TEXT: A 1st Level Dungeon Crawl Classics Adventure
  By Mark Bishop
  The
  Expedition
  Frost Fang
  
  © 2016 Purple Sorcerer Games
  II
  Be sure to check out the separate appendix PDF that 
  comes with the Frost Fang Expedition. It's filled with 
  tips for running the adventure, paper miniatures, 
  patron spell sheets, and easily printable versions of 
  all the maps and images included in the adventure!
  
  An Instant Acti on
  Dungeon Crawl Classics RPG Adventure 
  for 4-8 1st Level Adventurers
  By Mark Bishop
  Introducti on .................................................................................. 3
  Running the Frost Fang Expediti on/History of Neverthawes .......... 4
  Dagon’s Note ............................................................................... 10
  People and Places ........................................................................ 11
  Player Introducti on ...................................................................... 12
  Rumors and Scu� lebu�   .............................................................. 14
  The Expediti on Begins/NPC’s  ...................................................... 16
  Main Map/Encounter Index .................................................... 18-19
  Encounter Descripti ons ........................................................... 20-58
  Appendix A: Levi Fangred and Gruin Ardokk ................................ 59
  Appendix B: Spell Duels Simpliﬁ ed .............................................. 61
  Appendix C: Dagon’s Amulet........................................................ 62
  Appendix D: Malotoch as Patron ................................................. 64
  Appendix E: Linking to Nebin Pendlebrook’s Perilous Pantry ........ 68
  The
  Expedition
  Frost Fang
  1
  
  Credits
  Author: Mark Bishop
  Editor: Jon Marr
  Cover: Mark Bishop, Jon Marr
  Interior Art: Mark Bishop, Jon Marr
  Cartography: Mark Bishop
  Layout & Design: Jon Marr
  Proofreaders: Julie Marr, Stephen Newton,
  Daniel Bishop
  Dungeon Crawl Classics and DCC RPG 
  are trademarks of Goodman Games. For 
  addi� onal informa� on, visit www.good-
  man-games.com or contact info@good-
  man-games.com
  Playtesters
  John Isaacs, Courtney Isaacs, Micah Tate, Chris Withrow, Dus� n 
  Dunaway, Joshua Stacy, Sean Smith, Tyler Wilson, Ma�  Lovell (Fox 
  the wizard), Damien Morgan (Ezra the luckless halﬂ ing cleric), Ray 
  Li� leton (Degor the Towering), Josh Thornburg (Ket the thief), Alan 
  Schirtzinger (Braddock the dwarf) and Jim Schubert (Maethor the elf). 
  Special kudos to Ma�  Lovell for screaming “Moodusa!” in the Ardokk 
  Mines. That one’s yours.
  Interior Art: Mark Bishop, Jon Marr
  Proofreaders: Julie Marr, Stephen Newton,
  2
  
  The Frost Fang Expedition
  High above the Village of Neverthawes, near the icy peak of 
  Frost Fang Mountain, a mysterious castle ﬂ oats among the 
  clouds, dangling precariously like an anvil above the wilderness 
  town. The stone keep houses the bizarre workshop of a reclusive 
  sorcerer known as Dagon the Doleful. For over a hundred years 
  the ﬂ oati ng island, or earth mote, has cast a shadow of forebod-
  ing upon the village beneath it. Recently though, the lights have 
  gone dark in Dagon’s ﬂ oati ng castle, and large chunks of the 
  earth island have begun to fall from the sky.
  Today an expediti on leaves from the base of Frost Fang Moun-
  tain to investi gate these mysterious changes. Adventurers must 
  endure a treacherous journey to the mountain’s peak, and then 
  cross a tenuous bridge that stretches to Dagon’s surrepti ti ous 
  sanctum in the sky.
  But be warned: not all who join the expediti on harbor pure 
  moti ves. Rumors report that great wealth and incomprehensible 
  arcane knowledge are ripe for the taking if the castle is reached. 
  Even the most noble of heart might be tempted by the treasures 
  accrued by the eccentric wizard. Will explorers seek to ﬁ nd and 
  aid Dagon the Doleful, or will they att empt to pilfer the castle’s 
  riches? Will they seek means to keep the castle aloft  or abandon 
  the village to a crushing death? The frozen backdrop is set. The 
  ti me for acti on has come.
  In the Frost Fang Expediti on, only one thing is certain… the 
  adventurers will face great danger from within and without 
  Dagon’s castle walls. None who join the expediti on will return 
  unchanged, if indeed they return at all!
  3
  
  Running the Frost Fang Expedition
  The Frost Fang Expedi� on is an Instant Acti on Adventure designed 
  to be enjoyed in a single ac� on-packed session of mystery and der-
  ring-do. This makes the adventure ideal for conven� on play or for a 
  home game where you wish to wrap up play in a single session. That 
  being said, play � mes can vary widely from group to group depending 
  on play style. If it is the judge’s inten� on to run this game in a four 
  hour block (such as a conven� on game), it is recommended that the 
  party begin with pre-generated characters in order to allow suﬃ  cient 
  � me for game play.
  If on the other hand, the clock is not a factor at your table, we have 
  provided background informa� on and a short history of Neverthawes, 
  Dagon the Doleful, and the Frost Fang Mountain region, enabling you 
  and your players to immerse yourself in a fantas� c se�  ng suitable for 
  extended campaign play.
  In order to help streamline the narra� ve to the judge’s taste, each 
  new chapter contains a sec� on of Adventure Notes, “cliﬀ  notes” of a 
  sort that highlight the key informa� on judges need to know for that 
  area. This is especially useful for judges seeking the bare-bones narra-
  � ve needed to move the game along in a � me-restricted se�  ng, but 
  should also prove helpful for those who are integra� ng the adventure 
  into a larger campaign.
  The History of Neverthawes
  The Village of Neverthawes was formed in the shadow of the Frost 
  Fang Mountains, just north-east of the once prosperous Ardokk 
  Mines. The village and nearby regions all beneﬁ ted greatly from the 
  prodigious amounts of gold and other minerals mined by the Ardokk 
  dwarves. Every man, woman, and child within a hundred miles grew 
  up hearing the stories of the mines and their legendary grandeur.
  A mysterious sorcerer of great renown, Dagon the Doleful, had also 
  lived in the area for genera� ons before Neverthawes was established. 
  Villagers had found his once-isolated castle’s high walls a comfor� ng 
  neighbor when they founded their village, but as the mines pros-
  pered, new arrivals came to Neverthawes seeking its fabled wealth, 
  4
  
  expanded the village borders again and again. The more the village 
  encroached, the more secre� ve and paranoid the old wizard became. 
  Despite the keep’s proximity, few villagers had ever passed beneath 
  its portcullis. As the years passed, the orange-bearded, gaunt-faced 
  Dagon increasingly shunned the people of the village, losing himself in 
  his experiments and retrea� ng from human contact. The portcullis re-
  mained closed, rusted into place, with only an occasional thick plume 
  of green or purple smoke rising above the parapets betraying Dagon’s 
  earthly existence at all.
  The Ardokk Mines, and thus Neverthawes, con� nued to prosper and 
  grow for a genera� on before Dagon ﬁ nally found the creeping im-
  pingement of the village unbearable. Certain that prying eyes were 
  upon both him and his arcana, the reclusive sorcerer determined to 
  hide his wizardry once and for all — in a place where he would never 
  be bothered again. Early one morning, the village awoke to the sound 
  of strange gu� ural incanta� ons wailing down from behind the cas-
  tle walls. Some said they witnessed Dagon through the metal gates, 
  slashing his own arms while kneeling before a glowing hourglass that 
  seemed to hover in mid-air before him. Suddenly the earth began to 
  shake, the peal of an ear-spli�  ng thunderclap echoing across the val-
  ley. Through ra� ling windows the villagers watched as Dagon’s castle 
  and yard wrenched itself from the earth and began to slowly rise into 
  the heavens. The en� re village gaped in awe as the earth mote rose 
  skyward, ﬁ nally arres� ng its ascent near the peaks of Frost Fang.
  5
  
  Local legend might have remembered the rise as astonishing and 
  magniﬁ cent had not the old wizard’s ac� ons also triggered a chain of 
  events that doomed the Ardokk dwarves and their legendary mines 
  forever. For in the ensuing earthquake, an evil beast was freed from 
  her underground prison; an ancient medusa named Helgathia Myrr. 
  Some say it was Dagon himself who had imprisoned (then forgot) her 
  in the rune-locked chamber eons ago. Regardless, the serpent-haired 
  demon stormed through the halls of Ardokk with complete surprise, 
  petrifying every man, woman and child into lifeless stone. In a ma� er 
  of days, the medusa completed her horriﬁ c campaign: transforming 
  the Ardokk mines into a seemingly lifeless, stony tomb.
  The eﬀ ect upon the region was nearly as swi� . Without the ﬂ ow of 
  gold from the mountains, the local economy collapsed. Barter ceased 
  as rumor and fear ran wild. Many believed the creature would leave 
  the mines and destroy Neverthawes as well, so they ﬂ ed. Those who 
  stayed behind held the brash wizard in great contempt, cursing his 
  name for the recklessness he displayed.
  A decade passed before anyone dared to venture back into the Ar-
  dokk mines. The ﬁ rst was a halﬂ ing named Egad Greenthicket who 
  claimed that Dagon the Doleful had visited him in a dream. The aged 
  sorcerer was supposedly ﬁ lled with re-
  morse, seeking to right his wrongs, 
  “be� er a li� le, and too late than 
  nothing at all, ever”. Egad woke 
  the next morning to ﬁ nd a rolled 
  parchment on his nightstand, 
  wrapped around a small mir-
  ror. Few if any believed the 
  halﬂ ing’s improbable story, but 
  some villagers remember clearly 
  that early one morning Egad 
  took the scroll, the mirror, and 
  his favorite cow up the path 
  to the old Ardokk mines. Both 
  Egad and his cow disappeared 
  into the mouth of the mountain, 
  never to be heard from again.
  sorcerer was supposedly ﬁ lled with re-
  morse, seeking to right his wrongs, 
  6
  
  Soon a� er, the bravery of the vil-
  lagers returned. A few hardy souls 
  scaled the mountain with supplies in-
  tent upon building a bridge that would 
  connect the earth mote and Dagon’s 
  ﬂ oa� ng castle to the nearest peak of Frost 
  Fang. Although the tenuous rope bridge can 
  s� ll be seen spanning the gap to this day (bathed 
  in the eerie lights of the castle that never dimmed), 
  none of the workers who built the bridge ever re-
  turned. Nor did any souls who went looking for them.
  One hundred years have now passed since Dagon’s castle vaulted 
  skyward. It remains as great a mystery today to the few plucky de-
  scendants, traders, trappers, and hard-scrabble miners who remain 
  as when it rose genera� ons ago. But answers might ﬁ nally be forth-
  coming! Two weeks ago, a mysterious medallion fell from above, 
  smashing through the roof of the temple of local cleric Levi Fangred. 
  He claimed that a note was a� ached from Dagon himself, breaking 
  his long silence to request urgent aid from the village. Since then, 
  the castle lights have at last gone dark, and large chunks of the earth 
  island’s cliﬀ  edges have begun to break oﬀ  and tumble down on the 
  village below. Some fear that the old wizard is dead or dying, and that 
  the en� re castle might soon come crashing down upon them. With 
  such an impending catastrophe looming literally above them, Levi has 
  summoned all willing souls to the Frosty Tankard, a local ale house, to 
  form an emergency expedi� on.
  The call for adventurers has gone forth. Known opportunists, cut-
  throats and mercenaries have descended upon the desperate town 
  in waves, sensing an opportunity for proﬁ t. Locals in fear of their lives 
  have begun to load their belongings into wagons, preparing to depart. 
  Be� er to face the wilderness, they reason, than to be squashed into 
  bloody pulps from above!
  Such a quick death might be considered a blessing 
  compared to what surely awaits those who join 
  Levi Fangred in scaling Frost Fang Mountain!
  7
  
  Dagon and the Hourglass
  Brieﬂ y men� oned in the town’s history, Dagon’s mysterious ﬂ oa� ng 
  hourglass will play an integral role in this adventure. What the PCs de-
  cide to do with the hourglass at Dagon’s castle will, in the end, deter-
  mine the outcome of their drama. Clues to the nature of the hourglass 
  will be revealed to players as the journey unfolds though dreams, 
  notes, and the words of NPCs, but it’s important for the judge to 
  understand the history of Dagon and the enchanted hourglass before 
  play begins. The PCs will likely die in confusion about what they need 
  to do during the ﬁ nal encounter if they haven’t acquired the informa-
  � on necessary to deal with Dagon and the hourglass!
  No one knows quite how old Dagon the Doleful is, though none alive 
  can ever remember a � me without him. His wrinkled and creviced 
  face reveals a man possessing ancient wisdom and experience, his 
  features framed by unruly locks of bright orange hair - at least it was 
  the last � me that anyone saw him. Though everyone knew of the old 
  wizard, few ever mingled with him, and the rare social encounters 
  were always awkward due to Dagon’s searing gazes and long, menac-
  ing pauses without conversa� on. In chance mee� ngs on the streets of 
  Neverthawes, he seemed more enamored with the careful and intru-
  sive inspec� on of lapel bu� ons, walking s� cks and ear lobes than the 
  folk of the village.
  In a short period of � me, Dagon grew weary of human contact al-
  together, lowering the metal slats of his portcullis for good. Rumors 
  ran rampant a� er that. Children declared seeing the wizard roaming 
  the streets at night, his le�  arm as greasy and limber as the body of a 
  serpent.
  In fact, their reports were accurate. Dagon, corrupted by the exper-
  iments he conducted within the castle walls was undergoing chang-
  es, both physical and mental. In order to further plunder the depths 
  of mys� cism and magic, Dagon had entered an unholy pact with a 
  creature not of this realm: the carrion crow goddess Malotoch. The 
  bargain had expanded and altered the old wizard’s mind, but at the 
  price of corrup� ng his physical appearance. Dagon quickly grew to 
  understand that every new unveiling of the universe’s secrets came at 
  great cost.
  8
  
  A day arrived when Dagon realized he trusted neither himself nor 
  the unholy portals he had opened so near to the village’s popula� on. 
  Rather than recklessly imperiling the village, Dagon strove to keep it 
  safe, beseeching Malotoch to create the earth mote out of her own 
  immense power to separate his castle from the village. The price for 
  such a request was severe: every year he would sacriﬁ ce a por� on 
  of his remaining being to the dark goddess to keep the castle aﬂ oat. 
  She ﬁ xed a magical hourglass in Dagon’s castle courtyard to con� nu-
  ally remind him of this patron pact. The earth mote will stay aﬂ oat as 
  long as the hourglass is turned once every year. When the hourglass 
  is turned for its 100th � me, Dagon must submit himself completely, 
  subsumed and forever in servitude to Mistress Malotoch. With the 
  agreement fulﬁ lled, only another soul’s servitude, coupled with an-
  other pact, will keep the earth mote intact and aﬂ oat. Only then will 
  the ci� zens below be safe from total destruc� on.
  As the ever-more corrupted Dagon the Doleful descended into mad-
  ness, he scribbled notes and pleas for aid, dropping them onto the 
  village below. He has hidden the fact that his own fate is sealed, real-
  izing that a replacement must be found or Neverthawes is doomed. 
  Perhaps in his last cogent moment, he purposefully dropped his ﬁ nal 
  plea for help through the roo� op of Levi Fangred, the town’s cleric 
  and a devoted disciple of the lawful Ulish.
  Should the expedi� on, by some miracle of luck or valor, actually reach 
  the castle of Dagon the Doleful, tough decisions will need to be made 
  regarding the fate of Neverthawes in an uncertain environment. Will 
  Dagon in his ﬁ nal corrupted state allow anyone to complete the ritual 
  that will turn the hourglass and save the village, but also doom him to 
  an eternity of servitude? If the ritual is completed, will anyone in the 
  expedi� on submit to 100 years of servitude to the chao� c Mistress 
  Malotoch to keep the castle aﬂ oat?
  The fate of the castle and the village now lies in the hands of the few 
  hardy souls who have undertaken an impossible journey: scaling the 
  frozen reaches of the Frost Fang Mountains only to ﬁ nd themselves 
  deposited into the clutches of a deranged and deﬁ led wizard!
  9
  
  10
  
  People & Places of Neverthawes
  Many buildings in the village are now empty or have been 
  re-purposed a� er the defeat of the mines. No demand remained 
  for the ﬁ ne luxuries of a haberdashery or a dedicated tobacco shop 
  among the small populace remaining.
  The Frosty Tankard: The only tavern le�  in town; the site where PCs 
  will join the expedi� on. Owned by one-eyed Lemeth Strunk, it is ﬁ lled 
  with a large stone hearth, a crackling ﬁ re, and a host of seedy charac-
  ters eying your pockets. Visitors take care.
  The Mountain Merchant Hall: If the PCs need supplies before they 
  leave, they can get them here from foppish proprietor Chauncey Ev-
  ergood. (Chauncey is famous for his delicious raisin bread which he’s 
  oﬄ  oading at ﬁ re-sale prices: 2 loaves for a single copper piece). But 
  the party needs to hurry. On the morrow, he’ll be loading up his wag-
  ons and leaving town for good. Chauncey’s great-grandfather was one 
  of the builders of the bridge that links the earth-mote to the moun-
  tain’s peak. “First they were frozen by the bitt er cold, and then they 
  were cooked by the dragon’s breath. They were stupid men. Brave… 
  but stupid.“
  Temple of Ulish: The last remaining temple in Neverthawes, served by 
  cleric Levi Fangred. It was through his roof that Dagon’s amulet and 
  request for aid fell. Levi has bravely volunteered to lead the expedi-
  � on to Dagon’s castle.
  Ardokk’s Axes and Shields: In recent years this shop has proved 
  more a museum than a store. Owner Gruin Ardokk is the last know 
  descendant of the Ardokk dwarves in the area. He will join the expe-
  di� on with the inten� ons of reclaiming the Ardokk Mines and seeking 
  revenge against the wizard who destroyed his clan.
  Irongate’s Midnight Smithery: Recently crushed by a large chunk of 
  Dagon’s crumbling earth mote. Dornthrek Irongate sits with a pint 
  each evening near the hearth of The Frosty Tankard, bi� er at his lot 
  in life. Men� on Dagon the Doleful and you’ll hear a string of curses as 
  long as a fence rail.
  11
  
  The Gilded Griﬃ  n: A modest inn maintained by Erlathan and Elora 
  Duskmere, an elvin couple, both silver-haired and ﬁ nely arrayed. They 
  remember old Dagon well, even keeping an upstairs room for him, 
  where he stayed on infrequent trips to visit the couple. A portrait of 
  the wizard s� ll hangs above the bed. More peculiar is the door in the 
  room that seems to lead nowhere, with only a wall of brick behind 
  it. Erlathan and Elora seem to take the village’s impending doom in 
  stride. “Whatever shall happen, shall happen whether the linens are 
  changed or not. If we are to perish, we shall perish upon clean sheets.”
  Player Introduction
  In the cold north of the Barrier Hills sits the wilderness village of Never-
  thawes, where the citi zens have grown accustomed to a very peculiar 
  sight. Although outsiders might be struck dumb at the sight of a castle rest-
  ing upon an enormous chunk of earth hovering high above the village, the 
  locals view the wizard’s castle as nothing more than an annoying shadow 
  that blots out the noonday sun.
  “Dagon the Doleful”, as he has been named, lives in the castle, perched 
  upon the earth mote that hangs above the village so ominously, ﬂ oati ng 
  near the highest peaks of Frost Fang Mountain. Even from the town square 
  it is easy to see a crudely-constructed rope bridge spanning the distance 
  between the mountain’s snowy crest and the old wizard’s fantasti cal home.
  You have responded to a call for help from the village: the castle lights 
  have grown dark as chunks of the earth island have begun tumbling down 
  with devastati ng eﬀ ect upon the town. It is feared that the enti re mote 
  may soon plummet to earth, completely crushing the village and the citi -
  zens beneath it. An expediti on is being formed to scale the mountain paths 
  to investi gate whether the old wizard inside the castle is sti ll alive, and if 
  anything can be done to keep the castle aﬂ oat.
  As you enter the village, you noti ce one family aft er another busily load-
  ing their wagons and hitching up their horses. Along the muddy streets, 
  nervous chatt er is paired with occasional glances skyward. Word has gone 
  out that local cleric Levi Fangred is recruiti ng willing souls for the expedi-
  ti on within The Frosty Tankard just ahead. Shady characters, muscle-for-
  hire, and obvious cut-throats stand in groups, whispering as you walk by. 
  Perhaps they have come in response to the promise of 76 gold pieces for 
  12
  
  each man or woman who can reach the castle? Or perhaps the rumors of 
  great treasure and arcane wisdom contained within the castle have proved 
  a more enti cing draw? Just before you enter the tavern, you glance up one 
  last ti me at the stone walls of the keep looming ominously above you in 
  the dull grey skies. So many questi ons waiti ng to be resolved!  
  Beginning the Expedition
  A� er reading the introduc� on, the players should have a vague un-
  derstanding of the challenge awai� ng them. In the role-play por� on 
  of the adventure that takes place inside The Frosty Tankard, the judge 
  can reveal addi� onal informa� on to the players about Neverthawes, 
  Dagon the Doleful, the Ardokk Mines, and the other members of the 
  expedi� on that will accompany them.
  Adventure Notes
  • PCs can join the expedi� on by speaking with cleric Levi Fangred,
  seated at a corner table. He will oﬀ er 38 gold pieces now; with
  38 more upon comple� on of the journey. He wears an amulet he
  claims was dropped from the castle above by Dagon the Doleful
  himself, and will show literate PCs the note that was a� ached to
  it. (See Dagon’s Note on page 10).
  • It will beneﬁ t the PCs greatly to meet with Gruin Ardokk, the last
  known descendant of the famed Ardokk Mines. The sullen dwarf
  is deep in his cups, but eager to begin the expedi� on, and no
  one knows more about the history of the mine than Gruin. In his
  drunken state, he will likely publicly accuse cleric Levi Fangred
  of being a lily-livered paciﬁ st, unﬁ t to lead a herd of goats, much
  less an expedi� on to the top of Frost Fang. He might also men-
  � on that the only good wizard is a dead wizard…
  • Conversa� ons with Gruin, Levi, Lemeth, or other tavern patrons
  should include important foreshadowing clues regarding the Ar-
  dokk Mines and town history:
  • Gruin: “The mines been closed for a hundred years, since
  Dagon unwitti  ngly unleashed the beast.”
  • Lemeth: “Brave soul went in the mines to destroy the crea-
  ture and never returned.”
  13
  
  • “A hundred years ago Dagon the Doleful’s castle broke free, 
  bringing ruin to a whole dwarven clan.”
  • (Concerning the ongoing feud between Levi Fangred and 
  Gruin Ardokk) “Those two are always going at it. One despises 
  the old wizard; the other thinks he hung the moon.”
  • PCs can also spend their coin to prepare themselves for the jour-
  ney. Along with the items listed in DCC Tables 3-1 through 3-5, 
  players may wish to procure items speciﬁ c to a mountain expedi-
  � on such as picks (3 gp), climbing cleats (2 gp), and cold-weather 
  wear (gloves, coats, etc. 10 gp total). At the judge’s discre� on, 
  these items can provide a +2 bonus to checks for climbing, frost-
  bite, etc.
  • Feel free to populate The Frosty Tankard with addi� onal rus� c 
  locals or dangerous newcomers. Any player who chooses to inter-
  act should be rewarded with a 1d10 roll on the rumor table.
  Rumors and Scuttlebutt
  1. 
  “When the old wizard dies, so shall we all. The legend tells of 
  an hourglass that only he can turn to ward oﬀ  disaster. If he is dead, 
  then we are all doomed.”
  2. 
  “My grandfather told me that a ﬁ erce dragon sleeps upon 
  the carcasses of the men who built the bridge. You should speak to 
  Chauncey at the Mountain Merchant Hall. His great-grandfather was 
  one of the men incinerated by the devil-bird.”
  3. 
  “Aye, there is a shortcut through the mountain that would 
  save half a day’s travel, but only a fool would journey through the 
  old Ardokk Mines. Those haunted halls are guarded by a beast with 
  serpents for hair, as well as seven-hundred dead dwarves. Poor Egad 
  Greenthicket and his cow passed that way and never returned!”
  4. 
  “The river is swollen at the old Boulder Bridge, and I’ve heard 
  talk of bandits. They say that one of them is as large as a house and 
  smells like a dead ca� ish in the sun. You’ll do well to avoid that path 
  to the mountain’s top.”
  5. 
  “Gruin Ardokk is the last of his clan and drinks himself into a 
  stupor every night. I’ll wager a whole keg that he intends to murder 
  the old wizard, falling castle or nay.”
  14
  
  6. 
  “Levi Fangred is sober of mind and a good man to lead the expe-
  di� on, though of late he seems somewhat obsessed with ﬁ nding the 
  old wizard.”
  7. 
  “There are rumors of a strange clan that inhabits the mountain’s 
  peak. Some say they are like dwarves, but with blue skin and jagged 
  teeth.”
  8. 
  “You can be certain that the stories about the dragon are true. 
  Many in the village have seen the gouts of ﬂ ame from his nostrils. It is 
  no legend. The Frost Fang dragon is as real as you and I.”
  9. 
  “Gruin Ardokk’s own mother told him of the she-beast that de-
  stroyed the mines and all the Ardokk clan. Serpents for hair, and a gaze 
  that turns men into stone. The shortcut through the mine would be a 
  fool’s folly.”
  10.  “Not many remember the old wizard, but the Duskmeres of The 
  Gilded Griﬃ  n Inn knew him as a friend. Kept a room for him, they did. 
  Top ﬂ oor… and Dagon’s mad gaze looks down from a portrait upon a 
  door leading to nowhere!”
  15
  
  The Expedition Begins!
  The expedi� on will leave at ﬁ rst light. The PCs can make arrangements 
  for spending the night in Neverthawes if you wish to role play such 
  encounters. You may prefer to jump right in to the expedi� on if � me 
  is scarce. Judges can decide if they wish the night to pass without in-
  cident: there are, a� er all, some very shady and nefarious characters 
  lurking about! The NPC stats of Gruin, Levi, Agandis, and Drakoe listed 
  below should suﬃ  ce as models for a shadowy encounter with bandits 
  or ruﬃ  ans a� emp� ng to steal the medallion in Levi’s possession, or 
  relieving the PCs of their recently acquired gold coins!
  Levi Fangred and Gruin Ardokk are the two primary NPCs playing a 
  role in the expedi� on. If there are less than 4 1st level PC’s, the judge 
  may wish to add more NPCs to the group if they feel the expedi� on’s 
  strength needs shoring up.
  At certain points in the adventure (listed in the Adventure Notes for 
  each chapter), the judge will need to take control of the NPCs to im-
  plement key ac� ons. It is important, however, that in general playing 
  the NPCs should not steer the party or shine above the PCs. When, 
  and if, the NPCs engage in an encounter, the judge should se� le their 
  ac� ons simply and swi� ly and move on. It is also recommended that 
  NPCs should act together at the end of the ini� a� ve order.
  Gruin Ardokk (dwarf merchant): Init -1; Atk warhammer +2 melee 
  (1d8+2); AC 14; HD 1d10; hp 11; MV 20’; Act 1d20; SP infravision; SV 
  Fort +1, Ref +0, Will +0; AL N.
  Possessions: warhammer, chain mail, lantern, 36 cp in purse.
  Levi Fangred (human cleric): Init +1; Atk ba� leaxe +0 melee (1d10) AC 
  11; HD 1d8; hp 11; MV 30’; Act 1d20; SP: heal 4/day (character’s HD); 
  blessing spell 4/day (pg.255 DCC), Turn Unholy 4/day (pg.96 DCC); SV 
  Fort +2, Ref +2, Will +3; AL L.
  Possessions: ba� leaxe, holy symbol, dagger, shovel, 50 gp. Dagon’s 
  Enchanted Amulet: wearer gains +2 to Luck while climbing Frost 
  Fang, +1 to Strength and Agility. In Dagon’s presence, wearer will be 
  compelled to defend the powerful wizard to the death. (Wearer must 
  succeed on a DC 16 Will save at the beginning of each turn in order to 
  resist this eﬀ ect. A roll of 18+ will allow them to remove it).
  16
  
  Optional NPCs and expedition members 
  Agandis Thistlecreek (halfl ing chicken butcher): Init +0; Atk handaxe 
  +1 (1d6+2); AC 11; HD 1d6; hp 7; MV 20`; Act 1d20 (two-weapon 2d16); 
  SP two-weapon ﬁ gh� ng, Good luck charm (+11 Luck to Start), Stealth 
  (+3 sneak and hide), infravision; SV Fort +1, Ref +1, Will +1; AL L.
  Possessions: handaxe (x2), 5 lbs. chicken meat, hand-sized mirror, 29 cp.
  Drakoe Harenhall (human ropemaker): Init +1; Atk short sword +1 
  (1d8+1); AC 13; HD 1d12; hp 11; MV 30`; Act 1d20; SV Fort +2, Ref +1, 
  Will -1; AL N.
  Possessions: Hide armor (+3), short sword, dagger, rope 100`, candle, 
  12cp.
  These characters were generated by the Purple Sorcerer Upper Level 
  Character Generator. If you need more or diﬀ erent characters to ﬁ ll 
  out your expedi� on, feel free to make your own! (Again, if you are 
  running this adventure as a conven� on game, for � me’s sake it is rec-
  ommended that you arrive with pre-gen characters in order to ﬁ nish 
  the expedi� on in a four 
  hour window.)
  17
  
  18
  
  Encounter Index
  1-1 
  Leaving Neverthawes ........................................................ 20
  1-2 
  The Mines of Ardokk ......................................................... 21
  1-2A Ardokk Hall of Remembrance ........................................... 23
  1-2B Ardokk Recepti on Chamber .............................................. 24
  1-2C Ardokk Treasury ................................................................ 27
  1-3 
  Boulder Bridge .................................................................. 28
  1-4 
  The Devil’s Stairway .......................................................... 33
  1-5 
  Abandoned Mill ................................................................ 35
  1-6 
  Tunnels of Frost Fang ........................................................ 39
  1-6A The Ugnoid Encampment .................................................. 41
  1-6B The Ugnoid Dragon Room ................................................. 44
  1-7 
  The Bridge ........................................................................ 46
  1-8 
  Dagon’s Castle, Outer Walls .............................................. 49
  1-8A Dagon’s Cloud Castle ......................................................... 50
  The Final Confrontati on ............................................................... 52
  Adventure’s End .......................................................................... 56
  19
  
  The Frost Fang Expedition!
  Encounter Table
  Area 
  Type 
  Encounter
  1-1 
  C 
  (Bandits/op� onal. See The Expediti on Begins!)
  1-2 
  C/T 
  Rust Cen� pedes/Ceiling Trap
  1-2A 
  C/T 
  Dwarven Ghosts/Tribute Trap
  1-2B 
  C 
  Medusa Cow
  1-2C 
  C 
  Dwarven Ghosts
  1-3 
  C 
  Spell Goat/Mummiﬁ ed Ye� , Ugnoid
  1-4 
  C/T 
  Frost Gnats
  1-5 
  C/T 
  Possessed Windmill
  1-6 
  C 
  Frost Fang Ugnoids
  1-6A 
  C 
  Frost Fang Ugnoids/Trained Penguins
  1-6B 
  C 
  Frost Fang Ugnoids/Dragon
  1-7 
  C/T 
  Frost Fang Ugnoids/Precarious Bridge
  1-8 
  C 
  Mutated Evergreenk
  1-8A 
  C 
  Dagon the Doleful/Scroll Golems
  Area 1-1: Leaving Neverthawes
  The cock crows into a dull gray morning sky, echoing with distant 
  thunder. In the cold drizzling rain, a few of the town’s citi zens have 
  gathered to see you oﬀ . The Barren Road stretches out before you, 
  from this vantage point it seems to wind forever up the face of Frost 
  Fang Mountain.
  Setti  ng oﬀ , the ﬁ rst leg of your journey runs west toward Shiver Creek, 
  before the road cuts north toward the mines of Ardokk. Aft er an 
  hour of slogging over a muddy rutt ed trail, the expediti on comes to 
  a crossroads. You can either conti nue along the Barren Road toward 
  Frost Fang via the Boulder Bridge, or you can save valuable daylight 
  by cutti  ng through the abandoned Ardokk mines.
  20
  
  Both direc� ons contain challenges and diﬃ  cult decisions. The short-
  cut through the Ardokk Mines, however, will shave valuable hours 
  from the journey and could allow the party to reach the summit be-
  fore nigh� all (helping them avoid poten� al frostbite). Conversely, it is 
  likely the more dangerous route.
  Adventure Notes
  • Gruin Ardokk will try to persuade the party to venture into the 
  mines of his forefathers. He will tell of great treasure s� ll buried 
  and guarded by a “she-devil”. He promises an addi� onal 50 gold 
  to anyone who helps him defeat the “vile ruina� on of my peo-
  ple’s legacy”.
  • Levi Fangred will caress the amulet around his neck, explaining 
  that his heart tells him the mines are a fool’s folly, and it is be� er 
  to s� ck to the road. Regardless of the decision, either NPC will 
  grumble, but go along with the majority.
  • If the party enters the mines, proceed to Area 1-2: The Mines of 
  Ardokk. If they choose to stay on the Barren Road, they will soon 
  arrive at Area 1-3: Boulder Bridge.
  Area 1-2: The Mines of Ardokk
  Carved into the side of the mountain above you, the mouth of the 
  Ardokk Mines can just be made out, covered with winter-dead branch-
  es and vines. The entrance is literally the enormous carved mouth of a 
  dwarven warrior! 
  Entering the tunnel reveals a once-great dwarven hall with massive 
  columns and � ered pla� orms. Most of the doors are blocked by 
  massive cave-ins, but to the north, one massive door remains clear. 
  Footsteps echo in this cold, dead cavernous chamber.
  Adventure Notes
  • Dwarves smell gold coming from behind the massive doors ahead.
  • The door is locked and rusted, requiring a DC13 open locks check 
  to pick; DC 10 if lubricant is applied. The door can be smashed with 
  a DC 12 Strength check, but doing so a� racts 1d4 Rust Centi pedes 
  and triggers a ceiling fall (see page 22).
  21
  
  • PCs can apply their Luck modiﬁ er to a DC 15 Listen check to hear 
  the faint dinging of a cowbell echoing in the distance.
  • Gruin Ardokk will argue that the party needs to press forward. 
  Levi Fangred will counter they should “turn back and seek a path 
  under the open skies”.
  • All chambers in the mines excep� ng the entrance are dark, re-
  quiring some form of light source to navigate.
  Dagon’s amulet: This powerfully enchanted amulet worn by Levi Fan-
  gred aﬀ ects not only the wearer, but also those nearby. Anyone who 
  touches the amulet might suddenly see a vision. Likewise, anyone 
  who uses magic, prayer, or other mys� cal skills (or who even strikes a 
  magical beast!) in its presence might feel its eﬀ ects. Refer to the table 
  in Appendix C on page 62 for a list of possible visions, most providing 
  important clues that will help the players complete the adventure.
  Rust Centi pede (1d4): Init +2; Atk bite +1 melee (2+ corrosion dam-
  age); AC 8; HD 1/2; hp 2; MV 15` or climb 15`; Act 1d20; SP corrosion 
  (Any metal weapon that strikes the creature is weakened, suﬀ ering 
  a -1 to hit and damage going forth. Any successful bite a� ack also 
  inﬂ icts a -1 to wearer’s metal armor bonus); SV Fort +0, Ref +2, 
  Will +1; AL N.
  Falling Ceiling Trap: DC 12 Reﬂ ex save for all in room; 1d4 damage.
  22
  
  Area 1-2A: Ardokk Hall of Remembrance
  Beyond the ornately carved door a stone corridor leads to a long 
  rectangular hall, lined with statues of dwarven warriors; seemingly a 
  tribute to the Ardokk lineage. Gruin Ardokk grimly places one brawny 
  hand upon the ﬁ rst statue, while Levi Fangred mutt ers that there is 
  no ti me to waste on senti mentality. Suddenly the already chill hallway 
  grows noti ceably colder as the braziers on the wall ﬂ icker to life with a 
  sickly green ﬂ ame.
  Adventure Notes
  • A door similar to the entrance rests on the far side of the cham-
  ber. The spirits of undead dwarves inhabit this room and can be 
  detected by any cleric with a successful DC 11 Personality check.
  • A few steps into the chamber, engraved dwarven runes form a 
  threshold upon the ﬂ oor reading: “Only in tribute shall any pass 
  these our forefathers.” One of the statues on this side of the 
  threshold holds a scale in each perfectly balanced hand, a gold 
  coin res� ng on each, covered in dust. Anyone who crosses the 
  threshold without placing a gold coin in tribute on one of the 
  trays awakens 1d4 dwarven ghosts. Addi� onally, a� er everyone 
  has crossed the threshold, if the scales are not balanced the PCs 
  will hear an ancient mechanism grinding as it pushes open a 
  stone slab on either the right or the le�  wall (depending which 
  side of the scale was li� ed up) releasing 1d4 rust cen� pedes! 
  Each round that the scale is not balanced results in an addi� onal 
  monster joining the fray. (The scales of the statue raise and lower 
  as coins are placed on them).
  • A successful DC 13 Intelligence check will recognize that the din-
  ging of a cowbell is sounding from the end of the hall, behind the 
  door.
  • The door ahead is stuck slightly ajar. As the PCs leave the room, 
  the green braziers dampen and die behind them. Any unresolved 
  combat will follow the party into the next room.
  • Levi or Gruin might take this opportunity to pass a note or whis-
  per to a party member with whom he feels a kinship (see Appen-
  dix A: Judge’s Notes on pages 59-60).
  23
  
  • Any close inspec� on of the statues will reveal that one models 
  a grotesque deformity: a ﬁ gure spor� ng strange alabaster horns 
  and over-sized teeth. Gruin Ardokk will not discuss its appear-
  ance, repulsed by the “obvious vandalism”.
  Dwarven Ghosts of Ardokk (1d6): Init +2; Atk special (see below); AC 
  10; HD 2d10; hp 12; MV ﬂ y 40’; Act 1d20; SP undead traits, half dam-
  age from non-magical weapons, ethereal mining pick +2 melee (1d4 
  dmg, and the a� acked creature must make a DC 12 Will save to resist 
  overwhelming fear accompanied by 1d4 rounds of uncontrollable 
  weeping as they see a vision of the dwarves’ demise: -2 to all a� acks); 
  SV Fort +2, Ref +2, Will +4; AL N.
  Area 1-2B: Ardokk Reception Chamber
  The dusty presence of one-hundred year old air surrounds you as your 
  footsteps echo in the darkness of this large room. The chamber is lined 
  with tall pillars near the walls, with dozens of other vague, shadowy 
  shapes scatt ered throughout the space. The clip-clop of hooves on 
  stone pavers and the lonesome dink-dink of a solitary cowbell bounce 
  oﬀ  the stone walls from somewhere in the dark. 
  Adventure Notes
  • A hundred petriﬁ ed Ardokk dwarves stand sca� ered throughout the 
  room, frozen in various defensive postures. This chamber was once 
  used by the Ardokks to nego� ate with emissaries from distant lands, 
  the Ardokk Treasury conveniently a� ached to one side. A staircase 
  winds upward to the northern exit of the mines.
  • The outer edges of the room are lined with large pillars. The silhou-
  e� e of a cow can be seen ambling behind them in the shadows. The 
  PC with the lowest luck will step into a fresh pile of cow dung (phlo-
  giston manure).
  • A petriﬁ ed stone Egad Greenthicket crouches like a statue in the 
  center of the room, mirror in one raised hand, a scroll in the other 
  (both items also petriﬁ ed). The skeletal remains of the once-fear-
  some medusa lie crumpled and caked in dust before him.
  24
  
  25
  
  • The scroll in Egad’s clenched ﬁ st was a transference spell created by 
  Dagon: the halﬂ ing used it to entrap the creature inside the less in-
  � mida� ng bovine. Arcane forces have kept the cow alive these many 
  years. It does not speak, being no more intelligent than an ordinary 
  cow. It will likely become spooked and make inadvertent a� acks 
  when discovered.
  Medusa Cow: Init +2; Atk snake bite +2 melee (1d4+2) and petriﬁ ca-
  � on (DC11 Will save to resist); AC 13; HD 3d8; hp 17; MV 25’; 4d20; SP 
  petrifying gaze (DC 12 Will save); SV Fort +2, Ref +2 Will +0; AL N.
  The startled Medusa Cow (or “Moodusa” for judges who prefer the 
  outlandish!) can make up to four snake a� acks each turn (no more 
  than two against one target). A successful bite a� ack that delivers 
  damage forces the vic� m to make a DC 11 Will Save or begin the 
  metamorphosis of petriﬁ ca� on. Such vic� ms suﬀ er an immediate -2 
  penalty to a� ack rolls as their muscles begin to seize up.
  Any a� ack, melee or ranged, made against the cow requires looking at 
  it, unless the a� ackers eyes are closed (-4 melee; -4 ranged penalty to 
  Any a� ack, melee or ranged, made against the cow requires looking at 
  it, unless the a� ackers eyes are closed (-4 melee; -4 ranged penalty to 
  26
  
  such a� acks). Any a� acker looking at the cow must make a DC 11 Will 
  save a� er the a� ack or begin the process toward permanent petriﬁ ca-
  � on, as if they had been bi� en.
  Aﬀ ected PCs must make an addi� onal save to shake oﬀ  the eﬀ ects on 
  their next round; failure results in complete paralyza� on. If the poor 
  PC fails a third and ﬁ nal save on the following round, they are turned 
  permanently to stone. (Success frees them from the paralyza� on).
  A character brandishing a mirror as an ac� on can force the medusa 
  cow to make the same DC 11 Will save. The process for the cow is the 
  same as with the PCs to avoid petriﬁ ca� on. (Looking at the creature 
  through the mirror oﬀ ers no protec� on — a PC must make the same 
  DC 11 Will save as if they looked on it directly).
  The far wall sports a weapon rack holding two short swords (d6), a 
  long sword (d8), and two ﬁ ne ebony throwing daggers (d4/d10). The 
  table nearby holds a suit of studded leather armor (+3 AC bonus), an 
  Ardokk shield (+1 AC bonus) and a rabbit’s foot on a chain (extra roll 
  on a death saving/roll under Luck throw, one-� me use).
  Due to their proximity to the amulet, anyone who uses magic in this 
  encounter or strikes the Moodusa has a 50% chance of seeing a vision 
  regarding Dagon and the hourglass (see Appendix C on page 62).
  Area 1-2C: Ardokk Treasury
  A hundred bejeweled chests line the walls and shelves of this vault. 
  Though cobwebbed and dusty, their resplendent design reveals the 
  great craft smanship of the Ardokk dwarves. One chest lies open in the 
  center of the room, spilling over with more gold pieces than you could 
  imagine could exist in one place!
  Adventure Notes
  • If the players enter the treasury, as in the hallway, they feel the 
  room grow suddenly cold as the braziers upon the walls come to life 
  with green ﬂ ames. A ghostly Ardokk dwarf will appear over every 
  chest, each peering intently at the PCs. If any character should ap-
  proach one of the chests, the ethereal dwarves will begin to � ghten 
  their grips on the deadly looking pick-axes in their hands.
  27
  
  • Gruin Ardokk will step forward to plead before the dwarven spirits 
  that he promised the party 50 gold each for helping to destroy the 
  medusa. They will honor this vow, but nothing more.
  • Should the adventurers a� empt to steal the gold, they will meet 
  almost certain death as they face the wrath of the three-hundred 
  Dwarven Ghosts of Ardokk (minus any that were defeated in the 
  Hall of Remembrance.)
  Dwarven Ghosts of Ardokk (1d6 each new round): Init +2; Atk special 
  (see below); AC 10; HD 2d10; hp 12; MV ﬂ y 40’; Act 1d20; SP undead 
  traits, half damage from non-magical weapons, ethereal mining pick 
  +2 melee (1d4 dmg, and the a� acked creature must make a DC 12 
  Will save to resist overwhelming fear accompanied by 1d4 rounds of 
  uncontrollable weeping as they see a vision of the dwarves’ demise: 
  -2 to all a� acks); SV Fort +2, Ref +2, Will +4; AL N.
  A� er the PCs reach the end of the Mines of Ardokk, read or para-
  phrase the following:
  The stairs that lead upward through the chamber of pillars 
  eventually exit on the north side of the mountain onto the 
  Barren Road. Snow is falling at this higher elevati on and the air 
  is bitt erly cold. From here, you can conti nue westward toward 
  the peaks and what appear to be overgrown stairs cut into the 
  steep sides of the mountain, or head north-east towards what 
  looks to be a derelict windmill.
  If the party decides to con� nue via The Devil’s Stairs, proceed to Area 
  1-4. If they decide to head toward the abandoned windmill, proceed 
  to Area 1-5.
  Area 1-3: Boulder Bridge
  The rain has turned to snow as biti ngly chill air envelopes you. The 
  rooft ops of distant Neverthawes have long disappeared into the mists 
  below. You hear what sounds like thunder, then realize that anoth-
  er chunk of the earth mote has broken oﬀ , falling onto the hapless 
  village. Levi Fangred says a quick prayer and quickens his step. Ahead, 
  you hear the murmur of a mountain stream as a stone bridge comes 
  28
  
  into view. “Boulder Bridge” mutt ers Gruin Ardokk. On this side of the 
  bridge you see a small, blue-skinned man poking at a campﬁ re. A goat 
  sits nearby, a long horn seemingly strapped to its head.
  The goat is named Doranthel and is actually a cursed elf with what 
  can only be described as a unicorn complex. He commands the blue-
  skinned, runaway ugnoid (see sidebar) named Klaklak and a mummi-
  ﬁ ed ye�  named Tarr. Doranthel is one of the missing bridge-builders. 
  While construc� ng the rope bridge to Dagon’s castle many years ago, 
  he and the other workers were captured by the ugnoids and forced 
  to pilfer the mining rails from the Ardokk mines, re-laying the tracks 
  atop the mountain. A� er that, he and the others were subjected to 
  depraved black magic rituals by the tribe’s shaman. Many perished, 
  while others cast themselves from the high cliﬀ s to ﬁ nd escape.
  Adventure Notes
  • Doranthel wears the horn on his head, somewhat madly believing 
  himself to be a unicorn rather than a goat. He is unable to quell 
  his goat voice when he speaks. “Hello baaaannnddd of travelers. 
  What haaaaave you to trade with us today?”
  • Doranthel intends to extort the expedi� on by selling them a few 
  less-than-valuable items from his campsite, making it clear that 
  none shall pass who do not par� cipate in the charade.
  • The stream’s current is swi� , freezing, 
  and dangerous. Swimming across 
  requires a DC 14 Strength or 
  Agility check on 3 suc-
  cessful rounds; Failure 
  results in 1d4 damage each 
  missed roll un� l crossed.
  • Gruin Ardokk will remind 
  the party that this could 
  have been avoided if they 
  had taken the shortcut 
  through the mines. Levi Fan-
  gred will tell them that every 
  path is fraught with its own 
  peril.
  29
  
  The giant Tarr will ominously receive the payment for each transac-
  � on. He will pass each coin to Klaklak, who will climb on his back, 
  bite the coin, and then drop it into a pouch. The prices are obviously 
  over-inﬂ ated; such is the business of extor� on. Doranthel will only 
  allow the party to pass if they each purchase one item listed in the 
  possessions inventory below:
  8’ of singed rope: 8 gp. Skull of a cat: 
  9 gp. Ukulele with no strings: 10 gp. 
  Necklace of humanoid tongues: 12 gp. 
  Small jar of dead leeches: 10 gp. Small 
  bell with no clapper: 6 gp. Rusty bird-
  cage covered with blood and feathers: 
  7 gp. Candle snuﬀ er: 9 gp. Pewter cup 
  from the Frosty Tankard: 10 gp. Bag 
  of marbles: 14 gp. A ﬁ nger in a box: 
  9 gp. A bone dog whistle: 12 gp.
  A bar of lye soap: 6 gp.
  30
  
  Tarr the Mummiﬁ ed Yeti  (9` tall 800 lbs.): Init -2; Atk claw +4 melee 
  (1d8+2) or hurled stone +4 missile ﬁ re (1d8+2, range 60`); AC 14; HD 
  5d10; hp 28; MV 30`; Act 1d24; SP vulnerable to ﬁ re (x2), crit on 22-
  24, undead traits, immune to sleep, charm, and paralysis spells; SV 
  Fort +6, Ref +2, Will +2; AL C.
  Doranthel the “Unicorn”: Init +1; Atk hoof +1 melee (1d4) or spell +2 
  (see SP); AC 11; HD 2d8; hp 12; MV 30’; Act 1d20; SP mirror image 
  (DCC pg. 182), Scorching Ray (DCC pg. 192); SV Fort +1, Ref +1, 
  Will +4; AL C.
  Klaklak the Ugnoid: Init -1; Atk dull sword -1 melee (1d3) or short 
  bow -1 (1d6) missile ﬁ re; AC 8; HD 1d6; hp 5; MV 20`; Act 1d20; SP 
  infravision 60`; SV Fort -2, Ref +0, Will -2; AL C.
  Possessions: Doranthel: A key to 
  the chest dangles around his 
  neck. Klaklak: A short bow, six 
  arrows, and a short sword. 
  A medium-sized locked chest 
  (DC13 to pick without key, DC 15 
  to smash) rests near the campﬁ re. 
  When opened a Shrieking Dodo erupts from the chest, erra� cally 
  ﬂ ying around the campsite, emi�  ng an ear-piercing scream (DC 12 
  Fort Save or 1d3 damage and character is deaf for 1d6 rounds). The 
  bird will ﬂ y away a� er one round (DC 20 to catch and subdue). Items 
  inside the chest include: 82 gp, 1 set of hide armor (+3 AC bonus), 
  1 set of scale armor (+4 AC bonus), carved bone blowgun with ﬁ ve 
  needles (1d4 dmg) with vial of poison (extra 1D6 damage, 5 uses), 
  Scroll of Feather Fall (1 use), 3 small clay pots, each ﬁ lled with oil, a 
  short wick and a ﬂ int igniter (1d6+2 and ongoing ﬁ re damage). If the 
  chest is smashed, there is a 50% chance that one of the clay pots will 
  explode, destroying all but the scale armor and the gold. Roll damage 
  for all within 5’.
  From this loca� on the PCs may choose to travel up the steep stairs 
  carved into the mountain in Area 1-4, or bypass that area and instead 
  make their way to the abandoned windmill in Area 1-5.
   Doranthel: A key to 
  (DC13 to pick without key, DC 15 
  31
  
  Brief History of the Ugnoids
  In their early days, the Ardokk dwarves faced starva� on and 
  near-ex� nc� on as they began to delve into the bowels of their 
  frozen mountain, seeking to claim its abundant gold deposits and 
  raise their clan to prominence.
  While conduc� ng their obsessive search for gold, the ﬁ rst Ardokks 
  discovered a series of tunnels that led down to the underground 
  village of a tribe of blue-skinned goblins. The two fac� ons warred 
  for over a decade un� l the arrival of a new malevolent enemy 
  caused them to set aside their agendas long enough to ensure 
  their own preserva� on. The evil medusa Helgathia Myrr terrorized 
  the two clans, indiscriminately laying waste to any in her path, 
  goblin or dwarf. A ﬁ endish trap was laid by the Ardokk dwarves, 
  using the unknowing goblin clan as bait. A series of tunnels around 
  the goblin village were collapsed, imprisoning the beast in a 
  chamber that would remain closed another thousand years (un� l 
  inadvertently opened by the ascent of Dagon’s earth mote).
  But unbeknownst to the clever Ardokks, many dwarven families 
  they believed had been killed by the medusa were, in actuality, 
  trapped by the tunnel collapse in the lowest levels of the moun-
  tain along with their goblinoid enemies. Whether forced into slav-
  ery by the goblins, or coaxed into ac� on by their own realiza� on 
  that rescue would never come, the gene pools of the two species 
  were eventually mixed. Genera� ons of interbreeding passed be-
  fore Dagon’s earthquake freed them all (including Helgathia Myrr) 
  a hundred years ago. The inbred aberra� ons (part goblin; part 
  dwarf) eventually made their way from the mountain’s core to the 
  bi� erly cold pinnacle of Frost Fang Mountain.
  The blue-skinned, bug-eyed creatures—that some have referred to 
  as “ugnoids”—have learned to survive in the harsh environment of 
  the icy mountain’s peak. Their speech is a strange mixture of gob-
  lin and dwarf, and both those races ﬁ nd the dialect at the same 
  � me familiar and foreign when heard. Twisted by their long years 
  trapped in the heart of the mountain, the repulsive and primi� ve 
  ugnoids of Frost Fang are as ferocious as feral wolves, determined 
  to guard the peaks where they live against all comers.
  32
  
  Area 1-4: The Devil’s Stairway
  The Barren Road conti nues to climb through the heavy snow of 
  the Frost Fang Mountains, meandering ever closer to the ominous 
  earth-island above you. Suddenly the rough hewn cliﬀ  reveals a gran-
  ite stairway carved into the mountain, leading upward toward the 
  summit. Almost hidden by tangled brush, trees, and snow, the stairs 
  would be impossible to traverse with horse and cart, but on foot, it 
  may serve to save valuable daylight.
  Adventurers that take the stairs will climb for nearly an hour before 
  the judge should have them make a DC 10 Stamina check. Any PC that 
  purchased special cold-weather gear at the adventure’s start may 
  be granted a +1 or +2 bonus to their check, at the judge’s discre� on. 
  Anyone who fails the check will lose 5` oﬀ  their speed un� l their next 
  extended rest.
  Adventure Notes
  • Determine the party marching order (there is room for two PCs 
  side-by-side on the stairs) and ask the lead character(s) for an 
  Intelligence check as they progress (DC 15 to no� ce that a sec-
  � on of the stairs appear to be moving slightly). A 10` gap in the 
  stairway has been ﬁ lled by millions of Frost Gnats that blend in 
  with the natural color of the granite, forming an illusion of steps 
  where none exist. The ﬁ rst step onto the Frost Gnats will lead to 
  a nasty 20` plunge down onto a rocky ledge (2d6 damage) unless 
  the character makes a DC12 Reﬂ ex save and grabs the lip of the 
  previous stair.
  • The skeletal remains of a long dead adventure lay on the low-
  er ledge. He wears dwarf-sized studded leather armor in some 
  disrepair (+2 AC bonus), and grips a warhammer fashioned as a 
  ram’s head (1d8 dmg). He wears an amulet similar to the one that 
  Levi Fangred bears, though rusted and broken beyond repair.
  • Whether a character falls or not, the Frost Gnats will swarm the 
  party when they a� empt to cross the breach, a� acking un� l the 
  party reaches the top of the stairs. To proceed, PCs must succeed 
  on a DC 13 Strength or Agility check to leap across the gap. If a 
  rope is secured, party members can be hoisted to the other side 
  with a DC 10 Strength or Agility check by those already across 
  33
  
  (up to four PCs on the far side can 
  par� cipate in this check). Once 
  across the chasm, it is 60’ to the 
  top of the stairs. The characters may 
  move their normal speed in one round 
  up the steps (remember any Stami-
  na penal� es incurred earlier on the 
  stairs).
  • Due to the proximity of Dagon’s 
  amulet, anyone who uses magic in 
  this encounter has a 50% chance of 
  seeing a vision regarding Dagon and the 
  hourglass (see Appendix C on page 62).
  Frost Gnats: Init +4; Atk swarming bite +2 melee (1d4 plus s� ng); AC 8; 
  HD 4d8; hp 26; MV 40`; Act special; SP bite all targets within 40`x40` 
  space; half damage from non-area a� acks, double damage from area 
  a� acks, s� ng (DC8 Fort save or 1d3 allergic reac� on. 1: Face swells and 
  target is blinded for 1d4 rounds. 2: Feet swell and target loses another 
  5` speed for 1d4 rounds. 3. Bleeding from ears and ﬁ ngernails, 1d4 
  added damage); SV Fort +0, Ref +6, Will -2; AL N.
  At the end of this encounter, read or paraphrase the 
  following: 
  From just above you, a thunderous 
  screech echoes across the moun-
  tain peaks, but you see no sign 
  of what made it. The wind 
  howls and the bitt er cold 
  bites at your exposed skin as 
  your ﬁ ngers and toes grow 
  numb. You suddenly glimpse 
  a momentary burst of ﬂ ame 
  on Frost Fang’s peak. You have 
  almost reached the top! 
  Con� nue on to Area 1-6: The 
  Tunnels of Frost Fang
  move their normal speed in one round 
  up the steps (remember any Stami-
  na penal� es incurred earlier on the 
  amulet, anyone who uses magic in 
  this encounter has a 50% chance of 
  34
  
  Area 1-5: The Abandoned Mill
   The cold winds and swirling snow have reduced visibility to twenty 
  feet in front of you. From somewhere up ahead, you hear the repet-
  iti ve mechanical groan of the turning of what sounds like a derelict 
  windmill. When the pathway at last levels oﬀ , just beyond a crusty 
  snowbank you see the windmill’s slowly turning sails, tatt ered and ne-
  glected. (Should the party approach) As you draw nearer, the sound of 
  snoring ﬁ lls your ears. Suddenly, there is a tremendous series of pops 
  and creaks as the windmill stretches, and then turns to face you!
  The windmill is actually a trapped demi-patron of Azi Dahaka named 
  Seleeshara who longs to be free of her prison. Immediately upon 
  seeing the party, she will lumber toward the adventurers and ask each 
  in turn “Are… you… a wizard?” (For added interest, start with a char-
  acter who is not a wizard.) If someone answers in the aﬃ  rma� ve, she 
  will use one of her sails to point to a runic circle nearby, comprised of 
  smooth boulders and large mushrooms. “Release… me…”
  Adventure Notes
  • The windmill stands 25’ tall and possesses limited speech abil-
  i� es, only able to form the most rudimentary phrases. She will 
  con� nue to point to the circle un� l someone steps inside. If 
  players a� empt to bypass the windmill, she will become aggres-
  sive. Actual a� empts by anyone to pass her will enrage the giant 
  creature: roll ini� a� ve!
  • When someone enters the circle, the windmill will u� er, “Sac-
  riﬁ ce… of… blood.” Any le�  ng of blood will cause an inscrip� on 
  to magically appear on the largest stone in the circle, invisible 
  to anyone outside the runic circle. Reading the inscrip� on aloud 
  with the le�  ng of blood is tantamount to performing the ritual. 
  (See Ritual of Thralldom Dissoluti on on page 37).
  • Gruin Ardokk will voice support for the idea of releasing the “spir-
  it”. Levi Fangred will oppose such thinking, ci� ng that there was a 
  reason that the “creature” was imprisoned in the ﬁ rst place, and 
  that it could be evil. Levi will appear increasingly agitated and ea-
  ger to move on to the top of the mountain, clutching the amulet 
  to his chest.
  35
  
  36
  
  Ritual of Thralldom Dissolution
  Casti ng Time: 3 a� empts to succeed before ritual can no longer be 
  completed. Caster must be in runic circle with the le�  ng of blood as 
  evidence to Azi Dahaka that the circle is inhabited. At least one point of 
  spell burn must be expended during the ﬁ rst a� empt. The judge may 
  request a ﬁ nger, toe, ear lobe, or scoring of the le�  arm to awaken Azi 
  Dahaka.
  General: Any soul who calls upon the desert prince of storm and waste 
  invites the archﬁ end to measure his or her worth as a follower. Suc-
  cessfully cas� ng the ritual gives the caster an opportunity to a� empt a 
  patron bond (DCC pg. 148) with Azi Dahaka. (Any magic user immediately 
  recognizes the chao� c nature of the patron).
  Manifestati on: Roll 1d4. 1: Small snakes begin to writhe, squirm, and 
  fall from the caster’s sleeves. 2: Heat from the runic circle begins to melt 
  the snow around you. 3: The caster’s tongue elongates and forks. 4: The 
  caster’s eyes grow large and bulge for the dura� on of the ritual.
  1-3: Failure, and caster vomits a squirming mass of small ra� lesnakes, 
  taking 1d4 damage.
  4-6: Failure, and a ﬁ nger on the caster’s non-dominant hand turns into 
  a snake. If not severed from the hand before the next round, it will 
  a� empt to bite the caster (+4 melee, 1d4 ongoing poison damage, DC 
  8 Fort Save). Severing the ﬁ nger causes 1 hp damage.
  7-9: Failure. The caster’s ears and nose disappear as their head 
  morphs to resemble that of a cobra for the next 1d10 days before 
  slowly returning to normal. The caster becomes suscep� ble to cold for 
  the dura� on as well, suﬀ ering a -2 to resist cold checks.
  10-12: Failure, and the caster’s skin takes on the appearance of a 
  green cactus with needles and yellow ﬂ owers for 1d6 days.
  13-15: Success! The spirit is freed from her windmill prison. The struc-
  ture ra� les violently and explodes (all in area must succeed on a DC 
  10 Reﬂ ex save or take 1d4 damage). She manifests in her true form as 
  a giant glowing dragonﬂ y, and quickly darts oﬀ  into the clouds.
  37
  
  16-18: Success and the windmill implodes upon itself. Emerging from 
  the rubble, the freed creature appears as a giant glowing dragonﬂ y. 
  Grateful, it grants you a boon of +2 should you ever decide to form 
  a patron bond with her master, Azi Dahaka. She tells you that it was 
  Dagon the Doleful who imprisoned her and that the wizard is not to 
  be trusted.
  19 or higher: Success and Azi Dahaka himself manifests before you in 
  the clouds to free the spirit from her prison. He tells you that it was 
  Dagon the Doleful who captured his servant and hid her in this place 
  behind the cold winds of winter, away from his searching eyes. He 
  grants the caster one use of the spell snake trick (DCC pg. 333) with a 
  +4 boon. Azi Dahaka also recognizes the caster’s pluck and says that 
  he will reveal the secrets of the universe to them if they destroy the 
  wizard who bound Seleeshara (forming a patron bond).
  Seleeshara the Demi-Patron (Windmill Form): Init +4; Atk sail slam +4 
  melee (1d8+2) and stone hurl +2 missile ﬁ re (1d8+2) or spell (see SP); 
  AC 14; HD 4d12; hp 42; MV 50’; Act 2d20; SP spells (+4 spell checks) 
  sleep (pg. 155), magic shield (pg. 146), snake trick (pg. 333); SV Fort 
  +4, Ref +4, Will +2; AL C.
  At the conclusion of this encounter, the PC closest to Levi Fangred will 
  be brieﬂ y blinded by the sun’s reﬂ ec� on on Dagon’s amulet and will 
  see a vision (see the table in Appendix C on page 62). Once resolved, 
  read or paraphrase the following: 
  From just above you, a thunderous screech echoes across the 
  mountain peaks, but you see no sign of what made it. The wind 
  howls and the bitt er cold bites at your exposed skin as your ﬁ n-
  gers and toes grow numb. You suddenly glimpse a momentary 
  burst of ﬂ ame on Frost Fang’s peak. You have almost reached 
  the top!
  Proceed to Area 1-6: The Tunnels of Frost Fang.
  38
  
  Area 1-6: The Tunnels of Frost Fang
  Before reading the following ﬂ avor text aloud, have each of the PCs 
  roll 1d20 modiﬁ ed by their For� tude bonus and compare the re-
  sults on the following table. (If the players took the shortcut through 
  the Ardokk Mines, they receive a +2 to their rolls. If they purchased 
  cold-weather clothing, they receive another +2 to their rolls).
  1-3: Extreme frostbite and fa� gue. Take 1d6 damage; lose 1d10 toes.
  4-7: Extreme frostbite. Take 1d4 damage and lose 1d6 toes.
  8-11: Frostbite. Take 1d3 damage and lose one toe.
  12-14: Shivering, -2 to a� ack rolls un� l warmed up.
  16-17: Cold, but no other ill eﬀ ects.
  18 or higher: The cold invigorates you. Add a +2 to your next ini� a� ve 
  roll.
  At long last, the crest of Frost Fang stands before you. The Barren Road 
  ends in the darkness of a tunnel that old ti mers have told you leads 
  through the mountain’s peak to the ﬂ oati ng earth-mote on the other 
  side. As snowﬂ akes swirl around you and the rest of the expediti on, caked 
  blood from earlier challenges has frozen to your skin and coats. From this 
  vantage point, you spy two small blue-skinned humanoid ﬁ gures perched 
  on a ledge overlooking the tunnel. They seem distracted, unaware of 
  your presence as they shout at each other in some unknown gibberish, 
  squabbling over a game of cards being played on a small boulder between 
  them. A set of rails like the tracks for a mining cart protrude from the 
  mouth of the cave, ending at the edge of the precipice.
  The ugnoids speak a primi� ve amalgama� on of the goblin and ancient 
  dwarven languages. Anyone familiar with either of these dialects will pick 
  up bits and pieces of informa� on, but not the whole. Each of the ugnoids 
  guards are armed with shortbows and short swords. They will not ini� ate 
  combat, instead demanding (in their own language) that the interlopers 
  lay down their weapons outside the mouth of the cave and submit to 
  having their hands bound before being allowed to enter. If a� acked, they 
  will retreat into the tunnel on the ledge to seek reinforcements.
  39
  
  40
  
  Adventure Notes
  • There is ample rock and tree cover for any character to a� empt 
  to sneak to the front of the tunnel entrance (DC 12 Agility check), 
  and/or to climb the sheer rock wall (DC 12 Agility check).
  • The main tunnel at the end of Barren Road leads to the communal 
  living area of the ugnoid tribe. The smaller tunnel from the ledge 
  where the two guards are posted leads to the back of the cave and 
  into the “dragon” holding room. If the party manages to silence 
  the guards before they sound an alert, it’s possible to enter the 
  cave on the ledge undetected by the tribe.
  • If the PCs enter the larger main tunnel, they will immediately feel 
  warmth and hear the crackling roar of a distant ﬁ re. A DC 8 Intelli-
  gence check will detect subtle movements in the dark alcoves and 
  side tunnels, and an awareness that the party is being watched. Pro-
  ceed to Area 1-6A.
  • If the PCs enter from the tunnel on the ledge, they will come to 
  the dragon holding room. Proceed to Area 1-6B.
  Frost Fang Ugnoids (50): Init -1; Atk club, spear or dull sword -1 me-
  lee (1d3) or sling -1 (1d3) missile ﬁ re; AC 8; HD 1d6; hp 3; MV 20`; Act 
  1d20; SP infravision 60`; SV Fort -2, Ref +0, Will -2; AL C.
  Area 1-6A: The Ugnoid Encampment
  As you enter the mouth of the cave, you are greeted by rapturous warmth, 
  the crackle of a ﬁ re echoing in the distance. The rails that ended on the 
  precipice outside disappear into the darkness of a large chamber ahead, 
  the wooden ti es beneath the silvery rails branded with the Ardokk crest. 
  As the cave widens out, you feel a hundred shining eyes staring at you 
  from behind the rocks and from within shadowy alcoves of the cave.
  The party is surrounded by the ugnoids, hovering at a safe distance as 
  they brandish crude spears and shields in the shadows. If allowed, they 
  will urge the PCs forward down the widening cave un� l they ﬁ nd them-
  selves in the heart of the encampment. There the party will be forced 
  to their knees as an ugnoid Shaman (leading several long-toothed 
  penguin-like creatures on leashes) will emerge from a tent structure to 
  shamble forward slowly before stopping before the party. Behind him 
  41
  
  an ugnoid Chie� ain leads an old bearded man in shackles. The 
  prisoner’s back is crooked, his skin is do� ed with sores. The frail man’s 
  milky gaze indicates that he is blind as he stumbles along clumsily 
  behind the chie� ain.
  Adventure Notes
  • The chie� ain uses the old man (the last remaining survivor of the 
  captured bridge workers of yore) as an interpreter. Long ago, his 
  name was Thilas Evergood (great-grandfather to Chauncey Ev-
  ergood of the Mountain Merchant Hall), but he now answers to 
  Blugdonk, meaning “eye-saliva of the infected hyena”. (See History 
  of Thilas Evergood).
  • Communica� ng through Thilas, the ugnoid chie� ain will demand 
  to know why the PCs are trespassing. He will deny passage through 
  the tunnel unless the party agrees to give him half of what they 
  ﬁ nd in the castle a� er the “demon stone worm” is destroyed. He 
  will refuse any request to send his own people to face Dagon.
  • The ugnoid chie� ain can be molliﬁ ed (helping nego� a� on checks) 
  by oﬀ ering him raisin bread if any party members procured some 
  from Chauncey Evergood.
  • If provoked, the ugnoids will a� ack viciously un� l half their num-
  bers have been slain or the shaman and/or the chie� ain are defeat-
  ed. At any of these moments, have the remaining ugnoids make a 
  morale check (DCC pg. 94), and con� nue to make morale checks 
  each round on their ini� a� ve. On a failure, the creatures will retreat 
  into the dark alcoves and tunnels of their mountain compound.
  • An important quest item, the Ritual Scroll required by Dagon, is 
  kept in a chest inside the Shaman’s tent. The PCs may appropriate 
  it in a variety of ways, through nego� a� on, thievery, or skirmish. 
  (If the players have forgo� en about the scroll and its importance in 
  comple� ng the ritual, Gruin or Levi could remind them).
  • As a reminder, any character that calls upon other-wordly powers 
  such as magic or prayers during the encounter will ﬁ nd themselves 
  experiencing “phlogistonical feedback” during the a� empt. Roll on 
  the table provided in Appendix C on page 62 for results.
  The northern exit of the encampment leads to Area 1-7: The Bridge.
  42
  
  History of Thilas Evergood
  A� er suﬀ ering as a prisoner for so many years, poor blind Thilas Evergood 
  is a broken man, nearly devoid of any remaining humanity. Pale-skinned 
  and gaunt, his hair and beard are now wispy grey strands. His ﬁ ngernails 
  are long and dirty, his teeth stained yellow and ground to a point to more 
  closely resemble those of his captors.
  Thilas will obediently translate any dialogue between the two par� es. If 
  the chie� ain suspects that he is not accurately relaying everything being 
  said, he will viciously lash the cap� ve human, driving him to his knees.
  If freed and ques� oned, Thilas will relay to the PCs what he can remember, 
  adding that he no longer trusts his own memory to be accurate. He recalls 
  that while a few of the workers a� empted to breach the castle’s gates 
  when work on the bridge began, none ever returned to camp, so that ef-
  fort was abandoned. He can remember an occasional puﬀ  of green smoke 
  or ringing of a gong from behind the walls. As the discussion con� nues, 
  his memory strengthens, recalling that the ugnoids were friendly up un� l 
  the construc� on of the bridge was ﬁ nished, only then turning upon the 
  workers. Some of the workers were killed outright, but most were forced 
  into slavery, pressed into raiding the Ardokk mines for supplies to build the 
  “dragon” in Area 1-6b. When their usefulness was expended, they were 
  subjected to cruel, deviant experiments by the shaman.
  If ques� oned too intensely, Thilas will collapse into tears, crying out that 
  he wished he had never been born. There are a mul� tude of ways the PCs 
  might respond to the cap� vity of Thilas Evergood!
  Ugnoid Shaman (The Chie� ain also uses these stats minus the spells): Init 
  +2; Atk clawed staﬀ , +1 melee (1d6) or spell +4 (see SP); AC 12; HD 2d6; 
  hp 10; MV 20’; Act 1d20; SP Spells: Mirror Image (pg.182), Scorching Ray 
  (pg.192); SV Fort +1, Ref +2, Will +2; AL C. 
  Possessions: A locked chest (DC 10) inside the Shaman’s tent contains the 
  Ritual Scroll of Dimensional Resonance.
  Subterranean A� ack Penguins (4): Init +1; Atk claws and teeth, +1 melee 
  (1d4); AC 10; HD 1d6; hp 5; MV 20’; Act 1d20; SP infravision 60’; SV Fort 
  +0, Ref +1, Will +0; AL N. These penguins have claws, teeth and bad atti  -
  tudes.
  43
  
  Area 1-6B: The Ugnoid
  Dragon Room
  (If the party approaches from the outside) 
  A tunnel burrows into the mountain on the 
  backside of the ledge which housed the 
  guards you ﬁ rst encountered. (Should they 
  enter) Your progress through the winding dark-
  ness of the tunnel proves uneventf ul, the passage 
  eventually gives way to a large chamber with 
  rails upon the ﬂ oors, much like what you have seen 
  outside the mines. The rails end near the eastern wall 
  of the chamber, where a panoramic opening beckons, 
  oﬀ ering an incredible view of the valley (and even occasionally 
  of Neverthawes far below) through the clouds. With a start you noti ce 
  you are far from alone in this chamber: crouching in the shadows of 
  a rough alcove carved into the far wall, the sti ll silhouett e of an enor-
  mous serpenti ne creature looms, leathery wings tucked in at its sides!
  (Assuming the party is sneaking in from outside) If the Ugnoid guards 
  on the ledge were taken out before sounding any alarm, the PCs will 
  ﬁ nd a clear path to the Dragon Room. If a noisy confronta� on took 
  place, the PCs could meet 1d4 Ugnoid warriors in the tunnel, at the 
  judge’s discre� on. The dragon is a mobile, mechanical furnace, cre-
  ated by the ugnoids. The contrap� on was designed to in� midate 
  trespassers and scare oﬀ  unwanted company. Covered in leather, the 
  apparatus is packed with crude gears, pulleys and ropes. It travels 
  on the rails that run to the eastern opening, allowing it to access the 
  precipice where it can shoot gouts of ﬂ ame and sound its gigan� c 
  alphorn.
  Adventure Notes
  • If the PCs decide to appropriate the mechanical dragon, a DC 12 
  Thievery Check will be required to unlock the chains that hold 
  it in place. A DC 28 Strength Check is required to move it along 
  the tracks (up to four PCs can par� cipate in this check). If the PCs 
  should predictably a� empt to ﬁ gure out how to shoot ﬂ ames 
  44
  
  from the dragon’s mouth, a DC 10 Intelligence Check is required 
  to understand how to ﬁ re the weapon (3 uses). Thief characters 
  are likely predisposed to understanding the creature’s mechanics, 
  receiving a +3 bonus to the check.
  Again, assuming the party has penetrated the chamber by stealth, if 
  they should fail any of the checks men� oned above, an ugnoid guard 
  will arrive to inves� gate what’s going on; roll ini� a� ve! If any ugnoid 
  is s� ll standing at the beginning of the next round, they will call out, 
  summoning an addi� onal 1d8 ugnoids.
  • Due to the proximity of Dagon’s amulet, anyone who uses magic 
  in this encounter has a 50% chance of seeing a vision regarding 
  Dagon and the hourglass (see Appendix C on page 62).
  • The rails and the tunnel in this room lead back to the Ugnoid en-
  campment (see the Tunnels of Frost Fang map). Should the party 
  venture this way, use the descrip� ons found in Area 1-6A. 
  • The tenor of possible nego� a� ons with the chie� ain in Area 1-6A 
  can vary wildly depending on what happens in this room. Using 
  stealth, the party might achieve total surprise, catching the chief 
  oﬀ -guard. If the party has noisily dispatched a sizable number 
  of guards, the chief might be in� midated by an aggressive ap-
  proach. Conversely, if the party has struggled, he might respond 
  with aggression himself. Be prepared to be ﬂ exible!
  Frost Fang Ugnoids (8+): Init -1; Atk club, spear or dull sword -1 melee 
  (1d3) or sling -1 (1d3) missile ﬁ re; AC 8; HD 1d6; hp 3; MV 20`; Act 
  1d20; SP infravision 60`; SV Fort -2, Ref +0, Will -2; AL C.
  Frost Fang Mechanical Dragon: Init (that of driver); Atk ﬂ amethrower 
  +4 (3d6) 50’ cone; AC 10; HD 3d8; 17hp; MV 25’; Act 1d20; SP 3 uses 
  of ﬂ amethrower.
  of ﬂ amethrower.
  45
  
  Area 1-7: The Bridge
  As you exit the warmth of the mountain’s interior, you are slapped by 
  the icy winds of the summit, starry skies shining above through whip-
  ping tendrils of snow. Before you swings a precarious, weather-worn 
  bridge comprised of frozen ropes and ice-encrusted wooden treads. 
  Through the driving snow you can just make out the silhouett e of 
  Dagon’s castle in the distance against the moonlit night sky.
  Adventure Notes
  • The rope bridge to Dagon’s castle is 90’ in length and danger-
  ous even if the PCs are not being pursued by the blue-skinned 
  ugnoids. Crossing requires a DC7 Agility or Strength check to cover 
  its length without slipping on ice or falling through a ro� en board. 
  If the party is escorted by friendly ugnoids, add +2 to checks to 
  make it across safely. If being chased, unless the party has set a 
  rear guard the ugnoids will sever the ropes to the bridge when the 
  adventurers reach the halfway point, requiring each party mem-
  ber to succeed on a DC10 Agility or Strength check to hold on as 
  the bridge collapses.
  • Since the consequence of falling is a one-thousand foot drop onto 
  Neverthawes below (100 d6 damage), it is good to remind PCs 
  that they can augment rolls before or a� er by burning Luck points.
  • Upon any fail, have the PC roll 1D10 on the table below.
  Falling From Bridge
  1. Your feet become entangled in the dangling frozen ropes. Climb-
  ing back to the bridge requires two rounds and two DC7 Agility checks.
  2. An icy gust of wind slams you into the cliﬀ  walls, inﬂ ic� ng 2 hp 
  damage but allowing you the opportunity to make a DC8 Strength, 
  Agility, Stamina or Luck check to grab the craggy surface. (Friends from 
  above can lower ropes to fashion a rescue).
  3. On a lower ledge, Ugnoids armed with crossbows shoot a bolt 
  through your upper thigh. An a� ached chain causes you to swing and 
  dangle on the cliﬀ  beneath them. Take D6 damage. Your move.
  4. Your ﬁ ngers latch onto a frayed rope covered in frozen rain. DC10 
  Agility, Strength, or Luck check to hang on un� l help arrives.
  46
  
  5. The trajectory of the falling treads and ropes sends you cliﬀ side 
  where you land on a narrow ledge, taking d4 damage. DC12 Agility re-
  quired to climb the frozen walls. The ledge will crumble in two rounds.
  6. There is a loud roar and a chain lasso catches you in mid de-
  scent. Through the falling snow, you feel yourself being hauled up to a 
  cliﬀ -side cave by an amorous white-furred ye� . Think fast!
  7+. The PC plummets to the village 1000 feet below.
  Should an adventurer fall or fail any of these checks, all is not yet lost. 
  There is s� ll a very small chance that the unfortunate PC can survive the 
  fall. Roll a d4 on the following table.
  1. The PC plummets down the stone ﬁ replace of The Frosty Tan-
  kard, triggering an explosion of internal organs, blood and projec� le 
  embers, se�  ng the tavern on ﬁ re.
  2. The PC slams through the roof of The Gilded Griﬀ on onto a 
  second ﬂ oor bed, and then crashes through the ﬂ oor to the ﬁ rst level 
  onto another bed. There is a 50% chance the PC survives with 1d10 
  broken bones and a single remaining hit point.
  3. The PC is impaled upon the steeple of Levi Fangred’s temple of 
  Ulish. Immediately a murder of carrion crows swarm down onto the 
  warm carcass. There is a 50% chance that the corpse will be resur-
  rected by Malotoch to serve some nefarious whim for the dark god 
  (judge’s discre� on).
  4. The PC falls a thousand feet through the frozen rain and snow, 
  their body becoming entombed in ice before landing in Neverthawes 
  Lake. There is a 50% chance that the body is recovered and revived 
  with 1d8 broken bones, 1hp, and no recollec� on of who they are.
  47
  
  48
  
  Area 1-8: Dagon’s Castle, Outer Walls
  On the bridge, the frozen winds had relentlessly burned your exposed 
  skin, but as you step onto Dagon’s ﬂ oati ng earth-mote you are greet-
  ed by an unimaginably humid summer climate and a lush emerald 
  lawn. The outer walls of the castle glimmer in the bright moonlight, 
  constructed of smooth river granite some twenty feet high. A gate 
  looms ﬁ ft y yards to the right of the bridge, its closed portcullis visibly 
  rusted even from this distance. Sparse, knott ed evergreen trees sur-
  round the enti re circumference of the outer wall in even spacing, the 
  ground about them chewed up as if by some enormous rodent. The 
  limbs of many pines are adorned like insane festi val trees; decorated 
  with bits of armor, weapons, and what appears to be shredded coats, 
  cloaks, tunics, and bones.
  Adventure Notes
  • The outer walls of the castle compound can be scaled with a DC 
  14 Agility check, though approaching the wall will trigger an a� ack 
  from a nearby “guardian tree”. The portcullis can be li� ed with a 
  DC 40 Strength check: up to four PCs can contribute to the task.
  • As men� oned, whether the party a� empts to scale the wall or 
  li�  the front gate, one of the trees will a� ack the party. The Ever-
  greenk is actually a single earth elemental, sta� oned by Dagon to 
  act as a castle guardian to ward oﬀ  trespassers. It can burrow un-
  derground to inhabit any of the trees surrounding the castle walls. 
  The creature can only inhabit one tree at a � me, deforming the 
  tree into a mutated version of itself, lashing about with branches 
  festooned with weapons, shields, and broken bones. The swirling 
  branches churn the ground around it, siphoning up the ro�  ng car-
  casses of vic� ms past, their appendages joining the lethal whirl-
  wind. If defeated, the elemental will simply move to another tree, 
  though its reach is limited to that of the tree it inhabits.
  • The ﬁ rst PC to deliver a successful melee a� ack to the bark of the 
  Evergreenk will experience a vision of a thousand carrion crows 
  erup� ng skyward from the trunk, forming brieﬂ y into the silhou-
  e� e of a caped lady. The menagerie will then quickly shi�  into 
  the form of an hourglass, its sands running out. The vision ends 
  abruptly in a gale of ghostly laughter.
  49
  
  Mutated Evergreenk (1): Init +5; Atk short sword, spear, ba� le-axe, 
  claw, bite +2 melee (1d6): AC 12; HD 5d8; hp 34; MV (from tree to 
  tree); Act 4d20; SP the Evergreenk makes four a� acks, u� lizing any 
  weapons it acquires from its vic� ms; SV Fort+4, Ref+5, Will+2; AL C.
  Possessions: A satchel hangs from the carcass of an armored warrior 
  lying at the feet of the tree. Inside are the components requested 
  by Dagon in his le� er to Levi Fangred; thirteen crow’s feet, 2 lbs. of 
  sycamore bark, and one pint of porcupine blood. In addi� on there are 
  4 enchanted roots that heal 1d6 dmg each. The same note that Levi 
  the Cleric carries is clutched in the warrior’s hand: evidence that over 
  � me Dagon has reached out to others beside Levi for help! Judges 
  can use the encounter’s sca� ered detritus to re-for� fy the party with 
  weapons lost or destroyed during the course of the adventure.
  Area 1-8A: Dagon’s Cloud Castle
  As you enter the grounds, Dagon’s castle looms dark and ominously 
  quiet across the courtyard. Near the westernmost wall, a glowing 
  hourglass hovers above a stone wizard’s circle in the garden. Strange 
  phlogistonian pulses and colorful vibrati ons emanate from it, the 
  sands inside the top cylinder sparse and running out fast. Broken furni-
  ture lies scatt ered about the courtyard.
  Note: It’s very important that the players have received enough clues 
  through visions, Dagon’s note, and the words of Gruin and Levi that 
  they can understand what needs to be done in the ﬁ nal encounter. 
  Otherwise they will almost certainly die in confusion!
  When the expedi� on members approach either the castle or the 
  hourglass in the garden, they will be greeted by an immense, yet calm 
  voice that seems to come from every direc� on. The judge can use this 
  role-play opportunity to have Gruin Ardokk and Levi Fangred expound 
  their posi� ons in response (Levi hoping to save the wizard; Gruin to 
  destroy him). The PCs can likewise choose a side or remain ambiva-
  lent.
  The booming voice is that of Dagon the Doleful. He will ques� on the 
  party, and a� en� ve PCs will discern that his ques� ons reveal that he 
  no longer has any inten� on of sacriﬁ cing himself to Malotoch.
  50
  
  • “What is the purpose of those who dare cross my bridge?
  • “Your valor is oﬀ ered in vain. Would you place your very soul 
  into the hands of such an evil, malicious creature as she?
  • “I am more powerful than ever! Do you believe that 
  one such as I would willingly serve any man or woman?”
  A� er the ques� ons have been asked and answered, 
  and it becomes clear that Dagon is no longer willing to 
  cooperate, read or paraphrase the following:
  The earth beneath your feet begins to quake. 
  The broken furniture strewn about you begins 
  to swirl and coalesce. Suddenly, one tower 
  and parapet rips apart from the side of the 
  castle as the wizard’s shocking form emerg-
  es, enormous in its proporti ons, somehow 
  fused to the castle tower itself. Wearing 
  the rooft op for a crown, the crea-
  ture’s bulk forces the roof’s 
  shingles to explode, reveal-
  ing an enormous eyeball 
  at the end of an undulat-
  ing stalk! The corrupt 
  wizard’s left  arm has 
  transmorphed into 
  a thrashing 
  tentacle. 
  51
  
  As the monstrosity steps forward, his thunderous voice greets 
  you. “Mortal mushrooms, you are too late. I will not serve her, 
  nor will any of you! She is the apocalypse! She is death! Bet-
  ter that all souls in Neverthawes perish than to sacriﬁ ce my 
  strength or yours in obedience to her!”
  The Final Confrontation
  In his waning moments, and in an eﬀ ort to thwart the carrion crow 
  goddess, Dagon has madly reasoned that if he does not turn the hour-
  glass on this 100th year, he can avoid his pledge of eternal servitude 
  to Malotoch. Corrupted beyond capacity to reason or to be reasoned 
  with, he babbles incoherently if ques� oned, “There are strange rain-
  bows bleeding into long black cats” and “I have seen mountains for 
  ﬁ ngers and enti re thimbles on ﬁ re!”
  Adventure Notes
  • At this moment the true power of Dagon’s Amulet will be re-
  vealed. At the beginning of every turn, whoever wears it must 
  succeed on a DC 16 Will Save or be compelled to join the wizard 
  in his rampage against the expedi� on. The PC will a� ack Gruin 
  ﬁ rst, followed by the PC with the lowest Luck if the dwarf is slain. 
  The PC can only remove the amulet if their Will Save roll was 18 or 
  higher.
  • If Levi Fangred s� ll wears the amulet, barring a failed Will save, he 
  will immediately a� ack Gruin Ardokk.
  • Before ini� a� ve is rolled, Dagon animates four Scroll Golems to 
  aid him in eradica� ng the party.
  • The castle is kept aﬂ oat by the magic in the ethereal hourglass. In 
  six rounds the earth-mote will fall from the sky as the last grain of 
  sand drops. This can be avoided if the ritual is completed inside 
  the wizard’s circle, allowing the hourglass to be turned. To add to 
  the tension of the encounter, place a d6 in the middle of the table, 
  turning it to the appropriate number at the top of each round!
  • Completi ng the ritual:
  - Round One: The porcupine blood must be poured in the crev-
  ices of the circle. (This and the other steps require one ac� on).
  52
  
  - Round Two: The sycamore bark and the crow’s feet must be 
  burned together inside the circle.
  - Round Three: The scroll of Dimensional Resonance must be 
  read aloud.
  - Once each of these ac� ons has been performed, the ethere-
  al hourglass will become corporal long enough to be turned, 
  keeping the earth-mote alo�  another year while dooming 
  Dagon to eternal servitude.
   When the ritual is completed, the carrion crow goddess Malotoch 
  will appear as an ebony shadow in the dark night, a true carrion crow 
  dragon as large as the mountain itself. Wrapping Dagon in her wings, 
  she will restore the deranged wizard back, in part, to his original state 
  (a second-level wizard more appropriate to the PCs ability to defeat). 
  The wizard will retain his disﬁ gured, corrupted body, but shrink in size, 
  losing power and strength. If the scroll golems are s� ll standing, they 
  will rush to form a semi-circle around the weakened mage as Malo-
  toch rises skyward to observe the ba� le’s comple� on.
  Roleplaying Dagon the Doleful
  Dagon begins the encounter as a powerful 5th level sorcerer who, if 
  in his right mind, would likely lay waste to the party with a few good 
  rolls. To even the playing ﬁ eld, judges should play him as an illogical 
  53
  
  mad-man not fully aware of his presence 
  inside this realm. Judges can also use 
  the health of the party to decide how 
  ferociously Dagon will a� ack the expe-
  di� on. If the party has limped into this 
  ﬁ nal climac� c encounter, you may prefer 
  to allow Dagon’s dice to land where they 
  may with his tentacle and eyeball a� acks, but 
  skip the wizard’s spells and impressive spell bo-
  nuses. (These he will save to thwart the complet-
  ing of the ritual or to use as defensive spells in case 
  another magic user engages him in a spell duel).
  If on the other hand, the party has easily thwarted 
  every danger met thus far, amping up the challenge with 
  a barrage of Dagon’s spells will complicate the comple� on of the 
  ritual, inﬂ ict some delicious damage, and prolong the drama.
  Dagon’s strategy for thwarti ng the ritual’s completi on: Dagon will 
  make an eye a� ack and a tentacle melee a� ack on his turn in the 
  ini� a� ve order, holding his second spell ac� on un� l a PC a� empts to 
  complete any of the ritual steps.
  • When the blood is about to be poured, he will a� empt to cast 
  control ice (pg. 239) and freeze the blood only (d6 damage to all 
  in circle).
  • When the bark and the crow’s feet are about to be burned, he 
  will a� empt to cast gust of wind (pg. 219) to snuﬀ  out the ﬂ ame 
  and disperse the components.
  • When the scroll is about to be read, he will a� empt to cast 
  forget (pg. 170) on the character reading the scroll. Should he 
  somehow be pushed from the mote’s edge, he will a� empt to 
  cast feather fall (pg. 140).
  Dagon the “Deranged”: Init +4; Atk tentacle +5 melee (1d8+2) and 
  scorching eye +5 (1d6+2 and target must succeed on a DC 12 Reﬂ ex 
  save or catch ﬁ re, ongoing) and spell +7 (see SP); AC 14; HD 5d4; hp 
  33; MV 40’; Act 2d20+1d14; SP Spells: control Ice, gust of wind, forget, 
  enlarge, feather fall, ﬂ aming hands, magic shield; SV Fort +4; Ref +4; 
  Will+5; AL C.
  54
  
  Dagon the Doleful (a� er Malotoch “demoti on”): Init +2; Atk tenta-
  cle +2 melee (1d4+2) and scorching eye (1d4) and spell +2 (see SP); 
  AC 12; HD 2d4; hp 7; MV 25’; Act 2d20+d14 Spells: control ice, gust 
  of wind, forget, enlarge, feather fall, ﬂ aming hands, magic shield; SV 
  Fort+2; Ref+2; Will+5; AL C.
  Scroll Golems (4): Init +0; Atk table legs +1 melee (1d4+1); AC 10; HD 
  1d6; hp 3; MV 30’; Act 1d20; SV Fort +1; Ref +0; Will -1; AL C.
  Dagon’s Fall
  The scroll golems collapse if Dagon is defeated. Malotoch, in drag-
  on form, will swoop down and snatch the fallen wizard in her jaws, 
  ﬂ inging the limp body into the air and swallowing the carcass with a 
  sa� sfying crunch. What happens next depends upon the ac� ons of 
  the PCs and the judge.
  If The Party Should Fail
  If the PCs failed to turn the hourglass by the sixth and ﬁ nal round, the 
  story need not end in total catastrophe unless the judge deems that 
  to be the right outcome. The judge could decide to have Malotoch, 
  in a grotesque demon-bird form, appear in the dark clouds above the 
  party in � me to claim the old wizard as her prize. Discovering the par-
  ty meddling in her aﬀ airs, she might be persuaded to keep the earth 
  island aﬂ oat: the cost of course being an unholy pact requiring the 
  comple� on of some other treacherous new quest! Judges should tai-
  lor the new pact to best meet the unique characteris� cs of the party.
  55
  
  Adventure’s End
  If the resourceful party has defeated Dagon and saved the earth mote, 
  a� er the dust se� les read or paraphrase the following: “Dagon the Doleful 
  has proved a wretched victi m of his own thirst for power. Somehow, the 
  village has been saved and the hourglass turned. A ray of morning light 
  shines upon the bloodied faces of your expediti on as a new day begins. 
  Before you most of Dagon’s castle stands intact, a symbol of one man’s 
  aspirati ons and eventual everlasti ng nightmare. What secrets have been 
  hidden in that castle for the last century? The castle door hangs on one 
  hinge, beckoning you to enter the dead wizard’s sanctum…
  Treasure
  The party is free to explore the sec� ons of the castle that remain standing. 
  The place is full of interes� ng oddi� es accumulated by the reclusive wizard 
  over the decades. Depending on the style of story/campaign the Judge is 
  pursuing, important decisions will need to be made regarding the parsing 
  out of magical items. Feel free to modify the adventure’s treasure to ﬁ t 
  what works best for your campaign.
  Dagon was a man of simple tastes before he lost himself within the dark-
  est corners of magic. His castle is decorated with tapestries in need of 
  dus� ng and sparse furniture. The kitchen looks more like a laboratory than 
  a place to prepare food. In an upstairs room, across from a portrait of the 
  old wizard stands a wooden door inscribed with runes. If opened, the door 
  appears to cover a solid brick wall. If the magic runes are decrypted (DC 
  12 Intelligence check), however, a portal is discovered that transports PCs 
  directly to the upper room of the Gilded Griﬀ on. (Gran� ng the party easy 
  access to the village below, especially important if dozens of angry ugnoids 
  are wai� ng beyond 90 feet of open air!)
  Various arcane treasures are sca� ered throughout the castle, adorning 
  mantles, hanging on wall mounts and gathering dust upon shelves:
  • A kno� ed hickory staﬀ  that glows with green phosphorous veins, 
  allowing the magic user to learn the appropriate number of spells 
  each level, as the green tendrils creep up the user’s arm.
  • Enchanted mithral goggles (+2 to detect magic).
  • Dwarven shield of magne� sm (50% chance that a foe’s metal 
  weapon s� cks if they miss on their a� ack).
  56
  
  • A small bejeweled chest containing 532 gp, 5 mithral bars (of in-
  comparable worth to the right buyer, but dangerous to possess for 
  that reason!), and a rolled nau� cal map to an unknown island oﬀ  
  the coast. Wri� en in the margins are the words “It exists! Danta-
  far’s sword of glass!”.
  • A strange metal tube that ﬂ ares at one end like a trumpet, with a 
  piece of wood a� ached to the other end. Near it is a pouch con-
  taining a ﬁ ne ebony powder and a handful of lead pellets. (A blun-
  derbuss, black powder and ammuniti on!)
  • A set of leather armor engraved with a dragon (resist 3 ﬁ re).
  • Hanging on a coat rack, a cape and cowl comprised of long black 
  feathers (ignore the ﬁ rst ten feet of falling damage when worn).
  • A dragonscale kilt. Engraved upon the belt, a scene of an angel and 
  a devil locked in combat (negates deity disapproval once per day).
  • Ruby-encrusted duel miniature scimitars with a criss-cross back 
  sheath (+2 to initi ati ve when using in combat).
  • A smaller wizard’s circle near a north facing stained-glass window. 
  An open book on a nearby pedestal details strange incanta� ons, 
  each apparently associated with a point on a fold-out map.
   Malotoch
  There is also an implied opportunity for someone in the party to form a 
  patron bond with Malotoch, the chao� c carrion crow goddess. She might 
  be willing to make the same oﬀ er to one of the PCs that she made to Da-
  gon the Doleful, providing the PC is willing to turn the hourglass once each 
  year for a hundred years and face the certainty of eternal servitude! (See 
  Appendix D: Malotoch as a Patron on page 64 for more info).
  57
  
  If the earth-mote is not saved…
  If the party has been unable to come to some agreement with Malo-
  toch a� er failing to turn the hour glass, read the following:
  A great shadow begins to grow as the poor citi zens of Neverthawes 
  Township look up for the very last ti me. Mothers hold their children 
  and farmers remove their caps as the darkness descends quickly from 
  the sky. There is no ti me for goodbyes or lament. In one catastrophic 
  moment, the township of Neverthawes and all who lived beneath Da-
  gon’s castle are smashed into dust. For generati ons, even full-grown 
  warriors will weep for the innocent village’s grisly demise.
  The end.
  Where do we go from here?
  As the adventure draws to a close, Judges will ﬁ nd themselves contem-
  pla� ng if this Level 1 adventure can act as the beginning of a longer 
  campaign. Fear not! If the castle has been saved, seeds have been plant-
  ed from which the though� ul judge can nurture further plots, exploits, 
  and explora� ons. Here are some kick-oﬀ  points for your considera� on:
  A ti ny porti on of the Mines of Ardokk may have been travelled through, 
  but the mines are far from reclaimed. Gruin Ardokk might beseech the 
  PCs to help him recover his birthright by descending deeper into the 
  darkness, where the Ardokk crown sti ll lies buried. What else will they 
  ﬁ nd during their descent?
  Emboldened by the expediti on’s success, opportunist and mercenaries 
  mount an att ack upon the newly-claimed castle. Rumors of rare arti facts 
  have reached the ears of jealous wizards. If a pact was formed with the 
  ugnoids, they too may come calling to claim their share.
  Found among the castle’s treasure is a map to an unknown island… 
  menti oning something about a glass sword? Is it possible that with prop-
  er masts and sails that this enti re earth mote may be moved and guided 
  with the winds to new locati ons? What sort of crew would have to be 
  recruited to man such a massive “vessel”?
  58
  
  Appendix A: Levi & Gruin
  DCC is a game that respects the judge’s discre� on at the gaming table, 
  and so, there is no right or wrong way to approach The Frost Fang 
  Expedi� on. We have endeavored to provide a colorful landscape ﬁ lled 
  with fantas� c situa� ons and characters for you and your players to 
  do with as you will. That being said, here are a few � ps regarding the 
  adventure that may prove helpful.
  Along with adjudica� ng the rules, the judge also shares (through the 
  o� en opposing viewpoints of Levi Fangred and Gruin Ardokk) import-
  ant informa� on about adventure topics. This can be useful for when 
  the players come to an impasse or a hard decision. Have the two NPCs 
  speak their minds and let the chips fall where they may. In general, 
  Levi will support pushing on no ma� er what, intent on saving the wiz-
  ard. Gruin will wonder aloud why Levi is willing to imperil the party, 
  and his desire to exact his revenge upon Dagon is clear. The PCs can 
  weigh what they have heard and make up their own minds.
  The Game Within The Game
  Depending upon the tastes of the judge and the players, allowing both 
  Levi Fangred and Gruin Ardokk to pass secret notes to the players can 
  sow seeds of distrust among the PCs. Where Levi might lean toward 
  alliances with lawful or neutral characters, Gruin would tend to search 
  for support among chao� c or neutral PCs. Notes could be delivered 
  with something along the lines of: “The cleric Levi whispers this to you 
  as he passes by in the corridor”. If each person at the table at some 
  point receives a note, then all will wonder what the others know that 
  they do not. (Sample printable notes can be found in the PDF appen-
  dix included with the adventure).
  59
  
  Notes from Levi Fangred might say:
  • “If I should perish, make sure that Dagon’s Amulet makes it back 
  to him safely.”
  •  “No matt er what, do not allow the dwarf Gruin to keep us from 
  our mission.”
  • “I have seen a vision of an hourglass. It is connected to the ﬂ oati ng 
  castle.”
  • “The dwarf Ardokk will betray us. He gathers sympathizers even 
  now.”
  Notes from Gruin Ardokk (righ� ul heir of Ardokk Mines) might say:
  • “Levi Fangred cares not for you or I. He will betray us all to the 
  wizard.”
  • “We should take the cleric’s amulet. It has power over his mind.”
  • “I have seen the cleric whispering to the others. Watch your back.”
  • “We cannot trust Levi simply because he holds to some sim-
  ple-minded faith!”
  • “Just as I can smell gold, I can smell trouble. This wizard we seek is 
  beyond saving. And the cleric Levi Fangred knows it!” 
  60
  
  Appendix B: Spell Duels Simplified
  The climac� c ﬁ nal confronta� on in The Frost Fang Expedi� on could 
  easily lead warring wizards into a spell duel. Don’t be daunted! You 
  can ﬁ nd the full explana� on of rules beginning on page 98 of the 
  Dungeon Crawl Classics rulebook. Here are the bare bones of quickly 
  resolving a spell duel:
  • A spell duel begins when a caster decides to “counter” a spell 
  a� ack with a spell a� ack. That person moves in the ini� a� ve order 
  to just behind the original caster. Both casters set a D20 on the 
  table with a 10 showing to track momentum.
  • The a� acker declares a spell and makes a spell check. The defend-
  er does the same. The high roller wins, and sets their d20 mo-
  mentum die to 11. Failed spells have no other eﬀ ect. If both spells 
  succeed, their normal eﬀ ects are applied simultaneously, unless 
  otherwise stated in the spell descrip� on.
  • Cross-reference the two spell checks on table 4-5 (DCC page 100) 
  to determine the die to roll on table 4-6 (DCC page 101). The num-
  ber rolled on this table is modiﬁ ed by the diﬀ erence between the 
  two momentum trackers. For example, if the a� ackers momentum 
  is set at 13 and the defenders at 10, the counterspell on table 4-6 
  would be at +3 if the a� acker won, or at -3 if the defender won. 
  Then read the results of either an a� acker or defender victory.
  • If the two spell checks are iden� cal, refer to table 4-7 (DCC page 103).
  • Resolve spell ac� ons, return to the ini� a� ve order and proceed 
  with the ac� ons of other PCs.
  • Rinse, repeat… and have fun!
  61
  
  Appendix C: Dagon’s Amulet and Ritual
  Throughout the adventure text, judges have been reminded that cer-
  tain ac� ons, such as the use of magic, prayers, or the striking of mag-
  ical beasts in melee, when performed near the magically imbalanced 
  amulet worn by Levi Fangred can trigger preternatural visions. Judge 
  should use these opportuni� es to prepare the PCs for the ﬁ nal ritual 
  and confronta� on with Dagon at the adventure’s end. Although the 
  judge will be familiar with Dagon and his pact with Malotoch, the PCs 
  will only know what has been revealed to them through these visions 
  and other interac� ons with NPCs during the expedi� on! 
  Whenever an encounter’s Adventure Notes remind you, or when you 
  feel the PCs’ ac� ons make it appropriate to do so, roll 1d10 on the ta-
  ble below. Recurring visions are ﬁ ne. Each vision begins and ends in a 
  ﬂ ash of light, las� ng only a few seconds. At the judge’s discre� on, the 
  vision may impair the recipient for one round, with a -1 to a� ack and 
  defense as a result of the distrac� on.
  1. “You are in a green ﬁ eld, watching as a young red-haired boy 
  waves a s� ck at a bu� erﬂ y. The bu� erﬂ y suddenly turns into a bat! 
  The boy turns to you, his eyes as red as coals, his voice becoming 
  as coarse as thunder. ‘The hourglass must turn or the village is 
  doomed. The blood, the bark, the crow, the scroll.”
  2. “You awaken in a forest, bare sycamore branches overhead. A crow 
  caws from some distant perch. Suddenly a � ny porcupine waddles 
  past you, and then another. Soon a dozen or more creep past your 
  prone body, marching through the autumn leaves. One of them 
  stops and looks deep into your eyes. ‘Our blood awakens the circle. 
  It would be best to remember that. We are ﬁ rst.’”
  3. “All is darkness except for the wizard’s circle you stand upon. The 
  grooves beneath your feet ﬁ ll with blood. There is the smell of 
  burning sycamore and then a ﬂ aming crow lands upon your shoul-
  der. Everything inside the circle is aﬂ ame. As the smoke thickens, 
  you ﬁ nd yourself inside an immense hourglass. A vortex appears 
  beneath you. Your throat ﬁ lls with sand as you, the crow, and the 
  ﬂ aming wizard’s circle are sucked into the void.”
  4. “There is a tap upon your shoulder. You turn to see a young, red-
  haired wizard smiling behind you. ‘You are brave indeed!’ he says. 
  62
  
  ‘But someone in your own party will betray you… be wary of the 
  amulet. It has a mind of its own! Remember: red, brown, black, 
  then white!’
  5. “A li� le peasant girl reaches through a rusted portcullis and begs 
  for freedom. Blood begins to seep from her eyes. You try to an-
  swer but ﬁ nd your mouth is grotesquely sewn shut. Her eyes meet 
  yours. ‘The blue-skins have the scroll. Without it, all is lost!”
  6. “You are lost in the forest. Up ahead, the crows feast upon a decay-
  ing corpse. As you approach the body, you realize the ro�  ng face 
  that stares back at you is your own. The decomposed jaw begins to 
  move. ‘I burned the bark before I poured the blood! What a fool! 
  Hear me! The blood, the bark...’ The jaw suddenly turns to dust as 
  evil laughter reverberates through the dim wood.”
  7. “A beau� ful priestess places a familiar medallion around your neck, 
  gently brushing her ﬁ ngers against your skin. ‘You are chosen by 
  Malotoch herself, who � res of withered wizards. I desire a new 
  conqueror. Remember, to defeat the wizard, the order of things 
  ma� ers. Dagon shall no longer come between us!”
  8. “You ﬁ nd yourself aboard a ship, storm-tossed and buﬀ eted by the 
  crashing waves. A red-haired wizard rises from the sea, as large 
  as a mountain. His eyes are like ﬁ re as tentacles wrap themselves 
  around the vessel. ‘So eagerly you approach your doom! Blood 
  always comes ﬁ rst, aye… but what is next? Ha! Wet wood does not 
  burn! I am not ready to submit to her just yet!”
  9. “You are seated at a corner table in the The Frosty Tankard, across 
  from a seemingly crazed, red-haired wizard. ‘You will fail and you 
  will die. All of you!’ he cackles. Suddenly his eyes come into focus 
  as his cracked lips and yellow teeth broaden to a smile. ‘Are you 
  really here or is this all a dream?’ He turns over an enormous hour-
  glass before brandishing a knife and driving it with lightning speed 
  through your hand and into the table.  He leans toward you. ‘The 
  blood, the bark, the crow, the scroll. It is the only way.”
  10. “You approach an hourglass, hovering above a stone circle. The 
  carved runes at your feet begin to ﬁ ll with blood. You toss syca-
  more bark into the circle, followed by thirteen crow’s feet, both 
  burs� ng into ﬂ ame. The smoke from the circle causes the symbols 
  on a scroll in your hand to morph into words you recognize. As you 
  read them, the symbols li�  from the page and swirl around you. A 
  huge shadow begins to grow, ﬁ lling the sky…” 
  63
  
  Appendix D: Malotoch as Patron
  The goddess Malotoch is the lord over ruin, deligh� ng in the a� er-
  math of war, famine and disaster.  Much as the carrion crow pecks at 
  the eyeballs of the dead, Malotoch scours the various planes, looking 
  for the wretched consequences of man’s evil against man, basking in 
  the aroma of spilled blood and fe� d ﬂ esh. 
  To garner patron favor from the carrion crow goddess is to make 
  a deal with a chao� c scavenger who is aloof and subject to whim.  
  She demands from her servants a life� me of devo� on to her unholy 
  tenants: show no mercy to the weak, never bury the dead, taste the 
  blood of your foes so that she may savor its ﬂ avor, and to never, ever, 
  receive healing from a disciple of Jus� cia, whom she loathes.
  Malotoch forms a patron bond with mortals only in the knowledge 
  that she will one day feast upon the ﬂ esh of the soul who served her 
  in life.
  Invoke Patron Check Results
  12-13:  Malotoch is engaged at some distant ba� leﬁ eld, feas� ng upon 
  the carcasses of the fallen.  She prefers to not disengage, but your 
  pe� � on ﬁ nds favor as she shares the life force she dines upon.  You 
  receive 6 addi� onal HP for the rest of the day.
  14-17:  A murder of crows arrives to swirl around you, an impediment 
  to all foes.  All a� acks against you take a -4 penalty for the next 1d6 
  rounds.
  18-19:  Your pleas have awakened the sleeping goddess.  She spiteful-
  ly morphs your body to that of a large crow for the next 1d4 rounds, 
  but in so doing, your vision improves (+2 to a� acks), your agility im-
  proves (+3 to AC and ini� a� ve), and you have the ability to ﬂ y 50’ per 
  round un� l the spell ends.
  20-23:  Malotoch hears your voice and sends 1d6 vultures to do your 
  bidding.  Vultures act on your ini� a� ve; Atk bite +4 melee (dmg 1d4); 
  AC 8; HP 1; MV 10’, ﬂ y 40’; Act 1d20; SV Fort +0; Ref +2; Will +0; AL C. 
  They remain with the caster for 1d4 days, following basic commands.
  64
  
  24-27:  The ground around your opponents erupts with the ro�  ng 
  carcasses of the dead who a� empt to drag 1d6 foes underground.  
  Each foe must succeed a DC 15 Reﬂ ex save or suﬀ er 2d8 rending 
  damage.  Regardless, targets are immobilized for 1d4 rounds.
  28-29:  Malotoch sends an enormous raven in 1d4 rounds. The bird 
  is large enough to be ridden as a mount. It acts on your ini� a� ve; Atk 
  bite and claw +6 melee (dmg 1d10); AC 14; HD3d8; HP18; MV 20’, ﬂ y 
  60’; Act 1d20; SV Fort +3; Ref +4; Will +0; AL C.
  30-31:  The same as 28-29 results, but 1d6 ravens to do your bidding.
  32+:  Malotoch recognizes your rising power and grants you and each 
  ally +5 to all a� acks, saving throws, spell checks, and damage rolls for 
  1d8+CL rounds. The caster and all allies also automa� cally succeed on 
  any Recovering the Body checks made before the next sunrise.
  Patron Taint
  Since Malotoch appropriates spell knowledge from those she de-
  vours, the goddess favors her followers with arcane knowledge 
  pecked from the dead brains of fallen sorcerers.  Patron taint (and 
  any other eﬀ ects) occurs whenever a natural 1 is rolled on a spell 
  check. Roll 1D6 on the table below. Whenever a caster has acquired 
  all six taints and all eﬀ ects, there is no longer a need to roll.
  1: The ﬁ rst � me this taint appears, a murder of crows will follow the 
  caster for 1d4 days, keeping their distance but always in shou� ng 
  distance.  The second � me they appear, they will ﬂ ock around the 
  caster, pecking around his feet and perching on their shoulder for 
  1d10 days.  The third � me, the crows will accompany the caster the 
  remainder of his days.
  2: The caster will lose his appe� te for anything other than meat.  If 
  rolled a second � me, the caster will only be able to consume raw 
  meat, which he always craves.  A third � me and the caster must 
  consume some part of his vic� ms or suﬀ er Malotoch’s disfavor in the 
  form of a -5 to all spell checks for 1d4 days.
  65
  
  3: The caster begins to sprout feathers on his back and arms, making 
  � ght clothing uncomfortable.  On the second taint, the caster’s nose 
  will elongate, taking on the characteris� cs of a beak.  On the third, 
  the caster will sprout black feathers over the en� re body, along with 
  short, deformed wings upon their back.  These will not enable ﬂ ight 
  but will make the wearing of any shirt or armor nearly impossible.
  4: Seeing your spell a� empt and failure as a sign of weakness, Ma-
  lotoch will curse you with the stench of death for 1d4 days.  On the 
  second taint, the stench will return and your skin will be covered 
  with boils and puss for 1d6 days (-2AC).  A third � me will result in the 
  stench proving unbearable for all in a 30’ radius for 1d6 days, causing 
  everyone’s eyes to water (-3 to all a� acks inside radius).
  5: Frustrated by your failure, the Carrion Crow Goddess resurrects 
  the nearest corpse to follow you around for 1d3 days, commanding 
  it to whisper “I am you, by and by”. On the second taint, 1d6 corpses 
  will follow the caster for 1d4 days, whispering the same.  On the third 
  taint, the caster will cause corpses to rise and follow him every � me 
  he passes a cemetery, barrow, or ba� leﬁ eld.
  6: The caster immediately falls asleep, drawn into a dream where 
  he or she will converse with Malotoch herself. She will toy with the 
  caster’s mind, revealing the secrets of the universe, though the knowl-
  edge wreaks havoc on the caster’s brain. This sadis� c exercise delights 
  Malotoch to no end. The caster awakens in 1d4 rounds with a perma-
  nent -1 to personality, +1 to intelligence. This result can be duplicated 
  two more � mes.
  Patron Spells
  Malotoch picks through the brains of dead wizards and tosses arcane 
  knowledge to her followers like raw meat to hyenas.
  Level 1: Feather Fall (Page 140 DCC Rulebook)
  Level 2: Scare (Page 191 DCC Rulebook)
  Level 3: Fly (Page 217 DCC Rulebook)
  66
  
  Spellburn
  Malotoch revels in the caster’s foolish use of spellburn. When a caster 
  sacriﬁ ces ability score points, roll 1d4 on the table below.
  1: The caster must carve the mark of the crow’s talon into his own 
  forehead (expressed as Stamina, Strength or Agility loss). The spell is 
  cast when the blood reaches the caster’s eyes (blind for 1 round).
  2: Malotoch craves the taste of ﬂ esh. The caster can expend spell 
  burn without feeling the eﬀ ects of the drain if he or she consumes 
  two pounds of ﬂ esh from any human or humanoid creature before 
  the next sunrise.  It must be raw and oﬀ ered up to Malotoch in tribute 
  and venera� on in an hour long ritual. If the ritual is not oﬀ ered up be-
  fore the next sunrise, Malotoch will exact the point amount (abili� es 
  at judge’s discre� on) +1d4 addi� onal points.
  3: A murder of crows begins to swirl above the caster. For every ability 
  point spent, a crow lands upon the caster, pecking at any exposed 
  skin, cawing and drawing blood (expressed as Stamina, Strength or 
  Agility loss). If the caster is able to succeed at a DC14 Fort Save, he or 
  she will regain the burned points at twice the normal speed.
  4: A pack of hyenas form a circle around the spellburner.  An 
  ally may join the caster 
  in the circle and also 
  expend ability points 
  at a rate of two for 
  one, chan� ng “Take 
  what is thine oh 
  Malotoch!”  The 
  burner(s)lose ﬁ ve 
  pounds for every 
  point sacriﬁ ced, grow-
  ing gaunt and weak 
  (expressed as Stamina, 
  Strength and Agility loss). 
  The caster also gains a +4 
  boon to all spell checks un� l 
  the next sunrise.
  67
  
  Appendix E: Linking To Nebin Pendlebrook
  If you and your party are coming directly to The Frost Fang Expediti on 
  from Mark Bishop’s DCC funnel adventure Nebin Pendlebrook’s Peril-
  ous Pantry, the following � ps can help make the zero-level to ﬁ rst-lev-
  el transi� on for the PCs a natural progression.
  The Frost Fang Mountains, Neverthawes, and the Ardokk Mines lie 
  just north-east of Nebin Pendlebrook’s home in Bi� erwood Barrow 
  near the edge of the Ebon Wood. As survivor’s of the funnel adven-
  ture emerge from the underground pantry at the conclusion of the 
  adventure, they will be greeted by the townsfolk, either immediately 
  or during their trip back to Bi� erwood and the Bloody Bullfrog Tavern. 
  There they will learn of the exci� ng opportunity to gain riches and glo-
  ry to the north in Neverthawes. 
  Here are some “strings” that the judge can use to � e the two adven-
  tures together:
  • At the conclusion of NPPP, amongst the treasure is a deed to a 
  building in Neverthawes, along with a map to its loca� on. Notes 
  on the map might indicate that the property is the nicest home 
  in town; perhaps even a deed to the Frosty Tankard itself! (A tav-
  ern of their own!). Of course when they arrive they will quickly 
  learn that their new property is in grave peril.
  • Among the other treasures are many valuable jewels, none 
  of which could be bartered in the small village of Bi� erwood 
  Barrow for anything of any worth. Nearest large village? Never-
  thawes.
  • Also among the treasure is a polished silver mirror. It’s not a plot 
  hook, but it could come in handy inside the Ardokk Mines!
  • The funnel survivors learn from Bi� erwood’s villagers that a mad 
  wizard to the north has recently passed, leaving all his magical 
  possessions unguarded. “It is a secret not known to many.” Of 
  course when the party arrives, they learn that the story is com-
  mon knowledge and ge�  ng to the castle is the real adventure.
  68
  
  • If freed and s� ll amongst the living, Varooth Moss (the cap� ve 
  wizard in NPPP), might give the PCs a has� ly scribbled note to 
  deliver to his old friend Dagon the Doleful in Neverthawes. “He 
  is in my debt. He knows the way to control the winds around 
  him. Present this and he will impart to you that knowledge as 
  payment of his age-old obliga� on.”
  • Lastly, the mirror portal in NPPP can be accessed from Dagon’s 
  wizard’s circle inside his sanctum. It is marked “beneath Bi� er-
  wood” on the fold-out map. It is unfortunately a one-way trip 
  and can not be re-entered from the Bi� erwood side. 
  69
  
  70
  
  This prin� ng of The Frost Fang Expedi� on is done under version 1.0 of the Open Gaming License, and the Sys-
  tem Reference Document by permission from Wizards of the Coast, Inc. Designa� on of Product Iden� ty: The 
  following items are hereby designated as Product Iden� ty in accordance with Sec� on 1(e) of the Open Game 
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  Reference Document and are copyright © 1999, 2000 Wizards of the Coast, Inc. The remainder of these OGC 
  por� ons of these book are hereby added to Open Game Content and, if so used, should bear the COPYRIGHT 
  NOTICE “The Frost Fang Expedi� on, copyright © 2016 Purple Sorcerer Games, all rights reserved, visit purplesor-
  cerer.com or contact info@purplesorcerer.com”Dungeon Crawl Classics Role Playing Game is copyright © 2016 
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  71
  
  Bone-Chilling Thrills From The Author Of
  Nebin Pendlebrook’s Perilous Pantry
  The Frost Fang Expedition challenges PCs to 
  reach the top of a frozen and treacherous 
  peak on a mission of discovery: why have huge 
  chunks of a mysterious sorcerer’s floating castle 
  begun raining down on the once quiet village of 
  Neverthawes? The quest for answers will 
  uncover hidden motives, fearsome foes, and 
  deadly environments galore!
  
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