow 15); Save 13; AL N; 
  CL/XP 5/240; Special: breath weapon (3/day, 15ft line, 2d6 fire 
  damage, save for half), vulnerable to cold (200% damage). (see 
  Appendix 3: New Monsters)
  Salt Worm (Silver Hue): HD 4; HP 26; AC 7[12]; Atk 2 claws 
  (1d6) and bite (1d8); Move 15 (climb 12, burrow 15); Save 
  13; AL N; CL/XP 5/240; Special: breath weapon (3/day, 15ft 
  line, 2d6 cold damage, save for half), vulnerable to fire. (see 
  Appendix 3: New Monsters)
  bb-6. CRoss Passage
  bb-6. CRoss Passage
  Three tunnels merge here, as does a hidden tunnel that leads to Location 
  BB-4. This is the farthest spot from the skull (Location BB-7) where the 
  thought ghosts can pursue. A hidden tunnel leads from here to below the salt in 
  Location BB-4. This tunnel is only three feet in diameter and passing though 
  it triggers a Salt Contamination check.
  bb-7. The sPine
  bb-7. The sPine
  The natural, water-carved tunnel abruptly stops at a formation that bears a 
  close resemblance to a massive spine trapped within solid rock. The channel 
  that would house a spinal cord is half filled with alchemical salts from which 
  a narrow three-foot-wide by six-foot-tall passage has been scraped out. 
  Following this 30-foot-long path leads to the massive hollow of the cavern, 
  actually the open interior of the Salt Skeleton’s brain case. The interior of the 
  
  18|EyE of Itral
  18|EyE of Itral
  
  Into thE Salchamp
  Into thE Salchamp|19
  |19
  skull shows a network 
  of indentations like a 
  brain pressed into wet clay. 
  Blue-white flashes of light travel along 
  these, providing bright light inside the skull.
  The skull of the Salt Skeleton rests facedown and forms most of this cavern. 
  It is a massive formation with a great hollow cavity in the center. The mouth is 
  filled with soil and is home to a nest of alchemical grubs that carved a network 
  of tunnels that wind between the teeth and reach into the brain cavity. The 
  skull has three large eye sockets, one of which houses the eye of Itral. In total, 
  the skull is 600 feet from scalp to chin and 400 feet across at the temples.
  Only one route through the open neck allows access to the skull.
  Thought ghosts, memories, dreams, and imaginings of the Salt Skeleton 
  lingered beyond its death and now form to defend the brain cavity and the 
  eye of Itral. The thought ghosts are not true creatures, although the difference 
  between a thought ghost and a snarling chimera might be slight to someone 
  under its fangs. Thought ghosts are monsters but incorporeal like ghosts. Roll 
  on the Thought Ghosts Table below or feel free to add your own creations 
  based on creatures appropriate for your characters.
  THOUGHT GHOSTS
  THOUGHT GHOSTS
  d12
  Ghost of …
  1
  3d8 kobolds
  2
  chimera
  3
  wyvern
  4
  4d4 goblins
  5
  remorhaz
  6
  ogre mage
  7
  minotaur
  8
  medusa
  9
  manticore
  10
  hydra
  11
  2d6 orcs
  12
  trolls
  Chimera Thought Ghost: HD 9; AC 4[15]; Atk 2 claws (1d3), 2 
  goat horns (1d4), lion bite (2d4), dragon bite (3d4); Move 9 (fly 
  18); Save 6; AL C; CL/XP 12/2000; Special: +1 or better magic 
  or silver weapon to hit, breathes fire (3/day, 50ft range, 3d8 
  damage, save for half), incorporeal (50% chance unaffected by 
  magic while incorporeal). (Monstrosities 66)
   Note: The chimera thought ghost still has a breath weapon that 
  looks like fire, but is actually a ghostly chill that does the same 
  damage.
  Goblin Thought Ghosts (4d4): HD 1d6 hp; AC 6[13]; Atk 
  incorporeal strike (1d6); Move 9; Save 18; AL C; CL/XP 1/15; 
  Special: –1 to hit in sunlight, +1 or better magic or silver 
  weapon to hit, incorporeal (50% chance unaffected by magic 
  while incorporeal). (Monstrosities 211)
  Hydra Thought Ghost (6 headed): HD 6; AC 5[14]; Atk 6 heads 
  (1d6); Move 9; Save 11; AL N; CL/XP 9/1100; Special: +1 or 
  better magic or silver weapon to hit, incorporeal (50% chance 
  unaffected by magic while incorporeal). (Monstrosities 259)
  Kobold Thought Ghosts (3d8): HD 1d4 hp; AC 7[12]; Atk 
  incorporeal strike (1d6); Move 6; Save 18; AL C; CL/XP B/10; 
  Special: +1 or better magic or silver weapon to hit, incorporeal 
  (50% chance unaffected by magic while incorporeal). 
  (Monstrosities 277)
  Manticore Thought Ghost: HD 6+4; AC 4[15]; Atk 2 claws 
  (1d3), bite (1d8), 6 tail spikes (1d6); Move 12 (fly 18); Save 
  11; AL C; CL/XP 8/800; Special: +1 or better magic or silver 
  weapon to hit, incorporeal (50% chance unaffected by magic 
  while incorporeal), tail spikes (6 spikes per round, 180ft range). 
  (Monstrosities 316)
  Medusa Thought Ghost: HD 6; AC 8[11]; Atk incorporeal strike 
  (1d4) and snake bite (1d3); Move 9; Save 11; AL C; CL/XP 
  9/1100; Special: +1 or better magic or silver weapon to hit, fear 
  gaze (save or affected as fear spell), incorporeal (50% chance 
  unaffected by magic while incorporeal). (Monstrosities 324)
   Note: The medusa thought ghost’s snakes do not deliver a 
  poisonous bite, and it cannot turn opponents to stone. Instead, 
  targets are affected as if by a fear spell.
  Minotaur Thought Ghost: HD 6+4; AC 6[13]; Atk head butt 
  (2d4), bite (1d3) and incorporeal strike (1d8); Move 12; Save 
  11; AL C; CL/XP 7/600; Special: +1 or better magic or silver 
  weapon to hit, incorporeal (50% chance unaffected by magic 
  while incorporeal), never get lost in labyrinths. (Monstrosities 
  330)
  Ogre Mage Thought Ghost: HD 5+4; AC 4[15]; Atk incorporeal 
  strike (1d12); Move 12 (fly 18); Save 12; AL C; CL/XP 8/800; 
  Special: +1 or better magic or silver weapon to hit, incorporeal 
  (50% chance unaffected by magic while incorporeal), regenerate 
  (1hp/round), spell-like abilities. (Monstrosities 359)
  Spell-like Abilities: at will—darkness 15ft radius, invisibility, 
  polymorph self; 1/day—charm person, cone of frost (60ft range, 
  20ft diameter blast, 8d6 damage to all, save for half), sleep.
  Orc Thought Ghosts (2d6): HD 1; AC 6[13]; Atk incorporeal 
  strike (1d8); Move 9; Save 17; AL C; CL/XP 1/15; Special: +1 
  or better magic or silver weapon to hit, incorporeal (50% chance 
  unaffected by magic while incorporeal). (Monstrosities 364)
  Remorhaz Thought Ghost (8HD): HD 8; AC 0[19], head/
  underside 2[17]; Atk bite (5d6); Move 12; Save 8; AL N; CL/
  XP 9/1100; Special: +1 or better magic or silver weapon to hit, 
  incorporeal (50% chance unaffected by magic while incorporeal), 
  melt weapons (top of creature melts non-magical weapons, 8d6 
  damage if touched, save for half). (Monstrosities 394)
   Note: The thought ghost remorhaz radiates incorporeal heat 
  that still burns.
  Troll Thought Ghost: HD 6+3; AC 4[15]; Atk 2 claws (1d4), bite 
  (1d8); Move 12; Save 11; AL C; CL/XP 8/800; Special: +1 or 
  better magic or silver weapon to hit, incorporeal (50% chance 
  unaffected by magic while incorporeal), regenerate (3hp/ round). 
  (Monstrosities 489)
  Wyvern Thought Ghost: HD 8; AC 3[16]; Atk incorporeal bite 
  (2d8) or sting (1d6); Move 6 (fly 24); Save 8; AL N; CL/XP 
  10/1400; Special: +1 or better magic or silver weapon to hit, 
  incorporeal (50% chance unaffected by magic while incorporeal). 
  (Monstrosities 519)
   Note: The wyvern thought ghost swoops in and out of the skull 
  to attack, passing incorporeally through the walls of the cavern. 
  It does not have a poison sting.
  
  20|EyE of Itral
  20|EyE of Itral
  bb-8. eye soCkeTs
  bb-8. eye soCkeTs
  The slow process of soil formation covered the Salt Skeleton but left a large 
  void beneath the face. This 20-foot-deep void is roughly 100 feet across and 300 
  feet along the midline and encompasses the three eye sockets as well as the nasal 
  cavity and the upper jaw. It is pitch dark here, but small amounts of light leak in 
  from the brain cavity through the two empty eye sockets and the nasal cavity. 
  Although not enough light to see by, it does allow a delver to pinpoint those 
  locations within the void. The eye sockets are aligned in a triangular pattern, 
  with the one containing the eye of Itral sitting in the forehead above the two 
  empty sockets. One minute after a living creature enters the void beneath the 
  face of the Salt Skeleton, 1d3 + 1 alchemical grub swarms tunnel up from the 
  mouth and attack. They are by far the least fearsome guardians of the eye of Itral.
  Alchemical Grub Swarms (1d3+1): HD 6; AC 8[11]; Atk 
  electrical charge (2d4); Move 12 (burrow 9); Save 11; AL N;  
  CL/XP 8/800; Special: resist slashing and piercing weapons 
  (50% damage), spell-like abilities, vulnerable to fire (200% 
  damage).
   Spell-like abilities: at will—levitate; 3/day—magic missile.
  big haT’s CamP
  big haT’s CamP
  Big Hat is one of the more dangerous bandit leaders in the Salchamp. 
  Striking from this hidden camp, he raids independent salt miners but stays 
  clear of the larger mining camps and the quarries. He does this to avoid 
  attracting much official notice. He is also smart enough to let most miners go 
  after he divests them of their alchemical salts, the better to fleece them again 
  another time. He sells the salts he collects to Hiras the Tinker in Cat’s Cradle. 
  The camp is not much, just a few campfires and bedrolls in a box canyon. 
  The gang consists of 20 bandits. Three stand lookout on the bluffs at the 
  mouth of the canyon, while the rest can usually be found lounging around 
  or performing various camp chores. The gang has 30 horses they keep at the 
  back of the canyon behind a stick fence. There is a 25% chance the gang is 
  out raiding at any time, in which case only the three lookouts and two keepers 
  are at the camp. If not raiding, they have 1,500 gp worth of alchemical salts 
  stored in the camp.
  Big Hat, Male Human Bandit Leader (Ftr5): HP 28; AC 4[15]; 
  Atk +1 longsword (1d8+2) or heavy crossbow x1/2 (1d6+1); 
  Move 12; Save 9 (+1, ring); AL C; CL/XP 5/240; Special: 
  +1 to hit and damage strength bonus, multiple attacks (5) vs. 
  creatures with 1 or fewer HD.
   Equipment: chainmail, +1 longsword, heavy crossbow, 10 
  crossbow bolts, ring of protection +1, 2d4 gp.
  Bandits, Male or Female Humans (20): HD 1; AC 7[12];  
  Atk short sword (1d6) or shortbow x2 (1d6); Move 12; Save 17; 
  AL C; CL/XP 1/15; Special: none. (Monstrosities 254)
   Equipment: leather armor, short sword, shortbow, 20 arrows, 
  1d4 sp.
  boil mine
  boil mine
  Two miners work a small boil operation here. They are wary of strangers, 
  but if approached kindly, they offer a seat by the fire, coffee, and beans. It is 
  generally expected that visitors share some of their provisions as guests. The 
  miners have been out here for a while and speaking with them yields a rumor 
  or two.
  Miners, Male or Female Humans (2): HD 1d6hp; AC 9[10]; Atk 
  hand axe (1d6) or light crossbow (1d4+1); Move 12; Save 18; AL 
  Any; CL/XP B/10; Special: none. (Monstrosities 254)
   Equipment: hand axe, light crossbow, 10 bolts.
  heaRTaChe Ridge
  heaRTaChe Ridge
  The commonly assumed marking line between the lower slopes and the 
  deep Salchamp, Heartache Ridge gets its name from all of the prospectors who 
  have crossed it and either never returned or came back emptyhanded. Worse, 
  most come back with just enough wealth to outfit and head back, a tantalizing 
  temptation of great riches that never materializes.
  
  Into thE Salchamp
  Into thE Salchamp|21
  |21
  QuaRRy
  QuaRRy
  Jade-marble or ripplestone are mined in large pit quarries that scar the 
  Salchamp. The operations are extensive, with hundreds of workers toiling 
  to cut out and haul up tons of rock. Well-supplied and well-organized, these 
  quarries often have armed guards. They do not like strangers poking around 
  and regularly run off prospectors and others who intrude. However, they 
  are open to hiring new help. The work is exhausting, and labor is always in 
  demand. Unskilled work brings in 5 gp a week plus food and water, while 
  skilled stonemasons can expect 10 gp a week and better treatment.
  Guards, Male or Female Humans (as needed): HD 1; AC 
  7[12]; Atk short sword (1d6) or longbow x2 (1d6); Move 12; 
  Save 17; AL Any; CL/XP 1/15; Special: none. (Monstrosities 
  257)
   Equipment: chainmail, short sword, longbow, 20 arrows.
  PlaCeR mine
  PlaCeR mine
  This larger mining operation is built near a suspected motherlode of 
  alchemical salts. The ground around it is dug up, and a deep shaft runs into 
  the hillside. The nearby creek was diverted to run through a sluice box, and all 
  water downstream for 20 miles is polluted with alchemical salt runoff and is 
  unfit to drink (adds a –1 penalty to a salt contamination saving throw). There 
  are 10 miners who are less than happy to see strangers poking around. They 
  have accumulated 1d100 x 10 gp worth of alchemical salts and are leery of 
  claim jumpers. If approached carefully, they willingly talk (and maybe share 
  some rumors), but strangers are not welcome to stay, and any camp made 
  within 10 miles draws their attention.
  Miners, Male or Female Humans (10): HD 1d6hp; AC 9[10]; 
  Atk hand axe (1d6) or light crossbow (1d4+1); Move 12; Save 
  18; AL Any; CL/XP B/10; Special: none. (Monstrosities 254)
   Equipment: hand axe, light crossbow, 10 bolts.
  Rib hills
  Rib hills
  These tall hills received their name from their shape. The sides of the hills 
  are heavily eroded into long vertical gullies that bear a close resemblance 
  to a rib cage of massive proportions. Those who support the Salt Skeleton 
  hypothesis point to the formation as proof, while others just scoff at it. You can 
  see anything in a cloud or a hill’s shape. Even so, alchemical salts and jade-
  marble tend to be found here in larger concentrations than elsewhere.
  salChamP guaRd PosT
  salChamP guaRd PosT
  The only city guard presence in the Salchamp is a small fortified camp 
  with a wooden stockade surrounding it. Inside is a well, a stout storehouse, 
  and several tents for the 10 guards and their commander. The guards are a 
  font of knowledge as they spend most of their time watching travelers go past, 
  speculating on said travelers, and gambling. They allow visitors to use the 
  well and ride out if bandits are nearby or if a traveler is in distress within a few 
  miles. Otherwise, they are content to sit and watch.
  Commander, Male or Female Human: HD 3; HP 20; AC 5[14]; 
  Atk longsword (1d8); Move 12; Save 14; AL Any; CL/XP 3/60; 
  Special: none. (Monstrosities 256)
   Equipment: chainmail, longsword, 1d4 gp.
  Guards, Male or Female Humans (10): HD 1; HP 8, 7, 6x3, 
  5x2, 4, 3x2; AC 7[12]; Atk short sword (1d6) or longbow x2 
  (1d6); Move 12; Save 17; AL Any; CL/XP 1/15; Special: none. 
  (Monstrosities 257)
   Equipment: chainmail, short sword, longbow, 20 arrows.
  salTy JaCk’s
  salTy JaCk’s
  A stout, iron-banded wooden door is set into the rock face along the trail. A 
  hand-painted sign on the door proclaims that it is the entrance to Salty Jack’s. 
  The door is locked and a lone guard remains on the inside. A small slot opens 
  at head height if anyone knocks on the door, and a gruff voice asks who is there 
  and inquires about their business. Those who answer politely are admitted to 
  Salty Jack’s, the only tavern in the Salchamp.
  Guard, Male or Female Human: HD 1; AC 7[12]; Atk short 
  sword (1d6) or longbow x2 (1d6); Move 12; Save 17; AL Any; 
  CL/XP 1/15; Special: none. (Monstrosities 257)
   Equipment: chainmail, short sword, longbow, 20 arrows.
  Nestled in a dry cave that has been expended to accommodate the tavern, 
  Salty Jack’s walls are plastered over to keep the pervasive influence of the 
  alchemical salts from affecting those inside. A deep shaft driven into buried 
  aquifers provides fresh water. 
  The tavern is one large cavity dug out of the rock. The main room has a 
  small fireplace with a flume that serves more to cook food than to provide heat 
  or light. A six-foot-long wooden table is next to the fireplace, behind which are 
  casks of ale and water, crates of foodstuffs, and a locked strongbox containing 
  75 gp, 50 sp, and 300 cp. Oil lanterns hang from hooks in the ceiling, but the 
  lighting is always dim. Three tables, each capable of seating six people, are 
  scattered around the room. A wider portion of the room to the south has eight 
  three-tier bunk beds.
  Three guards remain on duty at all times to keep the peace. Jackie 
  Kilborne owns the place and spends most of the day there. He retires to a 
  nearby cabin to sleep or journeys into Cat’s Cradle for supplies or to invest his 
  proceeds. Jackie’s longer ears and sharpened incisors reveal the half-orc blood 
  in his family tree.
  Salty Jack’s is a fine place to gather information about the Salt Skeleton. 
  The regulars have experience mining the alchemical salts and are willing to 
  tell tales both true and grossly exaggerated. Many of them work the deep 
  Salchamp and have seen a thing or two. A few coins spent on drinks, some 
  words among friends, and time spent socializing should earn characters a 
  rumor or two about the Salchamp.
  Jackie Kilborne, Male Half-Orc Owner of Salty Jack’s 
  (Ftr6): HP 39; AC 7[12]; Atk +1 battle axe (1d8+3); Move 12; 
  Save 9; AL N; CL/XP 6/400; Special: +2 to hit and damage 
  strength bonus, multiple attacks (6) vs. creatures with 1 or 
  fewer HD.
  Equipment: leather armor, +1 battle axe, leather pouch with  
  2d6 gp.
  Guards, Male or Female Humans (3): HD 1; AC 7[12]; Atk 
  short sword (1d6) or longbow x2 (1d6); Move 12; Save 17; AL 
  Any; CL/XP 1/15; Special: none. (Monstrosities 257)
   Equipment: chainmail, short sword, longbow, 20 arrows.
  
  22|EyE of Itral
  22|EyE of Itral
  The following three factions are vying for the eye of Itral and are willing to 
  go to great lengths to get it. 
  elzaRa fonTaine
  elzaRa fonTaine
  Born to a simple peasant family, Elzara Fontaine was taken by a vampire 
  shortly after her 23rd birthday. A slave to her vampiric master for more than a 
  decade, Fontaine aided an adventuring party in slaying her captor and escaped 
  with a portion of his treasury. She set herself up as a wealthy but eccentric 
  merchant in various cities, moving on when suspicions began to gather. In this 
  guise she has managed to stay just ahead of any hunting do-gooders and yet 
  maintain a degree of wealth.
  Along the way, she managed to grow her vampiric powers and supplement 
  them with magical trinkets. While certainly for more mannered and skilled than 
  the rude peasant girl she once was, Fontaine lacked a proper education in life. In 
  undeath, she has learned to read and has studied arcane matters and history to a 
  great degree but has not mastered more than the most basic of spells.
  Through her networks of informants, she caught wind of the hunt for the eye 
  of Itral. While Fontaine’s knowledge of magical items is expansive, the eye of 
  Itral is so obscure that she does not know much about it. Others want it and 
  thus she has joined the hunt. Jasper Heinrich, her long-time rival, is involved, 
  and Fontaine might desire his fall as much as she desires the eye.
  As a person of wealth and power, Fontaine does not travel alone. She came 
  to Cat’s Cradle with a small entourage of 6 servants, 3 bodyguards, and her 
  personal attendant Rivka (who is Fontaine’s daughter from shortly before 
  Fontaine was kidnapped and turned, a fact that Fontaine keeps secret until the 
  right time). Once in the city, Fontaine took no time establishing a local group 
  of followers and now has 2 vampire spawn (Utiia and Zefon) at her beck and 
  call, as well as 9 local bandits whom she holds in thrall through her powers.
  She has taken over a residence in the Jade District (the location isn’t 
  specified in this adventure, but if you do end up disclosing it, the Jade District 
  fits best with Fontaine’s personality) and uses it as her base of operations. She 
  sleeps during the day in a coffin filled with grave dirt from her parent’s grave 
  mixed with the ashes of her former master. Naturally, she keeps that coffin 
  well hidden in the cellar.
  Elzara Fontaine, Female Vampire: HD 7; HP 50; AC 2[17]; Atk 
  bite (1d10 + level drain); Move 12 (fly 18); Save 9; AL C; CL/XP 
  10/1400; Special: +1 or better magic weapon to hit, charm gaze 
  (as charm person, –2 save), gaseous form, killed only in coffin, 
  level drain (2 levels with hit), regenerate (3 hp/round), shapeshift, 
  spells (MU 4/2/1), summon rats or wolves. (Monstrosities 498)
   Spells: 1st—detect magic, magic missile (x2), read magic; 2nd—
  ESP, invisibility; 3rd—hold person.
   Equipment: amulet against scrying, bag of holding, gem of 
  seeing, ring of human control, 3d6 gp, diamond tiara (250 gp). 
  Utiia, Vampire Spawn: HD 4; HP 27; AC 4[15]; Atk bite (2d8); 
  Move 12; Save 13; AL C; CL/XP 5/240; Special: darkvision 
  (60ft), regenerate (1 hp/round), resists cold and electricity (50% 
  damage), vampire weaknesses. (Tome of Horrors 4 228)
  Zefon, Vampire Spawn: HD 4; HP 24; AC 4[15]; Atk bite (2d8); 
  Move 12; Save 13; AL C; CL/XP 5/240; Special: darkvision 
  (60ft), regenerate (1 hp/round), resists cold and electricity (50% 
  damage), vampire weaknesses. (Tome of Horrors 4 228)
  Bandits, Male or Female Humans (9): HD 1; AC 7[12]; Atk short 
  sword (1d6) or shortbow x2 (1d6); Move 12; Save 17; AL C;  
  CL/XP 1/15; Special: none. (Monstrosities 254)
   Equipment: leather armor, short sword, shortbow, 20 arrows, 
  1d4 sp.
  Bodyguards, Male or Female Humans (3): HD 1; AC 7[12]; 
  Atk short sword (1d6) or longbow x2 (1d6); Move 12; Save 17; 
  AL Any; CL/XP 1/15; Special: none. (Monstrosities 257)
   Equipment: chainmail, short sword, longbow, 20 arrows.
  Servants (6), Male or Female Humans: HD 1d6hp; AC 9[10]; 
  Atk dagger (1d4); Move 12; Save 18; AL Any; CL/XP B/10; 
  Special: none. (Monstrosities 254)
  Rivka
  Rivka
  A half-orc in her mid-30s, Rivka grew up an orphan given to the temples of 
  the war god. She excelled at an early age, besting her fellow initiates in physical 
  combat and at strategic games. In her youth, she had trouble controlling her 
  battle rage. As she grew older, she learned to turn it into a seething source of 
  cold fury. When Rivka reached maturity she left the temples, unwilling to 
  dedicate herself to worship and leadership and wanting to see the wider world 
  and maybe to find the parents who abandoned her. She managed the former, 
  serving in several mercenary companies and earning her place as one of the 
  finest warriors of her time.
  Five years ago, she fell in with the wealthy merchant Lord Fontaine. While 
  Rivka has no real recollection of why she chooses to follow this decadent 
  and diffident woman, especially once she learned Fontaine was undead, she 
  remains fiercely loyal. She serves as Fontaine’s strong right arm, confidant, 
  and often partner in planning the vampire’s machinations. What Rivka does not 
  know is that she is just a cog in Fontaine’s machine. She is also unaware that 
  she is the vampire’s daughter, born months before her mother was kidnapped 
  and cursed with undeath.
  Rivka, Female Half-Orc (Ftr4): HP 24; AC 2[17]; Atk +1 
  longsword (1d8+1); Move 12; Save 9; AL C; CL/XP 6/400; 
  Special: +2 to hit and damage strength bonus, multiple attacks 
  (6) vs. creatures with 1 or fewer HD.
  Equipment: plate mail, shield, +1 longsword.
  JasPeR heinRiCh
  JasPeR heinRiCh
  A mage, regent of a powerful duchy, art collector, head of a small criminal 
  enterprise, and dealer in illegal goods, Jasper Heinrich has come to Cat’s 
  Cradle for one thing, to find the eye of Itral. To achieve that, he will stop at 
  nothing, but he would much prefer to get the eye using his normal means. 
  Affable, charming, and sophisticated, Heinrich presents a different type of foe, 
  one that the characters might willingly work with, and might willing work 
  with them, for a time at least.
  Born into a noble family, Heinrich received a first-class education. Never 
  one to indulge in physical activities to any degree, he shied away from 
  knighthood and mastered mystical arts to become an adept mage. Instead of 
  appearing in ill-fitting armor on a horse he could barely mount, he offered his 
  arcane services to his liege lord. This was deemed acceptable, and soon he had 
  a position at court as his lord’s personal wizard.
  Heinrich used this position to enrich himself materially and politically. 
  When his liege died and left a mewling babe as an heir, Heinrich maneuvered 
  himself to become the regent. More wealth and power flowed his way, but the 
  challenge was no longer great enough. He secretly dabbled in the black market 
  and then defeated the local thieves’ guild, taking over their operations under a 
  new name. Much like his quest for legitimate power, this proved depressingly 
  easy after a while. At that point, he turned to collecting rare art and magical 
  artifacts, never minding if the current owner was alive, willing to sell, or any 
  of that. 
  Catching wind of the eye of Itral, Heinrich has come to Cat’s Cradle to 
  personally oversee the hunt for the artifact. His small entourage consist of 
  a bevy of 6 servants, a troop of 5 ducal guards led by a commander, and 
  his personal aides Kavor and Misra. Using others such as the characters 
  as go-betweens helps insulate Heinrich and his minions, but also provides 
  convenient fodder if someone needs to take a fall or be thrown in the way 
  of a rival.
  Jasper Heinrich, Male Human Mage (MU7): HP 24; AC 5[14] 
  or 2[17] (missile) and 4[15] (melee) from shield spell; Atk staff 
  of power (2d6); Move 12; Save 7 (+2, ring); AL C; CL/XP 8/800; 
  Special: +2 save vs. spells, wands and staffs, spells (4/3/2/1).
   Spells: 1st—charm person, light, magic missile, shield; 2nd—
  invisibility, locate object, phantasmal force; 3rd—dispel magic, 
  lightning bolt; 4th—dimension door.
   Equipment: staff of power (24 charges), ring of protection +2, 
  cloak of displacement, potion of clairvoyance, potion of treasure 
  finding, gold nuggets (150 gp total).
  aPPendix 1: The Rivals
  aPPendix 1: The Rivals
  
  chaptEr two: ovErvIEw of tEhuatl
  chaptEr two: ovErvIEw of tEhuatl|23
  |23
  Guard Commander, Male or Female Human: HD 3; AC 5[14]; 
  Atk longsword (1d8); Move 12; Save 14; AL Any; CL/XP 3/60; 
  Special: none. (Monstrosities 256)
   Equipment: chainmail, longsword, 1d4 gp.
  Guards, Male or Female Humans (5): HD 1; AC 7[12]; Atk 
  short sword (1d6) or longbow x2 (1d6); Move 12; Save 17; AL 
  Any; CL/XP 1/15; Special: none. (Monstrosities 257)
   Equipment: chainmail, short sword, longbow, 20 arrows.
  Servants (6), Male or Female Humans: HD 1d6hp; AC 9[10]; 
  Atk dagger (1d4); Move 12; Save 18; AL Any; CL/XP B/10; 
  Special: none. (Monstrosities 254)
  kavoR
  kavoR
  Heinrich’s ablest henchman and the most loyal, Kavor is a young elf 
  who worships his employer with almost religious fervor. The two are 
  also lovers, though Heinrich often takes other lovers from time to time 
  as his tastes vary. Kavor has studied much in his short 50 years and has 
  mastered a few arcane arts as well as the sword and bow. Mostly he serves 
  as Heinrich’s chief bodyguard and most-trusted go-between. He has a 
  haughty disdain for nearly everyone he meets and a chip on his shoulder 
  about his youth so large that the eye of Itral could see it from its hiding 
  place deep beneath the Salchamp.
  Kavor, Male Elf Bodyguard (Ftr6): HP 24; AC 7[12]; Atk +1 
  flaming longsword (1d8+1 + 1d6 fire) or longbow x2 (1d6); Move 
  12; Save 9; AL C; CL/XP 6/400; Special: +2 to hit and damage 
  strength bonus, darkvision (60ft), detect secret doors, multiple 
  attacks (6) vs. creatures with 1 or fewer HD.
   Equipment: leather armor, +1 flaming longsword, longbow,  
  20 arrows.
  misRa
  misRa
  Slightly built, short, and with impeccable dress and manners, Misra is far 
  too polite, calm, and serious to be Heinrich’s favorite assassin. Yet the halfling 
  is death in a three foot sack. Bought from the slave pens in his desert home by 
  the finest assassins’ guild on the continent, trained to be a lethal machine, and 
  then sent on his first mission, Misra refused to be a slave made to kill. Instead, 
  he murdered his way out of the guild and his homeland to become a free man 
  and assassin for hire. Along the way, he earned a reputation for his work and 
  attracted the interest of Jasper Heinrich. Knowing that having one of the world’s 
  top assassins for hire in his employ improved his chances of completing the 
  corrupt nobleman’s various schemes and kept the assassin from being hired by 
  a rival, Heinrich made Misra a generous offer, doubled it, and thus secured the 
  foreigner’s services. Misra is not truly loyal to Heinrich, but his agenda is to 
  secure wealth, comfort, and freedom, things serving the corpulent mastermind 
  provides. If the chance arrives to greatly improve his situation, such as getting 
  the eye of Itral for himself, Misra takes a calculated risk.
  Misra, Male Halfling Assassin (Asn5): HP 24; AC 7[12]; Atk 
  short sword (1d6) or light crossbow (1d4+1 + poison); Move 
  9; Save 11; AL C; CL/XP 5/240; Special: +1 missile weapon 
  bonus, +2 save bonus vs. traps and magical devices, +4 save vs. 
  magic, backstab (x3), disguise, poison use, thieving skills.
   Thieving Skills: Climb 87%, Tasks/Traps 30%, Hear 4 in 6, 
  Hide 30%, Silent 40%, Locks 30%.
   Equipment: leather armor, boots of elvenkind, short sword, 
  light crossbow, 10 bolts, vial of poison (save or die).  
  waTCheRs of iTRal
  waTCheRs of iTRal
  Sages, priests, and even the gods disagree on what the Salt Skeleton really 
  is, where it came from, and how it ended up beneath the Salchamp. One theory 
  is that it is the remains of the god Itral, a primordial divinity that died at the 
  dawn of creation and was buried by the newly formed world. This is more than 
  a theory for the Watchers of Itral; it is the foundation of their faith.
  According to the Watchers, Itral willingly died so that their prophecy could 
  come to fruition. The prophecy is interpreted to mean that the faithful will 
  be rewarded when Itral awakens to rend the world in twain and usher in a 
  new era of individual freedom and extreme license during which none may 
  stop another from the fulfillment of their most primitive desires. Indeed, those 
  primitive desires should be all that exists in this new world. The sky will fall, 
  and with it the gods, and the faithful will at last be free to revel and rampage 
  as they will, enjoying primal thrills that younger gods and mortal societies 
  prevent. For the Watchers of Itral, the end goal is an era of psychopathy where 
  the world burns and they dance around bloody altars.
  A central tenet of this theological goal is to assemble the remains of their 
  dead god in preparation to raising him from his death sleep. The continued 
  mining of the Salt Skeleton is anathema to the Watchers and constitutes a gross 
  waste of divine material in the pursuit of mundane power. Every day, part of 
  their god is dug from its grave and carted off, and more runs off in streams and 
  rivers. According to the Watchers, this is part of the plan of the younger gods 
  and their dupes, the economic, political, and religious leaders of the world. 
  Through this sacrilegious act, the enemies of the cult seek to prevent the return 
  of Itral, at least according to the Watchers. In truth, few have heard of the cult, 
  and the leadership of Cat’s Cradle is unaware and unconcerned about it, at 
  least at the beginning of the adventure.
  Currently, the cult is working on a project they hope will speed up the 
  rebirth of their dead deity. They hope to locate the eye of Itral that they believe 
  was recently unearthed by the salt miner Stabvil. The cult will stop at nothing 
  to get the eye but the members know they must not play their hand too openly 
  lest they incur the wrath of the authorities. Once they have the eye, the cult 
  plans to use it to contact the spirit of their deceased god though an elaborate 
  ritual. Locating the eye is the primary goal of the cult’s leadership.
  PoweRs of The faiThful
  PoweRs of The faiThful
  Being a cultist of the Watchers of Itral is not just dressing up and attending 
  some wild parties, or in the case for the street level beggars and ruffians who 
  have formed cult cells, drinking to excess and brutalizing strangers. The 
  theology of the cult is based around individual enlightenment through the 
  meditations, transitive dances, and the use of various drugs and the alchemical 
  drug thyst. This gives even the least initiated member of the cult a limited form 
  of prescience, not enough to see the future but enough to sense when some 
  momentous personal event is about to happen. (In game terms, the cultist can 
  choose to reroll one saving throw or an attack roll once per day.) Those deeper 
  in the cult’s methods gain greater powers.
  CulTisT of iTRal
  CulTisT of iTRal
  The rank-and-file of the Watchers of Itral are a mixed lot. Some are from 
  the edges of society and want to bring it all down to lift themselves up, while 
  others are jaded scions of wealth and power drawn to the cult to satiate their 
  own desires. The cult is divided into small cells of three to nine members who 
  tend to act independently but are overseen by high presentient. Even so, the 
  cult is not well organized or ordered, and cells tend to pursue their own plans 
  without guidance from the cult’s leadership.
  Most of the common cultists are armed with curved daggers that are the 
  symbol of the cult. More “enlightened” cultists carry curved swords as a 
  symbol of their advancement. All wear leather armor under their robes, rags, 
  and other clothes, for the cult encourages its followers to be prepared to 
  defend their faith at any given moment. The leaders of cells are better armed 
  and armored, wearing studded leather beneath their clothing and carrying 
  curved swords.
  Watcher of Itral Cultist: HD 2; AC 7[12]; Atk +1 
  cultic dagger (1d4+1) or +1 cultic sword (1d6+1); Move 
  12; Save 16; AL C; CL/XP 2/30; Special: prescience 
  (1/day, reroll one save or attack roll). (Monstrosities 
  254)
   Equipment: leather armor, +1 cultic dagger4 or +1 cultic 
  sword4, 1d6 sp.
  
  24|EyE of Itral
  24|EyE of Itral
  Watcher of Itral Cultist Cell Leader: HD 4; AC 7[12]; Atk +1 
  cultic dagger (1d4+1) or +1 cultic sword (1d6+1); Move 12; Save 
  13; AL C; CL/XP 5/240; Special: prescience (1/day, reroll one 
  save or attack roll), spells (Clr 2/2). (Monstrosities 254)
   Spells: 1st—cure light wounds, detect magic; 2nd—hold person, 
  silence 15ft radius.
   Equipment: leather armor, +1 cultic dagger4 or +1 cultic 
  sword4, 1d6 gp.
  4 See Appendix 4: New Items
  esTavil sukRo,  
  esTavil sukRo,  
  waTCheR PResenTienT
  waTCheR PResenTienT
  The leader of the Watchers of Itral, or at least those in Cat’s Cradle, is a 
  disaffected scion of a distant noble house. Born and raised in a life of ease and 
  sublime refinement, she chafed under the expectations of her position. Adding 
  to her dissatisfaction was that, as a younger child, she never had a role in the 
  family business. There were expectations that she would find a place in life in 
  a priesthood or, at the very least, as a patron of artists and a society leader. But 
  when her sorcerous powers began to manifest, Estavil turned toward arcane 
  studies, a forbidden topic in her family. 
  Delving deeper into her research, she learned of the many theories behind 
  the Salt Skelton, including the Watchers of Itral. At first intrigued by the 
  transgressive nature of the cult, she delved further, eventually making contact 
  with a cell composed of street beggars and others at the edge of society. The 
  thrill of the cult’s rituals and the scandalous nature of associating with people 
  so far removed from her upbringing led her deeper into the cult.
  Today, Estavil lives two lives. Most know her as a rich socialite who is the 
  patron of several artists, scholars, and a few groups of adventurers. To the 
  Watchers of Itral, she is the high presentient, the oldest and most powerful 
  member of the cult. Her mundane power is centered in her wealth and social 
  regard, which she uses to aid the cult and their plans. She keeps the cult in line 
  through magical might and extreme ruthlessness.
  Estavil Sukro, Female Human Watcher of Itral Presentient 
  (Clr8): HP 39; AC 4[15]; Atk +1 cultic sword (1d6+1); Move 12; 
  Save 7 (+1, ring); AL C; CL/XP 8/800; Special: +2 save versus 
  paralyzation and poison, banish/control undead, prescience (3/
  day, can avoid a successful attack or automatically succeed at a 
  saving throw), spells (2/2/2/2/2). 
   Spells: 1st—cure light wounds, detect evil; 2nd—hold person, 
  silence 15ft radius; 3rd—cure disease, locate object; 4th—cure 
  serious wounds, speak with plants; 5th—commune, finger of 
  death. 
   Equipment: chainmail, +1 cultic sword4, ring of protection +1.    
  4 See Appendix 4: New Items
  
  appEndIx 2: BackgroundS
  appEndIx 2: BackgroundS|25
  |25
  The following backgrounds can be used for characters embarking on The 
  Eye of Itral or in other adventures focused on investigation and mystery. 
  While this adventure is designed for characters of levels 5–7, some players 
  might be making new characters for this adventure, while others might lose a 
  character during the adventure and want a replacement made to serve.
  foRmeR CulTisT
  foRmeR CulTisT
  Once you were a member of a cult, possibly even the Watchers of Itral. 
  Something happened and you left. Perhaps you had a change of heart and saw 
  that the cult’s activities were foul. Maybe you were pushed out by political 
  machinations within the cult. It could be that your friends or family took you 
  from the cult and deprogrammed you. However it happened, you don’t follow 
  that path anymore, but fear you might be marked by it for life.
  Equipment: former cult’s vestments and symbol wrought in iron, sacrificial 
  dagger, 10 gp
  fRiends on The inside,  
  fRiends on The inside,  
  enemies on The ouTs
  enemies on The ouTs
  You have a mixed relationship with your former cult. The hardliners want 
  you punished for leaving, while those you were close to might be willing to 
  help you out in small ways, possibly just to lure you back in. Likewise, you 
  have reservations about using the knowledge you gained while a cultist; there 
  are so many bad memories and regrets. Yet you know the insides of the cult 
  better than anyone else and that knowledge might help bring them down, and 
  even get those you care about out.
  Jaded soCialiTe
  Jaded soCialiTe
  Your world has been one of wealth and privilege — so much wealth and 
  privilege that you struggle to find something that can move you. It is difficult 
  to find a temporal delight that you have not explored, a delicacy you have 
  not tried, or a privilege you have not leveraged for your own pleasure. You 
  crave something new, anything new, to cure the ennui. Adventuring, involving 
  yourself in death-defying activities, or chasing rumors of a new sensation are 
  the only joys you have in this bleak life.
  Equipment: musical instrument of your choice, fine clothes, bottle of rare 
  wine, various powders and substances of ill repute, 20 gp
  seen iT all
  seen iT all
  Your pursuit of something to move your overtaxed senses and emotions 
  has led you down strange avenues. Along those benighted routes, you have 
  met all manner of people, mostly the type that people of your social class and 
  breeding never encounter. To put it simply, you know people — and things 
  that are not people — whom you have no right to know. They have provided 
  a brief indulgence in the past, and might be able to provide information or a 
  distraction from this life.
  knighT in souR aRmoR
  knighT in souR aRmoR
  You played the part of the hero once and swore to never do it again. 
  Whatever it was you hoped to accomplish, you failed, and it cost you more 
  than you could bear. But you did, you bore it and moved on. Now you stick 
  your neck out for no one, at least until a cause comes along and you can’t let 
  things stand as they are. Time and again you are moved to act against your 
  better judgment and get involved, and always to your detriment. You just can’t 
  let villains get away with their crimes or let the innocent suffer because you 
  refuse to act. When you do, you grumble and complain, but you do what’s 
  right in the end.
  Equipment: common clothes, courtly clothes, memento from the last time 
  you got involved, a weapon you bring out only when called for, 10 gp 
  ghosTs of The PasT
  ghosTs of The PasT
  The previous times you placed everything on the line for a cause left more 
  than just emotional scars; they have given you a web of contacts and friends. 
  The people you helped remember you, at least those who survived, and would 
  be willing to lend you minor aid. The last time you muddied your boots on the 
  hero’s journey took you to places you would rather forget, but those places 
  might yield insight and clues to a new task.
  PRivaTe oPeRaToR
  PRivaTe oPeRaToR
  You work for others solving their problems. While nobles and priests have 
  their own people to handle affairs, your value is not just that you specialize 
  in solving problems, but that you are discreet about it. Clients come to you 
  with all manner of issues, most of them of the kind that they don’t want 
  publicly known. Dalliances that need covered up or revealed, thefts that the 
  authorities either can’t or won’t solve, payments that must be made to people 
  less discerning, these are the sorts of things you handle, and handle well. 
  Equipment: disguise kit, change of clothing, notebook in a secret cipher 
  only you know detailing your cases, 15 gp
  infoRmanTs
  infoRmanTs
  Your cases have led you into the halls of power and the lowest of slums. You 
  know who to talk to in order to gain the information you need or the results 
  your clients demand. Most of the time you communicate with these informants 
  in disguise. Few know who you are, and most know only the beggar with the 
  limp, the one-eyed sailor, or the foreign noble. Make sure you use the right 
  disguise with each informant lest they discover who you truly are.
  vigilanTe
  vigilanTe
  There are those who need to be punished but escape due to lazy authorities 
  or by having the wealth and power to circumvent the law. Such matters will 
  not stand, and you will not allow them to. Your normal persona cannot be 
  involved or be seen to be involved, so you don a simple disguise and take 
  the law into your own hands. Even those who aid you in this quest for justice 
  might not know who you truly are, for if the truth gets out, those you care 
  about, not to mention your standings in society, will be hurt. This is a risk you 
  must take, for justice must be served.
  Equipment: thieves’ tools, dark cloak, scarf, 15 gp
  Two woRlds
  Two woRlds
  You move through two worlds, the seedy underbelly of the city and your 
  daytime persona. This places you at risk of discovery, but also means that 
  you have contacts and allies in both. Positioned as you are, you have access 
  to knowledge and information, not to mention sometimes physical help, from 
  both sources. You must be careful though, for there are dangers in the halls of 
  power and the gutters, the greatest of which is that someone might discover 
  that you bridge the two.
  aPPendix 2: baCkgRounds
  aPPendix 2: baCkgRounds
  
  26|EyE of Itral
  26|EyE of Itral
  The following new monsters are found in the adventure:
  alChemiCal gRub swaRm
  alChemiCal gRub swaRm
  Hit Dice: 6
  Armor Class: 8[11]
  Attacks: electrical charge (2d4)
  Saving Throw: 11
  Special: resist slashing and piercing weapons, spell-like abilities, 
  vulnerable to fire
  Move: 12/9 (burrow)
  Alignment: Neutrality
  Number Encountered: 1, 1d4
  Challenge Level/XP: 8/800
  Scholars debate if the alchemical grubs are a new type of insect or the result 
  of mutations affecting beetles and other insects. What is clear is that they do 
  not exist outside the Salchamp, and even then almost always within the soil. 
  Each grub is only an inch or two long and not terribly impressive physically 
  or mentally. However, when they gather in larger numbers, they generate 
  an electrical charge against a creature caught in the swarm. A swarm can 
  levitate at will, and it can cast magic missile three time per day. Alchemical 
  grub swarms take half damage from slashing and piercing weapons, but are 
  vulnerable to fire (double damage).
  Alchemical Grub Swarm: HD 6; AC 8[11]; Atk electrical charge 
  (2d4); Move 12 (burrow 9); Save 11; AL N; CL/XP 8/800; 
  Special: resist slashing and piercing weapons (50% damage), 
  spell-like abilities, vulnerable to fire (200% damage).
   Spell-like abilities: at will—levitate; 3/day—magic missile.
  According to the locals I interviewed, some years ago a gifted 
  wizard who specialized in the control of base creatures used 
  magically enlarged hermit crabs as mine labor. As large as a cat, 
  these enchanted crustaceans could carve through rock, carry 
  large loads, and even smell out the better veins of alchemical 
  salt. Sadly, their master died in a cave-in under mysterious 
  circumstances. The crabs are now a part of the Salt Skeleton 
  ecosystem and a danger to miners and explorers alike. — Algrid 
  Henswaith, University of the Vast
  fossil CRab
  fossil CRab
  Hit Dice: 2
  Armor Class: 4[15]
  Attacks: 2 claws (1d6)
  Saving Throw: 16
  Special: Reflect spells, resist slashing and piercing weapons
  Move: 12/9 (climb)
  Alignment: Neutrality
  Number Encountered: 1, 2d4
  Challenge Level/XP: 3/60
  Fossil crabs are mutated hermit crabs that carve their own shells from the 
  fossilized rock (or the fossilized Salt Skeleton of the Salchamp). Their flesh 
  is brightly colored in reds, greens, and yellows. Unlike their natural cousins, 
  they are large enough to pose a threat and have a pair of sharp claws that serve 
  more for digging and slashing than grasping. Fossil crabs are not aggressive 
  but are easy to anger. When one of fossil crab is attacked, the rest of the colony 
  likely joins in the fight. 
  Fossil Crab: HD 2; AC 4[15]; Atk 2 claws (1d6); Move 9 (climb 
  9); Save 16; AL N; CL/XP 3/60; Special: reflect spells (40% 
  chance of spells rebounding on caster), resist slashing and 
  piercing weapons (50% damage).
  salT mummy
  salT mummy
  Hit Dice: 6
  Armor Class: 3[16]
  Attacks: 2 strikes (1d8)
  Saving Throw: 11
  Special: +1 or better magic weapons to hit, salt explosion, salt 
  spray
  Move: 9
  Alignment: Chaos
  Number Encountered: 1, 1d4
  Challenge Level/XP: 8/800
  Salt mummies result when a person dies in the Salchamp and is left 
  unburied. Most often, they are deep miners who ran out of water or food, 
  were slain by monsters, or simply succumbed to the tainted air. More than a 
  few are the result of murder, feuds, and claim wars that once ravaged the salt 
  mines. Some theorize that salt mummies are also spontaneously generated by 
  the weird stone formations scattered across the area. 
  Salt mummies attack with their fists, but once per day they can also expel 
  a 15-foot cone of alchemical salts. Every creature struck by the salt takes 3d6 
  points of damage and is contaminated by the salt, or takes half damage and no 
  salt contamination with a successful saving throw. 
  If a salt mummy is killed, its body explodes, dousing all creatures within 10 
  feet in alchemical salts. Creatures within range take 1d6 points of damage and 
  are covered in the salt and must make a saving throw or become contaminated. 
  Creatures contaminated by salt must roll on the Salt Contamination tables 
  below. 
  Salt Mummy: HD 6; AC 3[16]; Atk 2 strikes (1d8); Move 9; 
  Save 11; AL C; CL/XP 8/800; Special: +1 or better magic 
  weapons to hit, salt explosion (explodes if killed, 10ft radius, 1d6 
  damage and save or salt contamination), salt spray (1/day, 3d6 
  damage and salt contamination, save for half damage and avoid 
  contamination).   
  aPPendix 3: new monsTeRs
  aPPendix 3: new monsTeRs
  
  appEndIx 3: nEw monStErS
  appEndIx 3: nEw monStErS|27
  |27
  Salt Contamination CheCk
  Salt Contamination CheCk
  For every hour spent inside an area subject to salt contamination 
  (or for anyone caught within the salt explosion of a salt mummy), a 
  character must succeed on a saving throw (modified by their situation) 
  or roll on the Salt Contamination Effects Table. 
  SALT CONTAMINATION MODIFIERS
  SALT CONTAMINATION MODIFIERS
  Modifier
  Factor
  +1
  Wearing a face covering of some kind
  +1
  In a ventilated area (outside or in a cave with 
  artificial ventilation)
  –1
  Engaged in active exercise that hour (combat, 
  climbing, running)
  –1
  Open wounds
  –1
  Drank contaminated water within the last 24 hours
  SALT CONTAMINATION EFFECTS
  SALT CONTAMINATION EFFECTS
  d100
  Effect
  01–35
  The character develops a loud cough, an irritating 
  rash, or begins sneezing for 24 hours (or some other 
  annoying but harmless problem). 
  36–45
  Vivid hallucinations that play out your daydreams 
  and cause you to be stunned for 1d4 rounds.
  46–50
  One sense becomes occluded for 24 hours (roll 1d4): 
  1=smell/taste; 2=touch; 3=hearing; 4=sight.
  51–60
  Alignment reversal for 24 hours.
  61–65
  Shakes. Whenever you roll a 1 on a d20, you drop 
  everything in your hands.
  66–70
  Blinded for one hour.
  71–80
  Deafened for one hour
  81–85
  Intense cramping. Whenever you roll a 1 on a d20, 
  you are stunned for 1d4 + 2 rounds. 
  86–88
  –1 penalty on saving throws and attack rolls for one 
  hour.
  89–94 
  Exhaustion (–1 penalty to saving throws, attacks, 
  and damage until character rests for at least eight 
  hours).
  95 
  Lose one level.
  96 
  Suffer the effects of a confusion spell.
  97
  Poisoned (save or die).
  98
  Frightened as fear spell.
  99
  Petrified for one hour.
  100
  Roll on the mutations table in the Salt Mutations 
  Table below. The effect lasts for one hour.
  We were camping on the outskirts of the Salchamp when the 
  baying wolves alerted us to danger. Our guards took up their 
  swords as the mongrels slinked out of the high grasses. One of 
  the guards — an overconfident man, to be sure — raised his 
  blade and ran at the wolf. It should have been an easy kill. 
  Except six large tentacles rose off the wolves back and wrapped 
  around the warrior. Another wolf charged in so fast that it was 
  a blur to my eyes. Yet another had two horrible heads. I must 
  investigate further. — Algrid Henswaith, University of the Vast
  salT muTanTs 
  salT muTanTs 
  The bizarre environment of the Salt Skeleton can mutate natural creatures 
  and breed strange beasts out of the remaining viscera. These creatures take 
  a myriad number of forms, and no two beings are exactly alike. Creatures 
  subjected to a salt mutation may develop any of the following (or any others 
  as you see fit to create). Add any of the effects on the Salt Mutations Table 
  to a normal creature to create a unique salt mutant. A few sample creatures are 
  presented after the table. 
  SALT MUTATIONS TABLE
  SALT MUTATIONS TABLE
  d20
  Mutation
  Effect
  1
  Tentacle
  The creature grows a 10-foot-long tentacle 
  that it can use to make an attack that 
  inflicts 1d6 points of damage and grapple 
  a target. The tentacle has AC 4[15] and 
  15 hit points. Severing or destroying the 
  tentacle deals no damage, and severed 
  tentacles regrow within a day.
  2
  Extra Limb
  The creature grows an extra limb (roll d6: 
  1–3, arm; 4–6, leg). If an arm, it may make 
  one additional attack with that limb. If 
  a leg, the creature can move one-quarter 
  faster. 
  3
  Acid 
  Excretion
  The creature excretes acid from its pores. 
  Any attacks it makes inflict an additional 
  1d6 points of acid damage. Any creature 
  that grapples the creature or is grappled 
  suffers 1d6 points of acid damage each 
  round. 
  4
  Flailing Limbs
  The creature may make an additional 
  attack with any weapon it holds. 
  5
  Camouflage 
  Skin
  The creature gains a 40% chance to hide in 
  shadows (or an additional 20% bonus for 
  thieves).
  6
  Boils
  If the creature is struck, boils covering its 
  skin erupt and all creatures within five 
  feet take 1d6 points of damage from the 
  putrid emissions (save for half damage).
  7
  Salt Breath
  Once per day, the creature may breathe 
  a 15-foot cone of alchemical salts. All 
  creatures caught in this cone must succeed 
  on a saving throw or take 2d6 points of 
  damage, or half damage with a successful 
  save. 
  8
  Elongated 
  Limb
  One limb that the creature uses for an 
  attack grows by 10 feet, increasing its 
  reach.
  9
  Evil Eye
  One of the creature’s eyes (or if it does not 
  have an eye, it grows one) is warped and 
  warty, but allows it to innately cause fear 
  (as the spell).
  10
  Extra Mouth
  The mutant grows an extra mouth, and 
  if it already has a head, an extra head as 
  well. It can make a bite attack with the 
  mouth that does 1d8 points of damage. 
  11
  Eyestalks
  The mutant grows a pair of long flexible 
  eyestalks. As an action, it can make 
  a ranged attack with these eyestalks, 
  targeting up to two creatures within 60 feet. 
  The ray from these eyestalks inflicts 2d6 
  points of damage, or half as much with a 
  successful saving throw.
  12
  Fast
  The mutant’s speed doubles.
  
  28|EyE of Itral
  28|EyE of Itral
  d20
  Mutation
  Effect
  13
  Horns
  The mutant grows a pair of horns that do 
  1d8 points of damage as a gore attack. 
  14
  Crazy Eyes
  The mutant’s eyes (it grows a pair if it 
  normally does not have eyes) can be used to 
  make a gaze attack. A creature within 30 
  feet of the mutant that can see its eyes must 
  make a saving throw or be stunned for 1d4 
  + 2 rounds. 
  15
  Armored Hide
  The mutant’s skin, hide, fur, or whatever 
  is on the outside becomes hard and scaly, 
  granting it a –2[+2] AC bonus.
  16
  Serpent Neck
  The mutant’s neck elongates by 10 feet, 
  and if it does not already possess a bite 
  attack, it gains one as Extra Mouth above.
  17
  Venom
  The creature’s bite and claw attacks carry 
  a deadly venom. If the creature does not 
  have a bite or claw attack, it gains the 
  Extra Mouth mutation as above. The 
  target must make a saving throw or die. 
  18
  Prehensile 
  Tail
  The mutant grows a 10-foot-long tail 
  tipped with a sharp spike. It can attack 
  with the tail, inflicting 1d6 points of 
  damage. 
  19
  Regeneration
  The mutant heals 2 hit points per round.
  20
  Salt Tumor
  The mutant has a massive tumor of 
  alchemical salts within its body. When 
  it dies, this tumor explodes, filling a 
  20-foot cube with alchemical salts and 
  viscera. Any creature caught in this 
  area takes 3d6 points of damage, or half 
  damage on a successful saving throw. The 
  creatures must immediately make a Salt 
  Contamination saving throw even if they 
  are wearing filter masks.
  examPle salT muTanTs
  examPle salT muTanTs
  Acid-Excreting Crazed Cave Miner with Flailing Limbs 
  Salt Mutant: HD 1; AC 7[12]; Atk 2 pickaxe strikes (1d6 + 1d6 
  acid); Move 12; Save 17; AL N or C; CL/XP 2/30; Special: +2 to 
  hit in berserk state, salt mutations (excrete acid, additional 1d6 
  damage, and flailing limbs, extra attack). (Monstrosities 255)
  Boil-Covered Giant Bat (Greater Bat) Salt Mutant: HD 4;  
  AC 7[12]; Atk bite (1d10); Move 4 (fly 18); Save 13; AL N; 
  CL/XP 5/240; Special: 10% chance of disease, salt mutation 
  (boils erupt if struck, 5ft radius, 1d6 damage, save for half). 
  (Monstrosities 35)
  Dire Wolf with Tentacle Salt Mutant: HD 3; AC 7[12]; Atk bite 
  (1d4+1) and tentacle (1d6 + grapple); Move 18; Save 14; AL 
  N; CL/XP 3/60; Special: salt mutation (tentacle, 1d6 damage, 
  grapple, Open Doors check to escape). (Monstrosities 513)
  Fast Giant Warrior Ant Salt Mutant: HD 3; AC 3[16]; Atk bite 
  (1d6 + poison); Move 36; Save 14; AL N; CL/XP 4/120; Special: 
  poison (2d6 damage, save for 1d4 damage), salt mutation (fast). 
  (Monstrosities 15)
  Giant Frog (Medium) with Horns Salt Mutant: HD 2; AC 
  7[12]; Atk bite (1d6) and gore (; Move 3 (or 100ft leap); Save 16; 
  AL N; CL/XP 2/30; Special: leap, salt mutation (horns, gore, 
  1d8 damage). (Monstrosities 179)
  Giant Goat with Serpent Neck Salt Mutant: HD 3; AC 7[12]; 
  Atk bite (1d8) and gore (2d6); Move 18; Save 14; AL N; CL/
  XP 3/60; Special: +4 damage on charge, salt mutation (serpent 
  neck, 10ft range, bite, 1d8). (Monstrosities 210)
  Griffon with Prehensile Tail Spike Salt Mutant: HD 7; AC 3[16]; 
  Atk 2 claws (1d4), bite (2d8), tail spike (1d6); Move 12 (fly 27); Save 
  9; AL N; CL/XP 8/800; Special: salt mutation (prehensile tail spike, 
  10ft range, 1d6 damage). (Monstrosities 231)
  Salt Tumor Cow with Eyestalks Salt Mutant: HD 3; AC 7[12]; 
  Atk gore (1d6) and eyestalks (2d6); Move 18; Save 14; AL N; 
  CL/XP 3/60; Special: salt mutations (eyestalks, 60ft range, 2d6 
  damage, save for half, and salt tumor, explodes when killed, 20ft 
  radius, 3d6 damage and salt contamination check, save for half 
  damage). (Monstrosities 59)
  Thick Hide Giant Wild Boar with Extra Leg Salt Mutant: 
  HD 6; AC 3[16]; Atk gore (4d4); Move 18; Save 11; AL 
  N; CL/XP 7/600; Special: hard to kill (continue attacks 2 
  rounds after death), salt mutations (tough hide, –2[+2] AC 
  bonus, and extra limb [leg], one-quarter movement increase). 
  (Monstrosities 48)
  Two-Headed Giant Baboon Salt Mutant: HD 3; AC 7[12];  
  Atk 2 bites (1d8); Move 15; Save 14; AL N; CL/XP 3/60; 
  Special: salt mutation (extra head bite attack). ( 
  Monstrosities 27)
  It erupted out of the petrified bones that made up the walls 
  of the tunnel. A great worm three feet in diameter and easily 
  10 feet long, its head sporting a pair of fanged mandibles that 
  could shear straight through plate, muscle, and bone. The worm 
  lunged out of the hole it dug through solid rock and took my 
  bodyguard’s arm. Straight through plate, muscle, and bone. 
  I hit it with a simple incantation meant to freeze it, but it 
  just shrugged off the blast of cold and came at me. — Algrid 
  Henswaith, University of the Vast
  salT woRm
  salT woRm
  Hit Dice: 4
  Armor Class: 7[12]
  Attacks: 2 claws (1d6) and bite (1d8)
  Saving Throw: 13
  Special: breath weapon, vulnerability
  Move: 15/12/15 (climb/burrow)
  Alignment: Neutrality
  Number Encountered: 1, 1d4, 3d4
  Challenge Level/XP: 5/240
  Salt worms feed upon the alchemical salts found within the Salchamp, rats, 
  and other vermin, as well as the occasional miner or explorer. They are multi-
  hued beasts with rubbery skin divided into numerous foot-long segments. 
  Each segment has a pair of sharp-tipped claws that it uses to tunnel through 
  solid rock or to dig through looser soil. Worms have different-colored head 
  segments that grant them different breath weapon abilities. Regardless of the 
  color of the worm, its breath weapon is a 15-foot line that causes damage to 
  any creature caught in the blast (save for half damage). The worm can use its 
  breath weapon three times per day.
  Salt Worm (Blue Hue): HD 4; AC 7[12]; Atk 2 claws (1d6) 
  and bite (1d8); Move 15 (climb 12, burrow 15); Save 13; AL 
  N; CL/XP 5/240; Special: breath weapon (3/day, 15ft line, 
  2d6 lightning damage, save for half), vulnerable to acid (200% 
  damage).
  Salt Worm (Red Hue): HD 4; AC 7[12]; Atk 2 claws (1d6) and 
  bite (1d8); Move 15 (climb 12, burrow 15); Save 13; AL N; CL/
  XP 5/240; Special: breath weapon (3/day, 15ft line, 2d6 fire 
  damage, save for half), vulnerable to cold (200% damage).
  Salt Worm (Purple Hue): HD 4; AC 7[12]; Atk 2 claws (1d6) and 
  bite (1d8); Move 15 (climb 12, burrow 15); Save 13; AL N; CL/
  XP 5/240; Special: breath weapon (3/day, 15ft line, 2d6 damage 
  from concussive blast, save for half), vulnerable to magic missile 
  (200% damage).
  
  appEndIx 3: nEw monStErS
  appEndIx 3: nEw monStErS|29
  |29
  Salt Worm (Green Hue): HD 4; AC 7[12]; Atk 2 claws (1d6) and 
  bite (1d8); Move 15 (climb 12, burrow 15); Save 13; AL N; CL/
  XP 5/240; Special: breath weapon (3/day, 15ft line, 2d6 caustic 
  gas damage, save for half), vulnerable to lightning (200% 
  damage).
  Salt Worm (Orange Hue): HD 4; AC 7[12]; Atk 
  2 claws (1d6) and bite (1d8); Move 15 (climb 
  12, burrow 15); Save 13; AL N; CL/XP 5/240; 
  Special: breath weapon (3/day, 15ft line, 2d6 
  acid damage, save for half), vulnerable to poison 
  (200% damage).
  Salt Worm (Silver Hue): HD 4; AC 7[12]; Atk 2 
  claws (1d6) and bite (1d8); Move 15 (climb 12, 
  burrow 15); Save 13; AL N; CL/XP 5/240; 
  Special: breath weapon (3/day, 15ft 
  line, 2d6 cold damage, save for 
  half), vulnerable to fire.
  
  30|EyE of Itral
  30|EyE of Itral
  aRTifaCT
  aRTifaCT
  eye of iTRal
  eye of iTRal
  The eye of Itral — and there are three of them floating around out there — 
  is a powerful artifact with strange and disturbing powers. Many legends have 
  sprung up over the centuries — and have been largely forgotten — concerning 
  the eye’s powers and dangers. To possess the eye is said to lead to untold 
  mystical powers, temporal wealth, and even the chance to become a god.
  Once removed from its socket, the eye starts to wander. At each sunrise and 
  sunset, the eye teleports itself 1d10 x 10 feet in a random direction. It never 
  buries itself or teleports into the air, and instead moves in a roughly lateral 
  direction along the surface of the world, or if inside a cavern, remains on the 
  floor. It can teleport and imbed itself in an inanimate object that is less dense 
  than granite, displacing the matter of the object. However, when it does this, 
  it always leaves part of itself, no more than one-third of its circumference, 
  outside the object. The only way to prevent this teleportation from occurring 
  is to have someone focus their vision in the eye’s pupil during the hour-long 
  period of sunrise and sunset.
  While the eye is loose, divination magic is greatly affected. Any divination 
  magic (such as detect evil, detect magic, locate object, etc.) used or targeting a 
  creature, object, or location with 10 miles of the eye returns a false result 50% 
  of the time and gives no clue that the result is false. Within five miles, this 
  false return rate increases to 75%. Within one mile, divination magic simply 
  does not work, and the spell or power is expended but no answer is given. The 
  eye itself is immune to this effect and its divination magic is unaffected. These 
  false readings vary by the nature of the divination magic. Some simple magics 
  that give yes or no answers give the wrong answer. Others that show an area, 
  provide directions to the location of a target, or otherwise give more expansive 
  information simply show the wrong location, direct to the wrong target or give 
  false directions, or otherwise provide erroneous information. There is a 5% 
  chance each time divination magic is used that instead of the normal effects of 
  the magic, the result is a roll on the Eye Effects Table.
  Staring into the eye is a risky affair. It is an artifact not of this world, alive in 
  a sense but cold stone in another. Interacting with it poses dangers to the body 
  and soul. Anyone who stares into the eye for even a moment receives visions 
  of other worlds and of this reality, though rarely in a coherent form. Before 
  staring into the eye, characters must declare how long they intend to do so, 
  either for a few seconds, a minute, an hour, or multiple hours. During this time, 
  the character is incapacitated and can only stare into the eye until the duration 
  ends. While the powers of the eye are granted only to the character wielding it, 
  anyone can spend time staring into the eye.
  At the end of this period, the character has a percentage chance of 
  succumbing to the artifact based on how long they stared into the eye. A few 
  seconds does no harm. A few minutes has a 1% chance. Every 15 minutes 
  increases the chance by 5% (so a 20% chance if a character stares into the eye 
  for an hour). If characters succumb to the eye, they  must make a saving throw. 
  On a successful save, roll 1d6 on the Eye Effects Table below. If the saving 
  throw fails, roll 1d10.
  EYE EFFECTS TABLE
  EYE EFFECTS TABLE
  1d6 or 
  1d10
  Effect
  1
  You see a world beyond worlds, planets in orbit about 
  strange moons, moons in orbit about massive creatures, 
  the domains of gods, the vapors between matter, and the 
  location of one person or object in your reality that you 
  name. This final vision is as if you were a disembodied eye 
  floating a few feet above them.
  2
  You see an image of the past from a random time and place 
  in your reality. The vision then changes to a panorama 
  of strange beings dicing with planets for the fate of the 
  universe, a twisted labyrinth of flesh and bone that screams 
  as it tears itself into bloody pieces, and a vicious fight 
  between three-headed dogs over the fate of a doomed soul.
  3
  You see a mighty ship sailing on a sea of mucus and blood, 
  a library as large as the vastness of the open steppe but 
  filled with books whose bindings are made from crawling 
  shackled humanoids who moan and writhe against each 
  other, the tiniest creature in all reality crawling upon an 
  even tinier sphere of another reality, and eldritch insight 
  into one skill granting you advantage on its next use.
  4
  You see a billion worms with the heads of humanoids 
  crawling and writhing in a ball at the heart of a great 
  glass globe as tentacled masses watch in amusement. A 
  disembodied spinal column and brain cavort on a beach 
  made of tears and bones, as waves of viscera wash up on 
  shore. Two cats chase you across a field of razor-tipped grass 
  blades. The character gains a +1 to-hit bonus for 24 hours.
  5
  The world becomes a tiny marble cast by gods into a sea 
  of flaming mouths that speak the greatest truths of the 
  universe in a chorus of babbling tongues. A dozen headless 
  humanoids hold up a giant head that spews forth moons 
  and stars as it tumbles like a beachball between their 
  hands. The stars turn to skulls and pull themselves out 
  of the tapestry of the sky, trailing strings of intestines as 
  they cackle over your greatest failures and promise worse. 
  Until the next sunset, the character can cast either locate 
  object, clairaudience, or clairvoyance.
  6
  Lightning crashes from a sky made of severed livers, as 
  rain sweeps across mountains of rotting flesh as skeletons 
  battle eternally beneath their peaks. A million chickens 
  explode like a bursting star and fill the universe with 
  feathers that form worlds undreamed of. A trout swims 
  into your ear and lairs in your head and speaks the secrets 
  to wealth and power at terrible costs. The character gains 
  a +1 bonus on saving throws until the next sunset, but 
  then suffers a –1 penalty until the following sunrise.
  7
  You see a great maw filled with teeth composed of 
  thousands of goblins that swallows you. As you pass 
  inside, you are in a whirlwind of arms and legs adrift on 
  a sea of infinite mercury. Your greatest love and greatest 
  enemy battle each other for your soul, and you do not 
  recognize either. At the end of the visions, the character is 
  sickened for one hour (–1 to hit and saves) and develops a 
  ravenous hunger for fried worm castings.
  8
  A face screaming your name pushes itself out of a 
  kaleidoscope of colors that shift and flow like melted wax. 
  A tavern filled with pigs dressed as people order platters 
  of humans roasted in great ovens. Ostriches peck at a 
  giant log within which hide all the people you have ever 
  killed. The character is unconscious for the next 24 hours 
  and cannot be awakened by anything short of a wish spell.
  aPPendix 4: new iTems
  aPPendix 4: new iTems
  eye DiSruption anD  
  eye DiSruption anD  
  the WatCherS of itral
  the WatCherS of itral
  The Watchers are well aware of the eye’s effects on divination magic, 
  while most who seek the eye do not know about these effects and 
  cannot explain why normally reliable magics are so questionable. They 
  use a variety of ritualized procedures to account for these disruptions, 
  but for the most part these take time. Their innate ability to predict the 
  near future during combat is unaffected, as they use mental calculations 
  to deduce the most likely outcomes
  
  appEndIx 4: nEw ItEmS
  appEndIx 4: nEw ItEmS|31
  |31
  1d6 or 
  1d10
  Effect
  9
  A mouth vomits out humanoids who plunge like a 
  waterfall into a pool of slime that bubbles and churns. The 
  world whirls around you and into you and through you 
  until you do not know what is you and what is everything 
  else. A hundred imps make sport with a hundred pixies 
  as the gods look on and place wagers. The character’s 
  intelligence, wisdom, and charisma scores are reduced to 1 
  and return to their normal levels at the rate of 1 point per 
  completed long rest.
  10+
  You see worlds spinning in a stew pot as a giant ladles 
  each one out into a bowl and your friends feast upon 
  the screaming millions. Eight elephants rear up and 
  trumpet saliva in great spouts that wash the stars from 
  the heavens and leave bats in their place. The sun drips 
  red blood upon a hot plain of upturned faces frozen like 
  sandstone. The character is petrified and his or her soul 
  is trapped within the eye until another creature rolls this 
  result and exchanges the character’s soul into their body 
  and their soul into the eye.
  To acquire the benefits of the eye of Itral, a character must perform a 
  lengthy ritual that costs 10,000 gp in rare spices, incense, and finely crafted 
  ritual items. Once these components are assembled, the exacting eight-hour 
  ritual (during which time the character must continue staring into the eye) 
  leaves the character exhausted for 24 hours. After that, the character can use 
  the eye’s powers:
  • The eye grants the wielder the properties of a gem of seeing at all times. * 
  The wielder can stare into the eye without suffering new visions.
  • The character can cast wizard eye, clairvoyance, and clairaudience three 
  times per day. When using any of these spells, the character’s eyes become 
  black orbs.
  • The character cannot be blinded and is immune to gaze attacks.
  • The character gains a gaze attack that he or she can control. If activated, 
  any character within 30 feet who meets the character’s eyes must make a saving 
  throw with a –2 penalty or flee in fear (as per the spell fear). Alternately, once 
  per month the character can use the gaze as a medusa’s stare and turn enemies 
  that fail a saving throw into gibbering mouthers (Monstrosities 203).
  • Each day, the character suffers an incredibly vivid nightmare that causes 
  1d6 points of damage if the character fails a saving throw. One per week, this 
  nightmare is so disturbing that the character takes 4d6 points of damage on a 
  failed saving throw (or half as much on a success).
  The eye of Itral can be destroyed by covering it in an even, five-foot-diameter 
  sphere of alchemical salts taken from the Salt Skeleton. This salt sphere must 
  then be encased in a sphere of mithral. Once this is complete, the alchemical 
  salts must be ignited. After 24 hours, the outer casing of mithral can be cracked 
  open to reveal a tiny marble-sized eye, which is rendered powerless.
  new eQuiPmenT
  new eQuiPmenT
  filTeR mask
  filTeR mask
  This leather mask covers the mouth and nose. An inch-thick by three-inch-
  diameter oval case protrudes from the lower part of the mask, located roughly 
  over the mouth, and can be closed with brass-hinged latches. An alchemical 
  filter fits within the case and cleans the air as the character breathes. The filters 
  available in Cat’s Cradle (found at any general store or shop specializing in 
  mining gear) are a well-known protective device against the tainted air of the 
  Salt Skeleton as well as “dead air” and other foul gases found in the salt mines. 
  Each filter lasts for one hour, after which it provides little benefit. The filters do 
  not protect against other airborne contaminants or gasses. A filter mask costs 
  25 gp, and weighs two pounds. Replacement filters cost 5 gp each and have 
  negligible weight.
  new weaPons
  new weaPons
  CulTiC daggeR of The  
  CulTiC daggeR of The  
  waTCheRs of iTRal
  waTCheRs of iTRal
  This +1 curved dagger bears the eye symbol of the Watchers of Itral on 
  its pommel. Once per day, the wielder can cast bless before entering combat.
  CulTiC swoRd of The  
  CulTiC swoRd of The  
  waTCheRs of iTRal
  waTCheRs of iTRal
  This +1 scimitar bears the eye symbol of the Watchers of Itral on its pommel. 
  Once per day, the wielder can cast bless, clairvoyance, and legend lore once 
  each. Clerics who serve the Watchers of Itral can use the cultic sword. 
  
  32|EyE of Itral
  32|EyE of Itral
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors
  Jonathon Tweet, Monte Cook, Skip Williams, based on original mate-rial by E. Gary
  Gygax and Dave Arneson.
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors
  Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James
  Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
  original material by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
  The Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published
  and distributed by Frog God Games; Author Scott Greene, based on original material by
  Gary Gygax.
  Tome of Horrors Swords & Wizardry Update © 2018, Frog God Games, LLC; Authors:
  Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey
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  Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston,
  Bill Kenower, Patrick Lawinger,Rhiannon Louve, Ian McGarty, Edwin Nagy,
  James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg
  Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb.
  Eye of Itral, © 2020, Frog God Games; Author Ken Spencer
  
  FROG GOD
  GAMES
  The Eye of Itral is a “film noir” type adventure set in the town 
  of Cat’s Cradle, written by Ken Spencer. Mysteries and secrets 
  abound, and some of them can be very, very dangerous...
  This book is intended to be used in tandem with the Cat’s Cradle 
  Sourcebook, also published by Frog God Games.
  Eye of Itral
  Eye of Itral
  Eye of Itral
  Eye of Itral
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Lost Lands (SW)/Lost Lands Cat's Cradle (SW)/Eye of Itral (SW).pdf