TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  Mysteries of Crystal 
  Mysteries of Crystal 
  Mysteries of Crystal 
  Mysteries of Crystal 
  Springs
  Springs
  Springs
  Springs    
  Part I
  Part I
  Part I
  Part I    
      
  A D&D Living Greyhawk™ Adventure 
  A D&D Living Greyhawk™ Adventure 
  A D&D Living Greyhawk™ Adventure 
  A D&D Living Greyhawk™ Adventure 
  Series
  Series
  Series
  Series    
      
  by Tim White and the County of Urnst Staff
  by Tim White and the County of Urnst Staff
  by Tim White and the County of Urnst Staff
  by Tim White and the County of Urnst Staff    
   
   
   
   
   
  The mayor of Dosselford needs you to explore the mysterious region known as the Crystal Springs. Bring your torches 
  and adventuring gear and beware. Not all who investigate the caves at Crystal Springs return! For 1st and 2nd level 
  characters. 
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, and RPGA are registered trademarks of Wizards of 
  the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail 
  copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
  
   
  Mysteries of Crystal Springs 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag in 
  front of him or her. The tag should have the player's name 
  at the bottom, and the character's name, race, and gender at 
  the top. This makes it easier for the players to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  This adventure is designed for characters of 1st and 2nd level.  
   
   
  The authors of this scenario are happy to answer any 
  questions you may have, and are receptive to constructive 
  comments. You can contact them at tim@cyface.com. 
   
  Major contributors to this scenario include Paul 
  Looby from Ireland and Gregg Belcher and Mike Kenyon 
  from Colorado. Thanks, guys! 
   
   
  DM Synopsis
  DM Synopsis
  DM Synopsis
  DM Synopsis    
  Mysteries of Crystal Springs
  Mysteries of Crystal Springs
  Mysteries of Crystal Springs
  Mysteries of Crystal Springs    
  Crystal Springs is a hilly area of strange brittle blue-
  veined crystal in the extreme southeastern County of 
  Urnst, right on the border with Nyrond. The waters of 
  the Franz River flow from its crystalline hills. Rumors 
  have flown since as far back as anyone can remember 
  about the origin of this area, it’s inhabitants, and the 
  powers that the crystals may have.  
   
  The nearest major settlement in the County of Urnst 
  is Dosselford. This small town is at a low, rocky point in 
  the Franz that has been used as a ford for generations. The 
  mayor of Dosselford, a sorcerer named Nimar, has lived 
  there for many years, and spends much of his time 
  researching Crystal Springs. 
   
  The Mysteries of Crystal Springs adventure series 
  will explore the nature of the springs, and give brave 
  adventurers a chance to have a hand in taming the 
  dangerous inhabitants. 
   
  In addition, forces from elsewhere in the county are 
  seeking to use the powers of the Springs for their own 
  evil ends, a fact that the PCs will eventually discover and 
  have to deal with. 
   
   
  DM 
  DM 
  DM 
  DM Synopsis
  Synopsis
  Synopsis
  Synopsis    
  Part I
  Part I
  Part I
  Part I    
  Part I introduces the PCs to the Dosselford, Nimar, and 
  the Crystal Springs area. This scenario introduces one of 
  the main Mysteries of Crystal Springs, the fact that the 
  Underdark runs close to the surface in the area. A large 
  group of duergar has been paid by an agent from Radigast 
  City to raid the surface using the tunnels in the Crystal 
  Springs area. The PCs will have a chance in this scenario 
  to stop the initial foray of the dark dwur onto the surface. 
   
  The PCs can only go so deep in Part I because of a 
  magical seal that was put in place long ago to keep the 
  denizens of the Underdark where they belong. The 
  duergar can bypass the seal using duergar-specific magical 
  pendants given to them by the agent, but the PCs won’t 
  be able to bypass them until Part II of the Mysteries of 
  Crystal Springs series. 
   
  So this scenario will be exposition and role-playing at 
  the beginning, tactical battle in the middle, and dungeon 
  crawl with a big battle at the end. The final encounter sets 
  the PCs up to return after Nimar has discovered how to 
  bypass the seal. 
   
   
  
   
  Mysteries of Crystal Springs 
   
  Page 3 
  Timeline Part I
  Timeline Part I
  Timeline Part I
  Timeline Part I    
  Encounter One 
  Encounter One 
  Encounter One 
  Encounter One —
  —
  —
  — Mayor in Distress: 
   Mayor in Distress: 
   Mayor in Distress: 
   Mayor in Distress: The group is 
  shopping in the general store of Dosselford when they are 
  recruited by the local mayor to help stop an invasion of 
  duergar. 
      
  Encounter T
  Encounter T
  Encounter T
  Encounter Two 
  wo 
  wo 
  wo —
  —
  —
  — The Exposition: 
   The Exposition: 
   The Exposition: 
   The Exposition: Nimar gives the 
  groups as much information as he can and sends the 
  group on their way. 
      
  Encounter Three 
  Encounter Three 
  Encounter Three 
  Encounter Three —
  —
  —
  — Stopping the Mass: 
   Stopping the Mass: 
   Stopping the Mass: 
   Stopping the Mass: The group must 
  stop a mass of duergar from invading. After the group has 
  sent most of the duergar packing, the remainder will flee 
  for their tunnels, and the PCs will track them into the 
  holes. 
      
  Encounter Four 
  Encounter Four 
  Encounter Four 
  Encounter Four —
  —
  —
  — The Cavern: 
   The Cavern: 
   The Cavern: 
   The Cavern: The PCs chase the 
  fleeing dwur down a cavern, and encounter many strange 
  monsters along the way. 
   
  Encounter Five 
  Encounter Five 
  Encounter Five 
  Encounter Five –––– Underground Base Camp
   Underground Base Camp
   Underground Base Camp
   Underground Base Camp: The dark 
  dwur have a small camp underground as well, that the 
  PCs must eliminate. This will be a tough battle, but 
  halfway through, the remainder of the dark dwur will flee 
  past a magical seal that the PCs cannot pass. 
      
  Encounter Six 
  Encounter Six 
  Encounter Six 
  Encounter Six —
  —
  —
  — Aftermath: 
   Aftermath: 
   Aftermath: 
   Aftermath: Unable to progress past the 
  magical seal, the group goes their separate ways, with 
  Nimar promising to contact them when he finds out how 
  to get past the magical seal. 
      
      
  DM Notes for Part I
  DM Notes for Part I
  DM Notes for Part I
  DM Notes for Part I    
  There are several encounters that have very long boxed 
  text sections. These are not meant to be read straight 
  though, but rather used as a guide for what’s happening. 
  There are numerous breaks in the text where you should 
  pause and let the players react and role-play. Of course, 
  you shouldn’t read any boxed text that player actions 
  invalidate. The text that is given is an example of the most 
  likely course that events will take, but be ready for 
  anything: players don’t always take the most likely course 
  of action. You should use the given text to get the feel of 
  how things should go, and improvise based on the 
  example.  
   
  The suggested lengths are just that: suggestions. 
  Some encounters take longer than others, and this is our 
  guideline to you based on playtest experience of how long 
  you should spend on each encounter. This will help you 
  plan breaks, and let you know when you should start 
  wrapping up an encounter in order to get them all in. 
  Players like to see the resolutions of scenarios, and if you 
  run over on one encounter, you can use the timing 
  information to try to regain lost time. Don’t ruin people’s 
  role-playing by rushing them along, but know when to 
  start wrapping up an encounter and move on. 
   
   
  Player Introduction
  Player Introduction
  Player Introduction
  Player Introduction    
  Traveling the roads of the County of Urnst in search of 
  Traveling the roads of the County of Urnst in search of 
  Traveling the roads of the County of Urnst in search of 
  Traveling the roads of the County of Urnst in search of 
  adventure, you have found your way to the remote town of 
  adventure, you have found your way to the remote town of 
  adventure, you have found your way to the remote town of 
  adventure, you have found your way to the remote town of 
  Dos
  Dos
  Dos
  Dosselford. You are far from the capital, Radigast City, and the 
  selford. You are far from the capital, Radigast City, and the 
  selford. You are far from the capital, Radigast City, and the 
  selford. You are far from the capital, Radigast City, and the 
  bustling activity of the Nyr Dyv coast.
  bustling activity of the Nyr Dyv coast.
  bustling activity of the Nyr Dyv coast.
  bustling activity of the Nyr Dyv coast.    
      
  Dosselford is in the southeastern corner of the County of 
  Dosselford is in the southeastern corner of the County of 
  Dosselford is in the southeastern corner of the County of 
  Dosselford is in the southeastern corner of the County of 
  Urnst, located right on the Franz River, which is the border 
  Urnst, located right on the Franz River, which is the border 
  Urnst, located right on the Franz River, which is the border 
  Urnst, located right on the Franz River, which is the border 
  between the County and Nyrond. 
  between the County and Nyrond. 
  between the County and Nyrond. 
  between the County and Nyrond.     
      
  IIIIts location makes it reasonably popular for trade going 
  ts location makes it reasonably popular for trade going 
  ts location makes it reasonably popular for trade going 
  ts location makes it reasonably popular for trade going 
  between the two nations. 
  between the two nations. 
  between the two nations. 
  between the two nations.     
  It is also the only major settlement for many miles, and so the 
  It is also the only major settlement for many miles, and so the 
  It is also the only major settlement for many miles, and so the 
  It is also the only major settlement for many miles, and so the 
  local free peasants journey to Dosselford on a regular basis to 
  local free peasants journey to Dosselford on a regular basis to 
  local free peasants journey to Dosselford on a regular basis to 
  local free peasants journey to Dosselford on a regular basis to 
  sell their wares and buy what supplies they ca
  sell their wares and buy what supplies they ca
  sell their wares and buy what supplies they ca
  sell their wares and buy what supplies they can’t make at 
  n’t make at 
  n’t make at 
  n’t make at 
  home.
  home.
  home.
  home.    
      
  You have lingered here mostly because of rumors of 
  You have lingered here mostly because of rumors of 
  You have lingered here mostly because of rumors of 
  You have lingered here mostly because of rumors of 
  monsters attacking caravans in the area. You have also heard 
  monsters attacking caravans in the area. You have also heard 
  monsters attacking caravans in the area. You have also heard 
  monsters attacking caravans in the area. You have also heard 
  rumors that the source of the Franz River, Crystal Springs, has 
  rumors that the source of the Franz River, Crystal Springs, has 
  rumors that the source of the Franz River, Crystal Springs, has 
  rumors that the source of the Franz River, Crystal Springs, has 
  mysteries of it’s own. 
  mysteries of it’s own. 
  mysteries of it’s own. 
  mysteries of it’s own.     
      
  Although the local tavern, The Tickl
  Although the local tavern, The Tickl
  Although the local tavern, The Tickl
  Although the local tavern, The Ticklish Trout, is a fine 
  ish Trout, is a fine 
  ish Trout, is a fine 
  ish Trout, is a fine 
  establishment, you are currently browsing the overstuffed 
  establishment, you are currently browsing the overstuffed 
  establishment, you are currently browsing the overstuffed 
  establishment, you are currently browsing the overstuffed 
  shelves of the renowned Weathertoe’s trading shop and 
  shelves of the renowned Weathertoe’s trading shop and 
  shelves of the renowned Weathertoe’s trading shop and 
  shelves of the renowned Weathertoe’s trading shop and 
  chatting with some fellow adventurers, the halfling proprietor 
  chatting with some fellow adventurers, the halfling proprietor 
  chatting with some fellow adventurers, the halfling proprietor 
  chatting with some fellow adventurers, the halfling proprietor 
  Ronco Weathertoe, and his charming daughter Melinda.
  Ronco Weathertoe, and his charming daughter Melinda.
  Ronco Weathertoe, and his charming daughter Melinda.
  Ronco Weathertoe, and his charming daughter Melinda.    
   
  Please take a moment to introduce yourself, your 
  character, and describe how your character traveled to 
  Dosselford, and a little about your last adventure. 
   
  You should role-play Ronco and Melinda, using them to 
  pull fun role-playing out of the PCs.  
  Note that Weathertoe’s doesn’t have an organization 
  scheme per se, just a lot or piles of assorted stuff. Many of 
  the piles teeter near ceiling height. PCs trying to dig 
  through the piles themselves risk heavy helmets toppling 
  down on them. Ronco and Melinda know every pile 
  inside and out, and can guide characters to anything they 
  need. Weathertoe’s has most items in the Player’s 
  Handbook for listed price, although Ronco likes to deal. 
   
  Ronco Weathertoe 
  Ronco Weathertoe 
  Ronco Weathertoe 
  Ronco Weathertoe (halfling male 5th level rogue, age 55). 
  Ronco is a gregarious fellow, an ex-adventurer who 
  settled in Dosselford to raise his family. He spent many of 
  his later adventuring years travelling with Nimar, and 
  knows him quite well. Like most halflings in the County 
  of Urnst, Ronco speaks with a thick northern Minnesotan 
  accent (think Fargo, or better yet, Drop Dead Gorgeous). He 
  has had many great adventures, including much dungeon 
  delving. If the temple of Zodal is mentioned, he will let 
  on that some of his cousins work there, and that his is a 
  great fan of the priests of Zodal who “Saved his bacon 
  many times, don’t ya know.” If he notices anyone flirting 
  seriously with Melinda, he will try to gently discourage 
  things from going too far. 
   
  Ronco is known for cutting very complex deals for 
  goods. 
   
  Ronco 
  Weathertoe, 
  Halfling 
  Ma
  Ronco 
  Weathertoe, 
  Halfling 
  Ma
  Ronco 
  Weathertoe, 
  Halfling 
  Ma
  Ronco 
  Weathertoe, 
  Halfling 
  Male 
  Rog5:
  le 
  Rog5:
  le 
  Rog5:
  le 
  Rog5: Small 
  Humanoid; HD 5d6+10; hp 32; Init +9 (+5 Dex, +4 
  Improved Initiative); Spd 20 ft.; AC 16 (+ 5 Dex, +1 size); 
  Atks +3 melee (1d6-1 [crit 19-20], shortsword); SQ 
  
   
  Mysteries of Crystal Springs 
   
  Page 4 
  Uncanny Dodge, Sneak attack +2d6, Evasion; AL LN; SV 
  Fort +4, Ref +10, Will +2 
   
  Str 9, Dex 20, Con 14, Int 14, Wis 11, Cha 15. 
   
  Skills: Move Silently +13, Hide +13. Feats: Dodge, 
  Improved Initiative. 
   
  Melinda Weathertoe
  Melinda Weathertoe
  Melinda Weathertoe
  Melinda Weathertoe (halfling female age 19). Melinda 
  helps her father run the store, and chafes under his 
  protective ‘custody.’ She is quite flirtatious, which 
  aggravates Ronco to no end. She tends to stick to the 
  shorter males, especially halflings. She knows the shop 
  very well, and can help anyone find anything in the big 
  piles with no problems. Although she wants to break 
  away from her father, she does love him dearly, and isn’t 
  sure that the life of adventurer is for her. (She’s seen too 
  many scars over the years). She is contemplating a career 
  as a bard, but hasn’t really tried too hard yet. She does 
  have a very nice singing voice. She really likes to bat her 
  eyes, and is known for teasing adventurers mercilessly. 
  She is a quite attractive halfling, and even humans find 
  her proportions and wiggle pleasing. If there are any 
  bards in the group, particularly any halfling bards, she 
  will try to pump them for information about the life of a 
  traveling bard in the County of Urnst. Melinda also has a 
  Minnesotan accent (see info for Ronco above), although it 
  is a little less noticeable, since Melinda has lived among 
  humans much of her life (having grown up here in 
  Dosselford). 
   
  Melinda Weathertoe, Halfling Female Exp1:
  Melinda Weathertoe, Halfling Female Exp1:
  Melinda Weathertoe, Halfling Female Exp1:
  Melinda Weathertoe, Halfling Female Exp1: Small 
  Humanoid; HD 1d6+1; hp 7; Init +9 (+5 Dex, +4 
  Improved Initiative); Spd 20 ft.; AC 12 (+1 Dex, +1 size); 
  Atks +0 melee; AL N; SV Fort +1, Ref +1, Will +3 
   
  Str 6, Dex 13, Con 12, Int 12, Wis 13, Cha 16. 
   
  Skills: Perform (sing) +3, Profession (shopkeeing) +2. 
  Feats: Alertness. 
   
  After you have done introductions, and the PCs have had 
  a chance to chat with Melinda and Ronco for a bit, you 
  can move on to encounter one. 
   
   
  Encounter On
  Encounter On
  Encounter On
  Encounter Oneeee    
  Mayor in Distress
  Mayor in Distress
  Mayor in Distress
  Mayor in Distress    
  Suggested Length: 10-15 minutes 
  You are enjoying your pleasant morning in Weathertoe’s, 
  You are enjoying your pleasant morning in Weathertoe’s, 
  You are enjoying your pleasant morning in Weathertoe’s, 
  You are enjoying your pleasant morning in Weathertoe’s, 
  some of you warming yourselves by the fire, others shopping 
  some of you warming yourselves by the fire, others shopping 
  some of you warming yourselves by the fire, others shopping 
  some of you warming yourselves by the fire, others shopping 
  the disarrayed piles of goods scattered throughout the store.
  the disarrayed piles of goods scattered throughout the store.
  the disarrayed piles of goods scattered throughout the store.
  the disarrayed piles of goods scattered throughout the store.    
      
  Suddenly, a gout of flame
  Suddenly, a gout of flame
  Suddenly, a gout of flame
  Suddenly, a gout of flame erupts from the fireplace, and 
   erupts from the fireplace, and 
   erupts from the fireplace, and 
   erupts from the fireplace, and 
  the area right around the fireplace is filled with choking black 
  the area right around the fireplace is filled with choking black 
  the area right around the fireplace is filled with choking black 
  the area right around the fireplace is filled with choking black 
  smoke.
  smoke.
  smoke.
  smoke.    
  As the air clears, you see a sooty figure emerging from the 
  As the air clears, you see a sooty figure emerging from the 
  As the air clears, you see a sooty figure emerging from the 
  As the air clears, you see a sooty figure emerging from the 
  fireplace, batting out the flames that are licking at his robes. 
  fireplace, batting out the flames that are licking at his robes. 
  fireplace, batting out the flames that are licking at his robes. 
  fireplace, batting out the flames that are licking at his robes. 
  “Ahhh! I knew I forgot to h
  “Ahhh! I knew I forgot to h
  “Ahhh! I knew I forgot to h
  “Ahhh! I knew I forgot to have Rolius move that
  ave Rolius move that
  ave Rolius move that
  ave Rolius move that word of 
   word of 
   word of 
   word of 
  recall
  recall
  recall
  recall for me when I moved the tower!” grumbles the figure in 
   for me when I moved the tower!” grumbles the figure in 
   for me when I moved the tower!” grumbles the figure in 
   for me when I moved the tower!” grumbles the figure in 
  choked gasps between ragged coughs.
  choked gasps between ragged coughs.
  choked gasps between ragged coughs.
  choked gasps between ragged coughs.    
      
  A horrible meowing is heard, and a blackened orange cat 
  A horrible meowing is heard, and a blackened orange cat 
  A horrible meowing is heard, and a blackened orange cat 
  A horrible meowing is heard, and a blackened orange cat 
  jumps down from the figure’s arms and arches its back, 
  jumps down from the figure’s arms and arches its back, 
  jumps down from the figure’s arms and arches its back, 
  jumps down from the figure’s arms and arches its back, 
  meowing loudly. “
  meowing loudly. “
  meowing loudly. “
  meowing loudly. “There now Grinx, it’s not all that 
  There now Grinx, it’s not all that 
  There now Grinx, it’s not all that 
  There now Grinx, it’s not all that 
  bad…Ahhh! My rear is on fire!” The figure spins inn a circle, 
  bad…Ahhh! My rear is on fire!” The figure spins inn a circle, 
  bad…Ahhh! My rear is on fire!” The figure spins inn a circle, 
  bad…Ahhh! My rear is on fire!” The figure spins inn a circle, 
  trying to bat out the flames that threaten to engulf his back. 
  trying to bat out the flames that threaten to engulf his back. 
  trying to bat out the flames that threaten to engulf his back. 
  trying to bat out the flames that threaten to engulf his back. 
  The cat shudders a little, and then strides over to Melinda with 
  The cat shudders a little, and then strides over to Melinda with 
  The cat shudders a little, and then strides over to Melinda with 
  The cat shudders a little, and then strides over to Melinda with 
  careful dignity.
  careful dignity.
  careful dignity.
  careful dignity.    
   
  This is Nimar. He has just been attacked by a horde of 
  duergar in Crystal Springs, and was losing the battle badly 
  when he triggered his word of recall. His tower used to be 
  centered where the fireplace of Weathertoe’s is – he 
  moved it (magically) about 10 years ago when Ronco 
  decided to expand. He forgot to retarget the word of recall 
  though, and that’s how he ended up in the fireplace. 
   
  Grinx, Nimar’s cat familiar, is unharmed, except for 
  blackened fur. He and Melinda are old friends, and he 
  will look to Melinda for comforting. Melinda will call 
  him to her by name, and proceed to try and wipe his fur 
  clean with a rag. 
  Once she is holding him, he will purr loudly. 
   
  After a moment, Ronco will recognize Nimar, and 
  while helping to put the flames out, introduce him to the 
  PCs as the Nimar, the Mayor of Dosselford. 
   
  Nimar will eventually get the flames out, with or 
  without help. Melinda knows him well, and once the 
  immediate crisis has passed, she will tease him a little. He 
  has adventured in the recent past with Ronco. See 
  Appendix B
  Appendix B
  Appendix B
  Appendix B for more information on Nimar. 
   
  If asked what happened (either by the PCs, or 
  eventually Ronco), Nimar will reply in between sooty 
  coughs: 
   
  “I was working on deciphering some strange carvings I found 
  “I was working on deciphering some strange carvings I found 
  “I was working on deciphering some strange carvings I found 
  “I was working on deciphering some strange carvings I found 
  on crystals in the south quadrant when this w
  on crystals in the south quadrant when this w
  on crystals in the south quadrant when this w
  on crystals in the south quadrant when this whole mess of 
  hole mess of 
  hole mess of 
  hole mess of 
  black dwur attacked me! There must have been at least 40 of 
  black dwur attacked me! There must have been at least 40 of 
  black dwur attacked me! There must have been at least 40 of 
  black dwur attacked me! There must have been at least 40 of 
  them, and I could feel the evil rolling off them in waves. I had 
  them, and I could feel the evil rolling off them in waves. I had 
  them, and I could feel the evil rolling off them in waves. I had 
  them, and I could feel the evil rolling off them in waves. I had 
  managed to take out their spellcasters when the warriors broke 
  managed to take out their spellcasters when the warriors broke 
  managed to take out their spellcasters when the warriors broke 
  managed to take out their spellcasters when the warriors broke 
  through my hastily
  through my hastily
  through my hastily
  through my hastily----erected shields and started hacking.
  erected shields and started hacking.
  erected shields and started hacking.
  erected shields and started hacking.””””    
      
  He indicates a few bloody gashes in his arms and along 
  He indicates a few bloody gashes in his arms and along 
  He indicates a few bloody gashes in his arms and along 
  He indicates a few bloody gashes in his arms and along 
  his midsection. 
  his midsection. 
  his midsection. 
  his midsection.     
  “I downed a potion to take care of most of the damage, and 
  “I downed a potion to take care of most of the damage, and 
  “I downed a potion to take care of most of the damage, and 
  “I downed a potion to take care of most of the damage, and 
  that’s when they brought the ballista to bear.”
  that’s when they brought the ballista to bear.”
  that’s when they brought the ballista to bear.”
  that’s when they brought the ballista to bear.”    
      
  “I knew I didn’t have much chance against that with my 
  “I knew I didn’t have much chance against that with my 
  “I knew I didn’t have much chance against that with my 
  “I knew I didn’t have much chance against that with my 
  spells near deplet
  spells near deplet
  spells near deplet
  spells near depleted from my work and the battle, so I grabbed 
  ed from my work and the battle, so I grabbed 
  ed from my work and the battle, so I grabbed 
  ed from my work and the battle, so I grabbed 
  up Grnix and used the word of recall wand my friend Rolius 
  up Grnix and used the word of recall wand my friend Rolius 
  up Grnix and used the word of recall wand my friend Rolius 
  up Grnix and used the word of recall wand my friend Rolius 
  made for me. Unfortunately, it looks like I forgot to have him 
  made for me. Unfortunately, it looks like I forgot to have him 
  made for me. Unfortunately, it looks like I forgot to have him 
  made for me. Unfortunately, it looks like I forgot to have him 
  retarget it when I moved the tower a while back 
  retarget it when I moved the tower a while back 
  retarget it when I moved the tower a while back 
  retarget it when I moved the tower a while back –––– haven’t had 
   haven’t had 
   haven’t had 
   haven’t had 
  much cause to use it.”
  much cause to use it.”
  much cause to use it.”
  much cause to use it.”    
      
  “An
  “An
  “An
  “Anyway, we have to stop those dwur before they get here. 
  yway, we have to stop those dwur before they get here. 
  yway, we have to stop those dwur before they get here. 
  yway, we have to stop those dwur before they get here. 
  I don’t speak much dwarven, but I’m sure I heard them 
  I don’t speak much dwarven, but I’m sure I heard them 
  I don’t speak much dwarven, but I’m sure I heard them 
  I don’t speak much dwarven, but I’m sure I heard them 
  mention something about an invasion of the surface world 
  mention something about an invasion of the surface world 
  mention something about an invasion of the surface world 
  mention something about an invasion of the surface world 
  that I would be powerless to stop.”
  that I would be powerless to stop.”
  that I would be powerless to stop.”
  that I would be powerless to stop.”    
      
  He eyes you all appraisingly, and then with a sigh sa
  He eyes you all appraisingly, and then with a sigh sa
  He eyes you all appraisingly, and then with a sigh sa
  He eyes you all appraisingly, and then with a sigh says “I 
  ys “I 
  ys “I 
  ys “I 
  think its fortunate that strangers like yourselves like to stop by 
  think its fortunate that strangers like yourselves like to stop by 
  think its fortunate that strangers like yourselves like to stop by 
  think its fortunate that strangers like yourselves like to stop by 
  Weathertoe’s. This town needs your help to stop this invasion 
  Weathertoe’s. This town needs your help to stop this invasion 
  Weathertoe’s. This town needs your help to stop this invasion 
  Weathertoe’s. This town needs your help to stop this invasion 
  from the Underdark!
  from the Underdark!
  from the Underdark!
  from the Underdark!    
      
  “I’m not as much of an adventurer as I once was, but I 
  “I’m not as much of an adventurer as I once was, but I 
  “I’m not as much of an adventurer as I once was, but I 
  “I’m not as much of an adventurer as I once was, but I 
  should be able draw you a map that will get y
  should be able draw you a map that will get y
  should be able draw you a map that will get y
  should be able draw you a map that will get you there while I 
  ou there while I 
  ou there while I 
  ou there while I 
  prepare the town for invasion. If you can stop them, or even 
  prepare the town for invasion. If you can stop them, or even 
  prepare the town for invasion. If you can stop them, or even 
  prepare the town for invasion. If you can stop them, or even 
  delay them, it will give us more time to prepare.
  delay them, it will give us more time to prepare.
  delay them, it will give us more time to prepare.
  delay them, it will give us more time to prepare.    
      
  “Ronco, break out the armor, and gather the town 
  “Ronco, break out the armor, and gather the town 
  “Ronco, break out the armor, and gather the town 
  “Ronco, break out the armor, and gather the town 
  council, this could get ugly.”
  council, this could get ugly.”
  council, this could get ugly.”
  council, this could get ugly.”    
   
  
   
  Mysteries of Crystal Springs 
   
  Page 5 
  Assuming the PCs agree to help (after a bit of questioning 
  perhaps) you can move on, otherwise close the scenario 
  and find fun elsewhere. 
   
   
  Encounter Two
  Encounter Two
  Encounter Two
  Encounter Two    
  Exposition
  Exposition
  Exposition
  Exposition    
  Suggested Length: 15-20 minutes 
   
  Nimar will draw them a quick map (not provided, it 
  consists of “follow the river eastward until you see the 
  Springs, then see if you can find them”) and send them on 
  their way, cautioning them to be careful. Meanwhile the 
  residents of Dosselford are sharpening stakes, and 
  generally preparing to defend their town. 
   
  Nimar will offer the group the use of his wagon to 
  expedite their travel, and notes that they will have to 
  camp for the night once on the way as the trip will take a 
  full two days. 
   
  He also notes that there are patrols from both 
  Nyrond and the county that occasionally range through 
  the Crystal Springs area, and if the PCs encounter them, 
  they should say they are working for him. 
   
  If asked about Crystal Springs, Nimar can offer the 
  following: 
  • 
  He has been researching Crystal Springs for almost 
  20 years. 
  • 
  There are so many strange and interesting things 
  about the place he doesn’t think he’ll ever discover 
  them all. 
  • 
  There are strange writings on some of the crystals 
  that seem to be thousands of years old. 
  • 
  Many of the writings, even though he has recently 
  begun to decipher the script, aren’t in any language 
  he has ever seen. 
  • 
  He thinks that there are tunnels that lead to vast 
  underground realms hidden in Crystal Springs. 
  • 
  He has encountered everything from orcs to giants 
  to dragons wandering around in the Springs. 
  • 
  He thinks that Crystal Springs might have some sort 
  of healing properties, because he always feels better 
  while there, but the effects seem to lessen the longer 
  he is away. 
  • 
  He wonders why these dark dwur appeared 
  suddenly, few creatures from the Underdark ever 
  come to the surface. 
   
  If asked about the dark dwarves (colloquially known as 
  dark dwur in the Flanaess) he can offer the following: 
  • 
  They are malevolently evil. 
  • 
  They live in caves like regular dwarves, but deep 
  underground, rather than in mountains. 
  • 
  They hate sunlight, and are less powerful in bright 
  light. 
  • 
  They usually keep to themselves in the passages of 
  the Underdark, and he doesn’t know why they would 
  venture out onto the surface. It can’t be for any good 
  purpose. 
  • 
  They don’t like magic, but can and will use it if need 
  be. 
   
  He will answer any other question that he can. If you 
  don’t have a good answer, he can just stare at someone, or 
  into space in response, or perhaps mumble something 
  about prying strangers, preparations that need to be made, 
  or some other noncommittal response. 
   
  The trip will be uneventful, and eventually a little 
  boring to the PCs. They can camp for the night without 
  incident. 
   
  They will reach the edge of Crystal Springs just 
  before noon the following day. 
   
   
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three    
  Stopping the Mass
  Stopping the Mass
  Stopping the Mass
  Stopping the Mass    
  Suggested Length: 15-25 minutes. 
   
  AAAAs you approach what must be Crystal Springs, you see how it 
  s you approach what must be Crystal Springs, you see how it 
  s you approach what must be Crystal Springs, you see how it 
  s you approach what must be Crystal Springs, you see how it 
  got its name. Hills and spires, boulders and gravel, all made of 
  got its name. Hills and spires, boulders and gravel, all made of 
  got its name. Hills and spires, boulders and gravel, all made of 
  got its name. Hills and spires, boulders and gravel, all made of 
  brittle blue
  brittle blue
  brittle blue
  brittle blue----veined quartz. The edge of the area is quite well 
  veined quartz. The edge of the area is quite well 
  veined quartz. The edge of the area is quite well 
  veined quartz. The edge of the area is quite well 
  defined, the dirt seeming to just end and the crystal begin on 
  defined, the dirt seeming to just end and the crystal begin on 
  defined, the dirt seeming to just end and the crystal begin on 
  defined, the dirt seeming to just end and the crystal begin on 
  top o
  top o
  top o
  top of it.
  f it.
  f it.
  f it.    
   
  The morning sunlight seems to fill the area with light, 
  and it’s almost hard to look directly at it the glare is so 
  bright. 
   
  The area seems to cover several square miles, and 
  although you can see its extents, the size of the area, and 
  its seeming incongruity with the surroundings, makes it 
  seem gigantic. 
   
  You explore the area for about an hour, winding your 
  way through the small canyons and towering formations 
  of crystal, and you eventually come to the top of a small 
  glassy hill that overlooks a 200 foot-deep canyon. At the 
  far end of the canyon, you can see what looks like a large 
  encampment. Thick black tents cover much of the camp, 
  and you can see several smoke trails from fires as well. 
  You can barely make out some small figures moving 
  amongst the tents, but it’s hard to tell how many from this 
  distance. You do see a gigantic black wheeled crossbow 
  that must be the ballista that Nimar spoke of. It is parked 
  in the center of the camp, pointing away from you. 
   
  If someone goes closer, they can see a pike on the 
  edge of the camp with a human staked on it (a member of 
  a County patrol that came by last night). 
   
  There is also the symbol of the lawful evil dwarven 
  god Abbathor on several of the tents. A religion skill 
  check DC 15 will reveal the name and alignment of the 
  god, DC 12 will reveal that it is an evil god. 
   
  Now the PCs have to plan how to destroy and/or 
  scatter as many of the duergar as possible. There are 
  numerous boulders along the canyon rim that can be 
  loosed, some quite large. There are plenty of hiding places 
  along the canyon rim as well, especially this time of day 
  with the sunlight lighting up the crystal so brightly. 
  
   
  Mysteries of Crystal Springs 
   
  Page 6 
   
  The duergar cannot see very well in this bright 
  sunlight, and the few sentries that they have posted are 
  wearing masks with thin slits for eyeholes to cut down 
  the glare. 
   
  Any reasonable plan of attack will work. The dwur 
  are very nervous about being on the surface, and after 
  fighting Nimar yesterday (and losing both of their priests) 
  are reconsidering this whole invasion plan anyway. Once 
  a concerted attack begins, especially if it appears to be 
  larger than one or two individuals, the surviving dark 
  dwur will panic and run for their holes. They can be 
  tracked very easily, as they are running all out, dropping 
  bits of gear, spittle, and so forth as they run. 
   
  Don’t let the PCs spend too much time planning, as 
  they have a huge advantage. Make sure to mention, if the 
  PCs scout, that the sentries look very nervous (shifting 
  from foot to foot, pacing, etc.). 
   
  The goal here is to let the PCs do some good 
  strategizing, and then to get the dwarves to run. 
   
  Duergar (35):
  Duergar (35):
  Duergar (35):
  Duergar (35): Medium Humanoid; HD 1d8+3; hp 9; Init -
  1 (Dex); Spd 15 ft.; AC 14 (-1 Dex, +5 chain); Atks +3 
  melee (2d4+2 [crit x3], waraxe); SQ spell-like abilities; AL 
  LE; SV Fort +1, Ref +1, Will +3 
   
  Str 15, Dex 8, Con 17, Int 10, Wis 11, Cha 10. 
   
  Skills: Move Silently +8, Hide +6. Feats: Weapon 
  Focus (Dwarven Waraxe). 
   
  Spell-like abilities: invisibility, enlarge, reduce, cast as 
  9th level sorcerers. 
   
  There will be very little of use left behind by the fleeing 
  dark dwur. If a careful search of the tents and camp is 
  made, a coal-black masterwork battleaxe will be found, 
  inscribed in gold with the symbol of Abbathor on the 
  blades. If someone decides to take it, give them the 
  certificate immediately. 
   
  There is 52 gp (all in gold) scattered about the camp. 
  The strange thing is that only 20 of the gold pieces are of 
  dwarven manufacture, the rest are county currency, 
  minted this year in Radigast City. How these denizens of 
  the Underdark got a hold of this much recent county 
  currency is a mystery. Of course they got it from the 
  agent, but don’t tell the PCs that. 
   
   
  Encounter Four
  Encounter Four
  Encounter Four
  Encounter Four    
  The Cavern
  The Cavern
  The Cavern
  The Cavern    
  Suggested Length: 60 minutes. 
   
  You follow/chase the dark dwarves into a glowing crystal 
  You follow/chase the dark dwarves into a glowing crystal 
  You follow/chase the dark dwarves into a glowing crystal 
  You follow/chase the dark dwarves into a glowing crystal 
  cavern. Unlike m
  cavern. Unlike m
  cavern. Unlike m
  cavern. Unlike most caverns, this one is almost too well lit, 
  ost caverns, this one is almost too well lit, 
  ost caverns, this one is almost too well lit, 
  ost caverns, this one is almost too well lit, 
  and you have to squint to keep your footing on the polished 
  and you have to squint to keep your footing on the polished 
  and you have to squint to keep your footing on the polished 
  and you have to squint to keep your footing on the polished 
  crystal floor.
  crystal floor.
  crystal floor.
  crystal floor.    
   
  A:
  A:
  A:
  A: This area is filled with many stalactites and stalagmites. 
  The walls of this area are pocked with hundreds of small 
  holes from which flow trickles of water. The entire floor 
  of this room is submerged to a depth varying from one to 
  three feet. There are many deep sinkholes concealed 
  beneath the slow-moving water. Three duergar broke 
  from the rest of the group heading down the passageway. 
  They are willingly sacrificing themselves so that the rest 
  of the dwur can escape. They are currently hiding behind 
  different columns through the room. They are waiting for 
  the PCs to trot on by and they then expect to attack them 
  from the rear. Where they are standing near the edge is 
  under merely an inch or two of water. When they engage 
  the party, they will back up into the room. They are 
  familiar with this cave and know where the deep spots 
  are. Every round of combat, there is a 50% chance that the 
  dwarf will back the PC into a position that has a deep hole 
  (Reflex save at DC 15 to avoid falling in). Those who fall 
  in suffer 1d4 damage from falling into the hole. The 
  duergar will then be at a +2 due to having higher round. 
  Any attempt to climb out of the hole will draw an attack 
  of opportunity. 
   
  Duergar (3):
  Duergar (3):
  Duergar (3):
  Duergar (3): Medium Humanoid; HD 1d8+3; hp 9; Init 0 
  (Dex); Spd 15 ft.; AC 15 (+5 chain); Atks +3 melee (2d4+2 
  [crit x3], waraxe); SQ spell-like abilities; AL LE; SV Fort 
  +1, Ref +1, Will +3 
   
  Str 15, Dex 10, Con 17, Int 10, Wis 11, Cha 10. 
   
  Skills: Move Silently +8, Hide +6. Feats: Weapon 
  Focus (Dwarven Waraxe). 
   
  Spell-like abilities: invisibility, enlarge, reduce, cast as 
  9th level sorcerers. 
   
  B:
  B:B:
  B: The passage here splits. The right-hand passage seems 
  to have seen recent use; which is discernable after a 
  Tracking check DC 15. The ground here is covered with 
  loose pieces of shale, which make it somewhat difficult to 
  traverse. Crossing this area requires a Dex check at DC 12. 
  Dwarves of any kind enjoy a +4 bonus to this roll.  
   
  C:
  C:
  C:
  C: The walls of this room are distinctly similar in 
  appearance to area A. The floor is covered by water, but it 
  is of level depth. Floating through the water is a crystal 
  ooze. It will slowly drain the strength away from people 
  until they collapse in the water and drown. The duergar 
  have been patrolling this area and several have been killed 
  in this manner. They think the area cursed and have been 
  trying to avoid it. There are plenty of coins on the bottom 
  of this pool. There are 458 cp and 76 sp. The water is 3 ft. 
  deep and dipping down to get money from the bottom 
  will gather 2d10 cp + d6 sp with every dip.  
   
  Every round, a random PC will be attacked. He will 
  suffer a 1d4 temporary Strength drain. If one or more of 
  the characters dive for money, one of those characters 
  will be targeted by the ooze. Diving character suffer 1d6 
  points of temporary Strength damage. The DM should 
  roll this secretly and conceal it from the players. Explain 
  that PCs feel something slide by their legs, etc. Make 
  them paranoid, but until they get close to half their 
  original Strength, they shouldn’t have a clue that they are 
  being slowly poisoned. 
   
  The only things that kill crystal ooze are electricity or 
  magic missiles. Any form of electric attack will transmute 
  through the water, inflicting damage on the crystal ooze 
  and anyone else in the pool. Using magic missiles 
  requires seeing the ooze. This requires a spot check at DC 
  
   
  Mysteries of Crystal Springs 
   
  Page 7 
  17 in order to target it, which needs to be repeated with 
  each attack. The ooze has 26 hp. 
   
  D:
  D:
  D:
  D: This cave is damp, but is not water-filed. There is a 
  thick vein of iron ore that runs through this cave and out 
  into the hallway. Inhabiting the cave is a solitary rust 
  monster, which is nesting here. It has laid a collection of 
  eggs against the ore vein and will protect them with its 
  life. They appear as calcified nodules, each about the size 
  of a baseball.  
   
  As the PCs approach the mouth of this cave, describe 
  the iron ore vein the rock and the white calcium nodules 
  hanging off of it. Then cut into the deep clicking sound as 
  the rust monster comes from out of the shadows. It tries 
  to scare the PCs off as well as summon the carrion crawler 
  in area E to its aid. In round 3 of combat, it will succeed 
  and the crawler will join combat. It will attack at the start 
  of round 4 (coming into the order higher than the 
  existing highest creature in the order).  
   
  Rust Monster
  Rust Monster
  Rust Monster
  Rust Monster: Medium Aberration; HD 5d8+5; hp 27; 
  Init +3 (Dex); Spd 40 ft.; AC 18 (+3 Dex, +5 natural); Atks 
  +3 melee touch, -2 melee (1d3, bite); SQ rust, scent; AL N; 
  SV Fort +2, Ref +4, Will +5 
   
  Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8. 
   
  Skills: Listen +7, Spot +7. Feats: Alertness. 
   
  SA: Rust—successful touch causes metal to corrode 
  and become useless immediately. 
   
  E:
  E:E:
  E: This area is inhabited by a carrion crawler which exists 
  in a symbiotic relationship with the rust monster in area 
  D. Normally, the crawler lies curled in a corner of this 
  room, until it needs to feed or something resembling food 
  comes close. It will respond to the calls of the rust 
  monster and if the party passes by the rust monster’s 
  abode, the crawler will summon the rust monster in a 
  very similar way, with a very similar response.  
   
  Carrion Crawler (1):
  Carrion Crawler (1):
  Carrion Crawler (1):
  Carrion Crawler (1): Large Aberration; HD 3d8+6; hp 19; 
  Init +2 (Dex); Spd 30 ft., climb 15 ft.; AC 17 (-1 size, +2 
  Dex, +6 natural); Atks +4 melee (8 tentacles, paralysis), -1 
  melee (1d3, bite); SA paralysis; SQ darkvision 60 ft., scent; 
  AL N; SV Fort +2, Ref +4, Will +5 
   
  Str 14, Dex 15, Con 14, Int 1, Wis 15, Cha 6. 
   
  Skills: Climb +10, Listen +6, Spot +6. Feats: Alertness. 
   
  SA: Paralysis—tentacle hit requires Fort save DC 13 
  or be paralyzed for 2d6 minutes. 
   
  The crawler’s tactics are to paralyze its opponents and let 
  the rust monster eat all of the metal bits off before it eats 
  its prey, still alive. It will not attempt to “eat” an opponent 
  until all creatures (save the rust monster) are paralyzed. 
   
  F:F:F:F: This area is a torture area, prison for those the duergar 
  find sneaking about their hole. They built it after Nimar 
  was encountered. There are 6 sets of manacles chained to 
  the wall. The moorings are obviously new. There’s a thin 
  crevasse that winds up to the surface above which 
  provides ventilation for the fire they occasionally set here. 
  Besides the fire is a cauldron in which some kind of stew 
  is being made (this doubles as a kitchen for the troops) 
  and there are a number of branding irons leaning up 
  against the side of the cave wall. If anyone examines the 
  cauldron, point out that there’s some meat in it which 
  none of the PCs will recognize. This is rothe meat, but 
  none of the characters should have a background which 
  would allow them to identify it. Given the setting, it gives 
  them something unusual to stew over. 
   
  G:
  G:
  G:
  G: Connect this map to the entrance of the second map 
  (area 1) at this point. We will produce a connected map 
  before this runs. 
   
  1: The fissure leads to a narrow, tunnel worn naturally 
  from the limestone by the action of the stream that 
  gushes through it. The tunnel is 5 feet high by an average 
  of three wide and is dark soon beyond the first bend. The 
  walls and roof here are slick pale limestone and drip water 
  continuously. The floor of the tunnel is made up of 
  slippery rounded stones (Dex check at DC 15 for anyone 
  moving faster their normal pace to keep their feet, 
  otherwise they're in for a very cold bath Also remember 
  that wet metal will rust if not tended properly afterwards). 
  The water is knee-deep (for humans), and very cold, and 
  the sound of its gushing over the stones drowns out most 
  noise except for loud cries and shouts.  
   
  2: This is a small, roughly tear-shaped natural cavern. 
  Here the stream widens out in to a pool at the base of a 
  small fall (6 foot drop) in the southeast wall. The noise of 
  the fall fills the chamber. Here a smaller passage 
  continues along the course of the stream (see 4). The only 
  other exit is a tunnel in the southwest wall (see 3). The 
  pool water is 7 feet at its deepest (just under the fall) and 
  5.5 feet elsewhere). There is a pair of albino cave lamprey 
  dwelling here. They will attack random PCs.  
   
  Lamprey (2):
  Lamprey (2):
  Lamprey (2):
  Lamprey (2): Smal Animal; HD 1d8+2; hp 7; Init +3 
  (Dex); Spd swim 30 ft.; AC 14 (+3 Dex, +1 size); Atks +0 
  melee (1d2, suckers); AL N; SV Fort +2, Ref +4, Will +5 
   
  Str 10, Dex 17, Con 14, Int 1, Wis 9, Cha 4. 
   
  About two feet long, the lampreys have white 
  sinuous scaly bodies with swept-back fins, no obvious 
  eyes, and a round, jawless sucker mouth surrounded by a 
  fierce array of rasping teeth. 
   
  3: This is a damp, dripping, natural passage (6 ft. high by 4 
  ft. wide). The roof here is covered in small, pale brown 
  needle stalactites, though perceptive PCs will note no 
  matching stalagmites below except a few crushed ones 
  (indicating traffic) on the mud slicked stone. 
   
  4: This narrow stream passage is 4.5 feet high by three feet 
  wide, filled with three feet of rushing cold spring water. 
  The walls and floor of the passage are slick and slippery 
  and a Dex check at DC 17 is required to traverse the 
  passage without losing one's grip and being swept back 
  into the pool (those who fall suffer 1d3 points of subdual 
  damage). Any reasonable method of providing support 
  will allow PCs to help each other (granting a +2 
  cooperation bonus to Dex checks related to getting 
  across). 
  
   
  Mysteries of Crystal Springs 
   
  Page 8 
   
  5: A smooth-walled natural chamber (roof 7 ft. high, on 
  average), with needle stalactited roof and muddy floor. In 
  the center of the chamber hangs a man in the tattered and 
  bloodied colors of the Dosselford militia. His hands have 
  been shackled by chains hanging from the ceiling, his 
  feet from bolts in the floor. The man's face is a mass of 
  purple bruises and he is gagged. He also appears to have 
  been scourged, for his back is marked by several bleeding 
  welts. If the gag is removed, the semi-conscious man will 
  mumble about his arms and legs hurting. 
   
  The man is in fact the bait for a trap. The hand 
  manacles are not attached to the roof but pass inside and 
  are connected to a large stone block in the roof of the 
  chamber just over the entrance from tunnel 4. If he is 
  released from the shackles the block will fall, sealing the 
  chamber. If the leg manacles are undone first, then the 
  unfortunate man will be crushed against the ceiling in a 
  fountain of gore. A successful find traps roll will detect 
  that the manacles pass through the roof rather than being 
  attached to it and that there is a loose slab over the 
  entrance. 
   
  The man's name is Renald, and rescuing him will 
  gain the PCs the respect of the people of Dosselford. 
  However, should they inadvertently kill him, then they 
  will have to explain his death to his wife, Rosale and her 
  five, now fatherless, children.  
  The only other obvious exit is through a sealed hole inset 
  into a sloping section of the floor (45° angle). This is one 
  of the two plugs barring progress any further, see 
  Appendix A: The Plug for more details. 
   
  A successful search check DC 20 will turn up a small 
  crawl space in the east wall through which comes a faint 
  breeze and the sound of running water.  
   
  6: This is a narrow, damp, muddy crawl space - slimy, 
  twisting and claustrophobic. Medium-sized characters 
  wearing Medium or heavier armor will have to remove it 
  to squeeze through and packs will have to pushed ahead. 
  Toward the far end, a flickering blue and white light 
  illuminates the passage and the sound of running water 
  becomes quite loud.  
   
  7: This huge cathedral of a cavern contains one of the 
  springs of the Franz River. Water gushes up from the 
  floor at the far end of the chamber. Beyond the geyser is a 
  hole where the cavern continues. Gathered about and 
  interspersed within the water are clusters of blue-white 
  crystal, which seem to glow with their own internal light. 
  The crystals are brittle and will shatter if struck. If detect 
  magic is cast they will emit a faint aura of an 
  indeterminate nature.  
   
  The roof of the chamber itself is a forest of 
  multicolored stalactites of many shapes and sizes, from 
  thin straws to huge fluted deposits that reach down to 
  touch the corresponding stalagmites below, forming 
  distorted pillars and columns. The walls of the cavern are 
  lined with fantastic glistening translucent calcite 
  deposits, shaped by nature into strange forms and 
  grottoes. Water drips continuously form the roof and run 
  in small rivulets down the walls. 
   
  In the center of the chamber, suspended over the 
  springs and the crystals are tall columnar clouds of 
  glowing blue and white crystals, reaching from the floor 
  to near the roof of the cavern nearly three score feet 
  above. The crystals seem to rise and fall aimlessly in the 
  air. PCs making a Spot roll at DC 17 will notice that the 
  brighter crystals seem to rise, then lose some of their 
  glow and fall, only to grow brighter as they near the 
  spring and crystal formations and rise again. If they are 
  disturbed in any way, these crystalmists coalesce to form 
  two collective entities per spring. If the group passes 
  quickly through the geyser and into the cavern beyond, 
  the crystalmists will not attack. If the group lingers, or 
  plays with the geyser, they will attack. If they are knocked 
  apart, they will not reform and attack unless someone 
  disturbs the geyser for several rounds. 
   
  (note the number in parentheses indicates the stat for the 
  collective entity form, the other figure is for the 
  individual crystals). 
  Crystalmist
  Crystalmist
  Crystalmist
  Crystalmist: Tiny Elemental (Small Elemental); HD 1d6 
  (9D8); hp 1 (50); Init 0; Spd fly 15 ft.; AC 12 (+2 size); Atks 
  nil (+0 ranged (1d6, light ray)); SQ immune to sleep, charm, 
  illusion, mind-altering spells; AL N; SV Fort +2, Ref +0, 
  Will +0 
   
  Str 1 (8), Dex 10 (10), Con 10 (10), Int — (1), Wis 10 
  (10), Cha 10 (10). 
   
  Individual 
  Crystalmist 
  have 
  no 
  offensive 
  communities. After taking 10 points of damage, the 
  community breaks up. It will reform after 5 rounds. The 
  Crystalmist will make or join communities of 50, with the 
  remainder unable to form a collective entity. They will be 
  evenly divided between them. 
   
   
  Encounter Five
  Encounter Five
  Encounter Five
  Encounter Five    
  The Leaders
  The Leaders
  The Leaders
  The Leaders    
  Suggested Length: 5-10 minutes 
   
  After passing through the Crystalmist and into the 
  cavern beyond, the PCs will go down a 6 ft. x 30 ft. 
  corridor that terminates in a large (60 ft. diameter) cave. 
  At the far end of the cave is a strange door (see Appendix 
  A: The Plug for description). In the center of the cave are 
  a table and a few chairs, around which are standing 8 
  duergar, including one who is wearing very fine black 
  armor. They are arguing, and pointing at a chest of gold 
  on the table.  
   
  If anyone speaks dwarven, they can make out that 
  they are arguing about whether or not to continue the 
  raid on the surface, and that the money given them is not 
  enough. They want to contact the surface dweller who 
  gave it to them and renegotiate. The problem is, they 
  don’t know his name or how to contact him. Half the 
  group wants to continue the raid in Abbathor's name, the 
  other half wants to retreat. Apparently, the rest of the 
  force has already retreated. 
   
  If the PCs attack, the dark dwur will fight until half 
  of them are dead, and the then rest will try to retreat 
  through the plug using their amulets. Note that only 
  
   
  Mysteries of Crystal Springs 
   
  Page 9 
  duergar wearing the amulets can pass the plug, the 
  amulets will not work for non-duergar. 
   
  Duergar (7):
  Duergar (7):
  Duergar (7):
  Duergar (7): Medium Humanoid; HD 1d8+3; hp 9; Init 0 
  (Dex); Spd 15 ft.; AC 15 (+5 chain); Atks +3 melee (2d4+2 
  [crit x3], waraxe); SQ spell-like abilities; AL LE; SV Fort 
  +1, Ref +1, Will +3 
   
  Str 15, Dex 10, Con 17, Int 10, Wis 11, Cha 10. 
   
  Skills: Move Silently +8, Hide +6. Feats: Weapon 
  Focus (Dwarven Waraxe). 
   
  Spell-like abilities: invisibility, enlarge, reduce, cast as 
  9th level sorcerers. 
   
  Duergar captain:
  Duergar captain:
  Duergar captain:
  Duergar captain: Medium Humanoid; HD 3d8+9; hp 19; 
  Init 0 (Dex); Spd 15 ft.; AC 15 (+5 chain); Atks +5 melee 
  (2d4+3 [crit x3], waraxe); SQ spell-like abilities; AL LE; SV 
  Fort +1, Ref +1, Will +3 
   
  Str 16, Dex 10, Con 17, Int 10, Wis 11, Cha 10. 
   
  Skills: Move Silently +8, Hide +6. Feats: Weapon 
  Focus (Dwarven Waraxe). 
   
  Spell-like abilities: invisibility, enlarge, reduce, cast as 
  9th level sorcerers. 
   
  The chest contains 40 gp, all minted within the last year 
  in Radigast City. The box is also recently made of fine oak, 
  which could not be found underground. 
   
  There are no symbols of any kind on the chest. 
   
  If captured, the duergar truly know nothing of use, other 
  than some surface dweller, they do not know the name of 
  or how to contact, paid them to raid the surface. They will 
  only reveal this information under extreme duress; and 
  will do everything they can to end their own lives rather 
  than endanger their clan. 
   
  The leader has black, dwarven-sized chain mail +1, with 
  the symbol of Abbathor worked in gold links on the 
  chest. Give out the certificate if someone wants to take it. 
  It does not automatically resize, and the symbol cannot be 
  removed without destroying the armor. It can be sold to 
  Weathertoe for half the amount listed on the certificate. 
   
   
  Encounter Six
  Encounter Six
  Encounter Six
  Encounter Six    
  Aftermath
  Aftermath
  Aftermath
  Aftermath    
  Suggested Length: 5-10 minutes 
   
  After reaching a dead end in the cavern, you stumble back to 
  After reaching a dead end in the cavern, you stumble back to 
  After reaching a dead end in the cavern, you stumble back to 
  After reaching a dead end in the cavern, you stumble back to 
  Dosselford, worn and weary. As you reach town, you are 
  Dosselford, worn and weary. As you reach town, you are 
  Dosselford, worn and weary. As you reach town, you are 
  Dosselford, worn and weary. As you reach town, you are 
  greeted with shouts of happiness as the villagers swarm 
  greeted with shouts of happiness as the villagers swarm 
  greeted with shouts of happiness as the villagers swarm 
  greeted with shouts of happiness as the villagers swarm 
  around you to h
  around you to h
  around you to h
  around you to hear your tales. They guide you beneath the 
  ear your tales. They guide you beneath the 
  ear your tales. They guide you beneath the 
  ear your tales. They guide you beneath the 
  brightly painted sign of hands tickling the belly of a rainbow 
  brightly painted sign of hands tickling the belly of a rainbow 
  brightly painted sign of hands tickling the belly of a rainbow 
  brightly painted sign of hands tickling the belly of a rainbow 
  trout and into the Ticklish Trout, the town’s inn. You find 
  trout and into the Ticklish Trout, the town’s inn. You find 
  trout and into the Ticklish Trout, the town’s inn. You find 
  trout and into the Ticklish Trout, the town’s inn. You find 
  your way inside, and Yurj the Tickler instinctively brings you 
  your way inside, and Yurj the Tickler instinctively brings you 
  your way inside, and Yurj the Tickler instinctively brings you 
  your way inside, and Yurj the Tickler instinctively brings you 
  a round of ales.
  a round of ales.
  a round of ales.
  a round of ales.    
      
  You are p
  You are p
  You are p
  You are pestered for the story of what happened, and are 
  estered for the story of what happened, and are 
  estered for the story of what happened, and are 
  estered for the story of what happened, and are 
  heartily congratulated for stopping the dark dwarven 
  heartily congratulated for stopping the dark dwarven 
  heartily congratulated for stopping the dark dwarven 
  heartily congratulated for stopping the dark dwarven 
  invasion.  Nimar promises to investigate the cavern, and see if 
  invasion.  Nimar promises to investigate the cavern, and see if 
  invasion.  Nimar promises to investigate the cavern, and see if 
  invasion.  Nimar promises to investigate the cavern, and see if 
  there is a way to get past it, or at least stop more dark dwarves 
  there is a way to get past it, or at least stop more dark dwarves 
  there is a way to get past it, or at least stop more dark dwarves 
  there is a way to get past it, or at least stop more dark dwarves 
  from coming through. “Giv
  from coming through. “Giv
  from coming through. “Giv
  from coming through. “Give me a few months to figure out 
  e me a few months to figure out 
  e me a few months to figure out 
  e me a few months to figure out 
  how to get through that seal and we’ll give those dwur what 
  how to get through that seal and we’ll give those dwur what 
  how to get through that seal and we’ll give those dwur what 
  how to get through that seal and we’ll give those dwur what 
  for! If you all can come back in the spring, we should be able to 
  for! If you all can come back in the spring, we should be able to 
  for! If you all can come back in the spring, we should be able to 
  for! If you all can come back in the spring, we should be able to 
  go in after them.  You are all stout of heart, I’ll gladly welcome 
  go in after them.  You are all stout of heart, I’ll gladly welcome 
  go in after them.  You are all stout of heart, I’ll gladly welcome 
  go in after them.  You are all stout of heart, I’ll gladly welcome 
  your help!
  your help!
  your help!
  your help!    
   
  Yurj the Tickler
  Yurj the Tickler
  Yurj the Tickler
  Yurj the Tickler (human male ranger 4th). Yurj is the 
  proprietor of the Ticklish Trout, the inn and tavern in 
  Dosselford. Yurj is an expert fish tickler, and keeps a tank 
  of trout behind the bar to practice on, and serve to his 
  customers. Not known as a stunning conversationalist, 
  Yurj is a superb listener, and grunts appropriately in 
  almost any conversation. He has a thick Slavic accent (a 
  Schwartzenegger accent will do). He lived in the Flinty 
  Hills for many years before deciding that although he 
  liked to be alone, the life of a solitary ranger was a little 
  too
  too
  too
  too much solitude. He likes to try and guess people’s 
  favorite drinks, but is rarely gets it right. 
   
  Once people are done chatting with Nimar and Yurj, 
  you can hand out Experience Points. 
   
  The End 
   
   
  Experience Point Summa
  Experience Point Summa
  Experience Point Summa
  Experience Point Summary
  ry
  ry
  ry    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter 3 
  Spooking duergar into fleeing: 
  50 xp 
   
  Encounter 4 
  Defeating duergar guards: 
  25 xp 
  Defeating rust monster: 
  50 xp 
  Defeating carrion crawler: 
  50 xp 
  Defeating lampreys: 
  25 xp 
  Defeating crystalmists: 
  25 xp 
   
  Encounter 5 
  Defeating duergar elite patrol: 
  75 xp 
   
  Total experience for objectives 
  300 xp 
  Discretionary roleplaying award 
  0-25 xp 
   
  Total possibl
  Total possibl
  Total possibl
  Total possible experience
  e experience
  e experience
  e experience    
  325 xp
  325 xp
  325 xp
  325 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
  
   
  Mysteries of Crystal Springs 
   
  Page 10 
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than [insert campaign value] that are of personal 
  significance to the owner (including family 
  heirlooms), and all magical items, will be discovered 
  in the possession of the character by one means or 
  another. The character must return the item and pay 
  a fine equal to three times the value of the item 
  stolen. In addition, the PC caught receives campaign-
  decided penalties for being known as a thief, such as 
  Infamy. For other stolen items which meet the 
  criteria in #1 above, use your judgment and the 
  circumstances within the game to determine 
  whether a PC thief gets away with the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things which it later finds 
  unreasonable but which were allowed at the time. 
   
  Encounter Three 
  • 
  Masterwork Battleaxe (Value 310 gp, Weight 7 lb, 
  Uncommon): This medium-size melee weapon is 
  composed of a fine black metal. The holy symbol of 
  Abbathor, neutral evil dwarven god of greed, has 
  been inlaid on the blade. 
   
  Encounter 4 
  • 
  Up to 458 cp 
  • 
  Up to 76 sp 
   
  Encounter 5 
  • 
  Influence Point: Mayor Nimar of Dosselford (1 per 
  successful PC): This Influence Point will be 
  redeemable in future scenarios. The mayor of 
  Dosselford remembers what you did for him, and is 
  willing to do you a favor in the future.  
  • 
  +1 Chainmail (Value 1,250 gp, Weight 40 lb, 
  Uncommon): This fine suit of blackened metal 
  chainmail is sized for a dwarf, and cannot be altered 
  to fit larger or smaller creatures. The holy symbol of 
  Abbathor, the neutral evil dwarven god of greed, has 
  been inlaid in gold links on the armor's chest. 
   
  
   
  Mysteries of Crystal Springs 
   
  Page 11 
  Appendix A: The Plug
  Appendix A: The Plug
  Appendix A: The Plug
  Appendix A: The Plug    
   
  The Plug
  The Plug
  The Plug
  The Plug    
  The passageway dead
  The passageway dead
  The passageway dead
  The passageway dead----ends into an ominous sight. The natural 
  ends into an ominous sight. The natural 
  ends into an ominous sight. The natural 
  ends into an ominous sight. The natural 
  curve of the passageway tapers here, down to only about 15 ft. 
  curve of the passageway tapers here, down to only about 15 ft. 
  curve of the passageway tapers here, down to only about 15 ft. 
  curve of the passageway tapers here, down to only about 15 ft. 
  across. After 10 ft
  across. After 10 ft
  across. After 10 ft
  across. After 10 ft. the narrowed area stops in a solid brazen 
  . the narrowed area stops in a solid brazen 
  . the narrowed area stops in a solid brazen 
  . the narrowed area stops in a solid brazen 
  wall. Set within the wall is a circular door 6 ft. in diameter. 
  wall. Set within the wall is a circular door 6 ft. in diameter. 
  wall. Set within the wall is a circular door 6 ft. in diameter. 
  wall. Set within the wall is a circular door 6 ft. in diameter. 
  The door projects a good 4 ft. out from the surface of the door. 
  The door projects a good 4 ft. out from the surface of the door. 
  The door projects a good 4 ft. out from the surface of the door. 
  The door projects a good 4 ft. out from the surface of the door. 
  The hinges rest firmly on your side of the door, atop the frame. 
  The hinges rest firmly on your side of the door, atop the frame. 
  The hinges rest firmly on your side of the door, atop the frame. 
  The hinges rest firmly on your side of the door, atop the frame. 
  The door has no ha
  The door has no ha
  The door has no ha
  The door has no handle. Engraved on its surface are 7 
  ndle. Engraved on its surface are 7 
  ndle. Engraved on its surface are 7 
  ndle. Engraved on its surface are 7 
  concentric rings of stone. Each is made from a different metal, 
  concentric rings of stone. Each is made from a different metal, 
  concentric rings of stone. Each is made from a different metal, 
  concentric rings of stone. Each is made from a different metal, 
  save the inner
  save the inner
  save the inner
  save the inner----most which is marble. From the center are 
  most which is marble. From the center are 
  most which is marble. From the center are 
  most which is marble. From the center are 
  bands of steel, iron (only slightly rusted), copper (greened with 
  bands of steel, iron (only slightly rusted), copper (greened with 
  bands of steel, iron (only slightly rusted), copper (greened with 
  bands of steel, iron (only slightly rusted), copper (greened with 
  age), silver, and a blue
  age), silver, and a blue
  age), silver, and a blue
  age), silver, and a blue----steel co
  steel co
  steel co
  steel colored metal. 
  lored metal. 
  lored metal. 
  lored metal.     
   
  The wall itself is bronze and the outer-most ring is made 
  of Mithril. PCs can learn more about each ring and the 
  wall by examining it more closely. The rings form a multi-
  part lock which needs to be correctly solved in order to 
  provide passage. There is a short cut to this which allows 
  the duergar to pass. This requires a magic amulet of 
  passage (which is applied to the center stone). These are 
  rare, as they needed to be cut from the same stone the 
  core was made of. Each “tumbler” needs to be solved from 
  outside in before the next inner tumbler is attempted. 
  Failure to do so causes the attempting character to suffer 
  the wrath of the tumbler attempted. 
   
  The Wall
  The Wall
  The Wall
  The Wall    
  Set into the wall at about four and a half feet in height from 
  Set into the wall at about four and a half feet in height from 
  Set into the wall at about four and a half feet in height from 
  Set into the wall at about four and a half feet in height from 
  the floor on either 
  the floor on either 
  the floor on either 
  the floor on either side of the door are a small square quartz 
  side of the door are a small square quartz 
  side of the door are a small square quartz 
  side of the door are a small square quartz 
  crystals about 3 inches tall and 6 inches in width. Looking 
  crystals about 3 inches tall and 6 inches in width. Looking 
  crystals about 3 inches tall and 6 inches in width. Looking 
  crystals about 3 inches tall and 6 inches in width. Looking 
  through the quartz, you see a distorted image beyond depicting 
  through the quartz, you see a distorted image beyond depicting 
  through the quartz, you see a distorted image beyond depicting 
  through the quartz, you see a distorted image beyond depicting 
  a long tunnel stretching into the vast darkness. Oddly, 
  a long tunnel stretching into the vast darkness. Oddly, 
  a long tunnel stretching into the vast darkness. Oddly, 
  a long tunnel stretching into the vast darkness. Oddly, 
  through the crystal, you can see t
  through the crystal, you can see t
  through the crystal, you can see t
  through the crystal, you can see the vastness of the cavern as 
  he vastness of the cavern as 
  he vastness of the cavern as 
  he vastness of the cavern as 
  though there were some bright light. Long shadows stretch 
  though there were some bright light. Long shadows stretch 
  though there were some bright light. Long shadows stretch 
  though there were some bright light. Long shadows stretch 
  down the corridor from the stalagmites, though oddly, there 
  down the corridor from the stalagmites, though oddly, there 
  down the corridor from the stalagmites, though oddly, there 
  down the corridor from the stalagmites, though oddly, there 
  are none within several score feet of the doorway.
  are none within several score feet of the doorway.
  are none within several score feet of the doorway.
  are none within several score feet of the doorway.    
   
  What the PCs are seeing is a “peephole” used by the 
  duergar for monitoring the passageway. Above and below 
  each peephole is a section of wall which has had daylight 
  cast on it and that ensorcelled with permanency. This is a 
  major defense as the door itself causes drow weapons to 
  dissolve and incapacitates most of their foes. The duergar 
  themselves know of its existence and shield their eyes 
  from the harsh light the door projects. 
   
  Mithril Ring
  Mithril Ring
  Mithril Ring
  Mithril Ring    
  The blue
  The blue
  The blue
  The blue----steel colored ring has the twelve mountains enameled 
  steel colored ring has the twelve mountains enameled 
  steel colored ring has the twelve mountains enameled 
  steel colored ring has the twelve mountains enameled 
  onto its surface. Each is slightly different. All the mount
  onto its surface. Each is slightly different. All the mount
  onto its surface. Each is slightly different. All the mount
  onto its surface. Each is slightly different. All the mountains 
  ains 
  ains 
  ains 
  base in the outer edge of the ring. They are clockwise from top: 
  base in the outer edge of the ring. They are clockwise from top: 
  base in the outer edge of the ring. They are clockwise from top: 
  base in the outer edge of the ring. They are clockwise from top: 
  a bare mountain, a mountain spouting a dark cloud, a 
  a bare mountain, a mountain spouting a dark cloud, a 
  a bare mountain, a mountain spouting a dark cloud, a 
  a bare mountain, a mountain spouting a dark cloud, a 
  mountain with a hammer at its center, one which is snow
  mountain with a hammer at its center, one which is snow
  mountain with a hammer at its center, one which is snow
  mountain with a hammer at its center, one which is snow----
  capped, a spindle of great height, an old worn
  capped, a spindle of great height, an old worn
  capped, a spindle of great height, an old worn
  capped, a spindle of great height, an old worn----down peak, a 
  down peak, a 
  down peak, a 
  down peak, a 
  mountain with a s
  mountain with a s
  mountain with a s
  mountain with a spider at its core, a mountain with an eye at 
  pider at its core, a mountain with an eye at 
  pider at its core, a mountain with an eye at 
  pider at its core, a mountain with an eye at 
  its heart, one containing a candle, one lined with great pines, 
  its heart, one containing a candle, one lined with great pines, 
  its heart, one containing a candle, one lined with great pines, 
  its heart, one containing a candle, one lined with great pines, 
  a mountain
  a mountain
  a mountain
  a mountain----top shrouded in clouds and a jet black peak. 
  top shrouded in clouds and a jet black peak. 
  top shrouded in clouds and a jet black peak. 
  top shrouded in clouds and a jet black peak. 
  Sculpted hammers and long swords are radially placed 
  Sculpted hammers and long swords are radially placed 
  Sculpted hammers and long swords are radially placed 
  Sculpted hammers and long swords are radially placed 
  around the ring on short poles, formin
  around the ring on short poles, formin
  around the ring on short poles, formin
  around the ring on short poles, forming convenient hand
  g convenient hand
  g convenient hand
  g convenient hand----
  holds.
  holds.
  holds.
  holds.    
   
  The outer-most tumbler was a gift from the elves of 
  the Gnarley Forest for holding their dark brethren in 
  their depths. As a remembrance of this gift, the 
  dwarves made the solution to the exterior ring be a 
  forest-covered mountain, symbol of dwarven-elven 
  unity. The tumbler needs to be rotated clockwise so 
  that the forest covered mountain is at the bottom of 
  the tumbler. If the tumbler is rotated counter-
  clockwise, the whole tumbler will become very cold, 
  causing 2d4 damage and a reduction of 4 points of 
  temporary Dexterity for the next two weeks. This is 
  caused by the skin of the affected freezing solid to 
  the wheel and needing to be sloughed off. Healing 
  cures the damage, but only restoration will correct the 
  stat damage sooner. This can be avoided at a Reflex 
  save of DC 20. 
   
  Silver Ring
  Silver Ring
  Silver Ring
  Silver Ring    
  This tumbler is intricately and deeply carved with a 
  This tumbler is intricately and deeply carved with a 
  This tumbler is intricately and deeply carved with a 
  This tumbler is intricately and deeply carved with a 
  pattern of two snakes interwoven. The carved snakes are 
  pattern of two snakes interwoven. The carved snakes are 
  pattern of two snakes interwoven. The carved snakes are 
  pattern of two snakes interwoven. The carved snakes are 
  biting each other's tails and each is pointing in a different 
  biting each other's tails and each is pointing in a different 
  biting each other's tails and each is pointing in a different 
  biting each other's tails and each is pointing in a different 
  direction. One snake is ca
  direction. One snake is ca
  direction. One snake is ca
  direction. One snake is carved as having fangs, the other 
  rved as having fangs, the other 
  rved as having fangs, the other 
  rved as having fangs, the other 
  isn’t. The two heads are about a quarter of a circle apart 
  isn’t. The two heads are about a quarter of a circle apart 
  isn’t. The two heads are about a quarter of a circle apart 
  isn’t. The two heads are about a quarter of a circle apart 
  from each other, at about 4 and 8 o’clock on the ring. 
  from each other, at about 4 and 8 o’clock on the ring. 
  from each other, at about 4 and 8 o’clock on the ring. 
  from each other, at about 4 and 8 o’clock on the ring.     
   
  The challenge here is considerably simpler then one 
  would think, and over-thinking the problem is the 
  true challenge. The engraved snakes can be used as 
  hand-holds to rotate the ring in either direction. This 
  ring rotates counter-clockwise and need only be 
  rotated such that one but not both heads of the snake 
  pass the 6 o’clock mark twice (two full revolutions). 
  Anything else, and the affected person will take 3d4 
  points of damage from a spray of acid being shot out 
  from under the scales of the snakes (Reflex save for 
  half damage). This will also do another 2d4 points of 
  damage the next round and a 1d4 points of damage 
  the following round. This will fire if the mithril ring 
  isn’t set properly when this ring is attempted or if 
  this ring is mishandled in any way (rotated 
  incorrectly, or in the wrong direction). 
   
  The Copper Ring
  The Copper Ring
  The Copper Ring
  The Copper Ring    
  This ring is bare of all etchings and 
  This ring is bare of all etchings and 
  This ring is bare of all etchings and 
  This ring is bare of all etchings and engravings of any 
  engravings of any 
  engravings of any 
  engravings of any 
  kind. Though greened with age, its surface is unmarred 
  kind. Though greened with age, its surface is unmarred 
  kind. Though greened with age, its surface is unmarred 
  kind. Though greened with age, its surface is unmarred 
  save for the presence of 6 deep depressions set equidistant 
  save for the presence of 6 deep depressions set equidistant 
  save for the presence of 6 deep depressions set equidistant 
  save for the presence of 6 deep depressions set equidistant 
  around the ring. 
  around the ring. 
  around the ring. 
  around the ring.     
   
  This is a different sort of challenge, one which will 
  be very difficult to solve. In order for this ring to be 
  passed, it need only be rotated clockwise and will 
  stop on its own after a ¾ turn. The difficulty is 
  getting the ring to turn. The holes provide a place to 
  
   
  Mysteries of Crystal Springs 
   
  Page 12 
  insert something for leverage. Each hole is a 1½ in. in 
  diameter and 7 in. deep. When attempting to turn the 
  wheel, a small current is run through whatever is placed 
  within. The end effect is based off of what they use as a 
  lever. If it doesn’t occupy 90% of the hole’s diameter, the 
  wheel won’t turn, with no further affect. Otherwise, if the 
  substance is wood, it will smolder and burst into flame 
  and the PCs will have to clear the rubble from the hole 
  before continuing. If the substance if flesh, the creature 
  will suffer 1d6 points of damage from the current. If the 
  substance is a non-conductive metal, the metal will heat 
  up as per a heat metal spell. If the substance is a 
  conductive metal, it will get a tingling feeling to it and 
  anyone holding on and pushing will have their hair stand 
  on end, but it will push. On any attempt to push it the 
  wrong way or if the outer two rings aren’t properly 
  handled, each hole will release a 1d6 lightning bolt 
  (conducted through any valid lever) which will strike the 
  closest grounded character in front of the door (Reflex 
  save for half damage). Usually, this will be three of the 
  bolts hitting each of the two characters in front of the 
  door, but this is DM adjudicated. 
   
  In a natural crevice in the wall some 25 ft. back, there 
  are 6 copper poles 1½” in diameter and 2 ft. long. These 
  are hidden from sight and will only be found with a 
  dedicated search (DC 20) of this area.  
   
  Iron Ring
  Iron Ring
  Iron Ring
  Iron Ring    
  The iron ring is rimmed with rust though it is still solid and 
  The iron ring is rimmed with rust though it is still solid and 
  The iron ring is rimmed with rust though it is still solid and 
  The iron ring is rimmed with rust though it is still solid and 
  strong. Its surface teems with images of dwarves at work. 
  strong. Its surface teems with images of dwarves at work. 
  strong. Its surface teems with images of dwarves at work. 
  strong. Its surface teems with images of dwarves at work. 
  Examining the graven images more closely, you feel confident 
  Examining the graven images more closely, you feel confident 
  Examining the graven images more closely, you feel confident 
  Examining the graven images more closely, you feel confident 
  that ma
  that ma
  that ma
  that many of them depict hammer
  ny of them depict hammer
  ny of them depict hammer
  ny of them depict hammer----wielding dwarves, which 
  wielding dwarves, which 
  wielding dwarves, which 
  wielding dwarves, which 
  would prove effective handholds for moving the ring. Others 
  would prove effective handholds for moving the ring. Others 
  would prove effective handholds for moving the ring. Others 
  would prove effective handholds for moving the ring. Others 
  depict the dwarves wielding axes which would be more 
  depict the dwarves wielding axes which would be more 
  depict the dwarves wielding axes which would be more 
  depict the dwarves wielding axes which would be more 
  uncomfortable to use.
  uncomfortable to use.
  uncomfortable to use.
  uncomfortable to use.    
   
  The duergar picture themselves as both strong and crafty, 
  and this ring embodies both those attributes. Turning the 
  ring is simple to do for one with the strength. It is a DC 
  26 Strength check to turn the wheel and at most 3 
  humans or 4 dwarves or Small creatures can get on it at 
  once. The craftiness of this ring is that the ring breaks the 
  previous alternation of directions, as it also should rotate 
  clockwise, like both the ring outside of it and the ring 
  inside of it. Failure to rotate it correctly or if the exterior 
  rings are not correctly positioned at the time will cause 
  the images of the dwarves to animate and take a swing at 
  the turners before returning to their inanimate state. Each 
  person attempting to help turn the door will have 4 
  attacks on them from dwarves statuettes. These attacks 
  are all at +7 to hit and deal 1d4+2 points of damage. The 
  first time the dwarves animate, they will get surprise in 
  their attack. Holding a dwarf with an axe to turn the 
  wheel causes d3 points of damage in the act of turning, 
  but if the dwarves animate, they won’t attack (leaving 
  only three attacks on that character). 
   
  Steel Ring
  Steel Ring
  Steel Ring
  Steel Ring    
  The first ring around the marble core is a steel ring with 4 
  The first ring around the marble core is a steel ring with 4 
  The first ring around the marble core is a steel ring with 4 
  The first ring around the marble core is a steel ring with 4 
  deep depressions in it. Each is large enough to fit a man’s fist 
  deep depressions in it. Each is large enough to fit a man’s fist 
  deep depressions in it. Each is large enough to fit a man’s fist 
  deep depressions in it. Each is large enough to fit a man’s fist 
  into and each has a handle deeper within it to grasp. 
  into and each has a handle deeper within it to grasp. 
  into and each has a handle deeper within it to grasp. 
  into and each has a handle deeper within it to grasp. 
  Each depression has a lip on it 
  Each depression has a lip on it 
  Each depression has a lip on it 
  Each depression has a lip on it which makes it difficult to 
  which makes it difficult to 
  which makes it difficult to 
  which makes it difficult to 
  see what lies within except for the large handlebar.
  see what lies within except for the large handlebar.
  see what lies within except for the large handlebar.
  see what lies within except for the large handlebar.    
  The steel ring is part of the iron ring’s craftiness. It 
  too turns counterclockwise, though it requires only a 
  DC 18 Strength check to turn. Turning it the wrong 
  way is hazardous. There is a metal iris which will 
  spincter around the offending character’s wrist, 
  holding them in place. Rot grubs will pore out of the 
  workings of the inner machinations and onto the 
  character’s flesh. The iris will then hold the character 
  for a round before releasing them. At this point, the 
  2d4 grubs will have entered the character's flesh and 
  be burrowing up their arm and to the center chest. 
  This will take 3 rounds to get to the torso and 
  another two to reach the chest before they burrow 
  inward. Half the grubs will go via the character’s 
  front and back. Each round the character will need to 
  make a Fortitude save at DC 15 or convulse wildly as 
  the grubs ride and eat nerve pathways, causing 
  violent sensation through the afflicted parts of the 
  body. Until the last round, they are visible under the 
  skin and can be stabbed through it (doing ½ damage 
  to the infected character as well as to the grubs) or 
  flame can be applied, causing the death of up to d4 
  grubs (all on one side of the arm/body). This method 
  leaves the dead grubs in the body. Each grub has 1 
  hp.  
   
  If the wheel is turned properly, it stops itself 
  after one full revolution and keyhole in the core 
  opens (see below). 
   
  Marble Core
  Marble Core
  Marble Core
  Marble Core    
  The marble core is well polished, and unlike the 
  The marble core is well polished, and unlike the 
  The marble core is well polished, and unlike the 
  The marble core is well polished, and unlike the 
  surrounding rings
  surrounding rings
  surrounding rings
  surrounding rings, does not appear to rotate. In the center 
  , does not appear to rotate. In the center 
  , does not appear to rotate. In the center 
  , does not appear to rotate. In the center 
  of the core are two concentric depressions. The outer 
  of the core are two concentric depressions. The outer 
  of the core are two concentric depressions. The outer 
  of the core are two concentric depressions. The outer 
  depression is circular and about 4 in. in diameter. The 
  depression is circular and about 4 in. in diameter. The 
  depression is circular and about 4 in. in diameter. The 
  depression is circular and about 4 in. in diameter. The 
  inner depression is a quarter inch deep and key
  inner depression is a quarter inch deep and key
  inner depression is a quarter inch deep and key
  inner depression is a quarter inch deep and key----shaped. It 
  shaped. It 
  shaped. It 
  shaped. It 
  would appear as though it slides back by som
  would appear as though it slides back by som
  would appear as though it slides back by som
  would appear as though it slides back by some e e e 
  mechanism. What catches your eye most is the deeply 
  mechanism. What catches your eye most is the deeply 
  mechanism. What catches your eye most is the deeply 
  mechanism. What catches your eye most is the deeply 
  engraved images surrounding the depressions. They are a 
  engraved images surrounding the depressions. They are a 
  engraved images surrounding the depressions. They are a 
  engraved images surrounding the depressions. They are a 
  deeply knotted pattern of lines, that appear to have 
  deeply knotted pattern of lines, that appear to have 
  deeply knotted pattern of lines, that appear to have 
  deeply knotted pattern of lines, that appear to have 
  patterns over patterns over patterns. As you look, they 
  patterns over patterns over patterns. As you look, they 
  patterns over patterns over patterns. As you look, they 
  patterns over patterns over patterns. As you look, they 
  seem to ebb and flow, writhing around
  seem to ebb and flow, writhing around
  seem to ebb and flow, writhing around
  seem to ebb and flow, writhing around each other. 
   each other. 
   each other. 
   each other. 
  Snakelike, they entwine, drawing your eyes into their 
  Snakelike, they entwine, drawing your eyes into their 
  Snakelike, they entwine, drawing your eyes into their 
  Snakelike, they entwine, drawing your eyes into their 
  web, calling you, pulling you to them …
  web, calling you, pulling you to them …
  web, calling you, pulling you to them …
  web, calling you, pulling you to them …    
   
  Surrounding the core is a symbol of insanity, the 
  character examining that hole must make a 
  Willpower save at DC 21 or be feebleminded, staring 
  deeply into the symbol and not wanting to move. If 
  the outer rings are all properly maneuvered, the 
  keyhole opens, allowing a key to be inserted. This is a 
  standard lock, though well made. It is DC 24 to pick. 
  Anyone attempting to do so needs to make a Reflex 
  save at DC 21 or look at the symbol, requiring a save 
  for that. This interrupts the attempt to pick the lock 
  and the rogue will have to start again from scratch 
  whether or not they succeed.  
  
   
  Mysteries of Crystal Springs 
   
  Page 13 
  The dwarves have a limited number of amulets carved 
  from the same stone as the core was. These stone amulets 
  can be placed in the center of the core (usually without 
  looking) and automatically open the plug. 
   
  
   
  Mysteries of Crystal Springs 
   
  Page 14 
  Appendix B 
  Appendix B 
  Appendix B 
  Appendix B –––– Major NPCs
   Major NPCs
   Major NPCs
   Major NPCs    
   
  Nimar, Mayor of Dosselford 
  Class
  Class
  Class
  Class: 
  Sorcerer 10 
  Race
  Race
  Race
  Race:  
  Human (Flan-Suel Mix) 
  Age:
  Age:
  Age:
  Age: 
   
  55 
  H
  HH
  Height:
  eight:
  eight:
  eight:  
  5 ft.7”  
  Weight:
  Weight:
  Weight:
  Weight: 143 lbs. 
   
  Str
  Str
  Str
  Str 11 -- 
  Int
  Int
  Int
  Int 16 +3 
  Wis
  Wis
  Wis
  Wis 13 +1 
  Dex
  Dex
  Dex
  Dex 14 +2 
  Con
  Con
  Con
  Con 10 -- 
  Chr
  Chr
  Chr
  Chr 18 +4 
   
  Saves
  Saves
  Saves
  Saves: 
  • 
  Fortitude 
  +5 
  • 
  Reflex 
  +5 
  • 
  Will  
  +8 
   
  AC
  AC
  AC
  AC: 18  (Ring+Dex) 
  HP
  HP
  HP
  HP: 31 Init: 
  Init: 
  Init: 
  Init: +2 
   
  Weapon
  Weapon
  Weapon
  Weapon    
  To Hit
  To Hit
  To Hit
  To Hit    
  Dam
  Dam
  Dam
  Dam    
  Crit
  Crit
  Crit
  Crit    
  Dagger 
  +5 
  d4  
  19+/x2 
   
  Class/Racial Abilities/Heroic Feats:
  Class/Racial Abilities/Heroic Feats:
  Class/Racial Abilities/Heroic Feats:
  Class/Racial Abilities/Heroic Feats:    
  • 
  Grinx, Cat Familiar. It can convey touch spells for 
  Nimar and command cats. Nimar can converse with it 
  and other cats at will. 
  • 
  Toughness 
  • 
  Great Fortitude 
  • 
  Spell Focus (Evocation) 
  • 
  Extend Spell 
  • 
  Empower Spell 
   
  Skill
  Skill
  Skill
  Skill    
      
  Ranks
  Ranks
  Ranks
  Ranks    
      
  Total
  Total
  Total
  Total    
  Alchemy 14 
   
  +17 
  Bluff 
   
  1 
   
  +5 
  Concentration 
  14 
   
  14 
  Diplomacy 
  2 
   
  +6 
  Innuendo 
  1 
   
  +5 
  Knowledge – 
    Arcana 14 
   
  +17 
  Knowledge – 
    Nature  
  7 
   
  +10 
  Knowledge – 
    Religion 
  5 
   
  +8 
  Knowledge – 
    Urnst  
  6 
   
  +9 
  Spellcraft 
  10 
   
  +13 
   
  Magic Items: 
  Magic Items: 
  Magic Items: 
  Magic Items: bracers of armor +6. 
   
  Spells: 
  Spells: 
  Spells: 
  Spells: (cast C 6,1st 7, 2nd 7,3rd 7,4th 6,5th 3) 
   
  Cantrips: Disrupt Undead, Fear*, Light*, Mage Hand, 
  Prestidigitation, Ray of Frost, Read Magic, Resistance. 
   
  1st: Jump, Mage Armor, Magic Missile*, Shield, 
  Sleep. 
   
  2nd: Mirror Image, Stinking Cloud*, Strength, 
  Web*. 
   
  3rd: Keen Edge, Lightning Bolt*, Tongues. 
   
  4th: Ice Storm*, Stoneskin. 
   
  5th: Cloudkill*. 
  Due to Spell Focus, Evocation spells (*), are +2 for 
  save DC. 
   
  Personality: 
  Personality: 
  Personality: 
  Personality: Nimar has kind of a crusty English 
  accent. He really likes females, and will often stare at 
  the females of a group while talking, even if 
  responding to a question from a male. However, he 
  really prefers to look and not touch (they might 
  distract him unduly from his work), and will get 
  flustered if anyone gets too close.  
   
  He is nice enough, but tends to have a distracted 
  air while listening to people. He doesn’t mince 
  words, and will not hesitate to interrupt people to cut 
  to the heart of what they are saying, while up to that 
  point not seeming to pay attention at all. While not 
  precisely arrogant, he is the mayor and a powerful 
  Sorcerer, and is used to people respecting him, 
  despite his slightly batty air. He has a good sense of 
  humor, and likes to crack jokes.  
   
  History: 
  History: 
  History: 
  History: He is a powerful sorcerer, and adventured 
  for many years (the last few with Ronco) before 
  retiring to Dosselford to devote his time to 
  investigating Crystal Springs. He became the mayor 
  by accident about 15 years ago, when a horde of orcs 
  attacked the village and he took them out nearly 
  single-handedly. The citizens of Dosselford likes him 
  because he is strong enough to defend and lead the 
  community, enforcing justice when need be, and 
  stays out of their hair the rest of the time.    
    
  
   
  Mysteries of Crystal Springs 
   
  Page 15 
   
  X
  1
  3
  4
  5
  6
  7
  2
  X - position of shackled militiaman
  - position of trapped stone block
  - position of w arded exit dow n
  Scetch Map o f Crystal Springs Enco unter
  N
  20 feet
  
   
  Mysteries of Crystal Springs 
   
  Page 16 
  DM Handout 2: Map of Hole II
  DM Handout 2: Map of Hole II
  DM Handout 2: Map of Hole II
  DM Handout 2: Map of Hole II    
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/URC (County of Urnst)/URC1-02 Mysteries of Crystal Springs I (Pt1) (3E).pdf