TEXT: The Merciless Merchants Present:
  The Nevermore Mines
  By
  Jon Bertani And Aaron Fairbrook
  For generations, bards have enjoyed spinning the tale to honest folk and
  their children of the lost Nevermore Mines and the Master of Darkness that
  lies within them.  They warn the children that if they misbehave, the Dark
  Master will come for them and take them away to be lost in the Mines
  forever.  Most folk regard these stories as spirited attempts by bards to make
  some coin, but the town of Oakvale was just recently attacked by the
  nightmare from the tales. Will your group be brave enough to Travel to
  the Nevermore Mines to discover and put to rest this great evil?
  The Nevermore Mines is an adventure for characters of levels 4-7.
  © 2017 The Merciless Merchants
  
  The Nevermore Mines
  Halls of Chaos and Darkness
  Written by: Jon Bertani
  Additional Writing by: Aaron Fairbrook and Mark
  McAllister
  Mapping by: Aaron Fairbrook
  Layout by: Aaron Fairbrook
  Editing by: Mark McAllister
  Cover Art: Cavern–www.critical-hit.biz2.3, Wraith–Daniel
  Comerci-hounworks.it
  Back Cover Art: Jack Holliday
  Page Template Artist: Louis Porter Jr., Design
  Interior Artists: Bradley K McDevitt (Postmortem
  Studios), Claudio Casini, Culhain Games, Daniel
  Comerci-Hounworks.it, Dave Allsop, © Dean Spencer, ©
  Headless Hydra Games, Justin Hernandez Heather
  Shinn and J.M Woiak of the STINKY GOBLIN, Indi
  Martin, Jacob Blackmon, Jack Holiday, Jeshields, Jon
  Bertani, Kimagu, Louis Porter Jr. Design, Maciej Zagorski
  (The Forge), Matt Morrow, Pawel Dobosz (The Forge),
  Patrick E Pullen, Publisher’s Choice Quality Stock Art ©
  Rick Hershey / Fat Goblin Games, Some artwork © 2015
  Earl Geier, used with permission.  All rights reserved.
  William McAusland, www.critical-hit.biz., © J Lonnee,
  2011, Licensed by Nevermet Press, LLC.  Some artwork
  used with permission ©2017. All rights reserved.
  Authors Note
  This module was inspired by the countless hours of work that goes into decorating the garage and driveway
  area for Halloween every year.  Hence, the Halloween flair towards the adventure. Enjoy!
  Special Thanks From The Merciless Merchants
  To our Significant Others–they put up with us, support us, read over this stuff for us, think we are dorks, but still
  love us all the same.  Love you!
  To Indi Marten for her talent and patience on  our logo.  I strongly recommend checking out her art at
  http://tortoiseharecreations.blogspot.com.  She is absolutely wonderful to work with!
  We would also like to thank the many artists for their featured artwork in this module.  Thanks for making art
  available for those of us who can imagine things in our head but lack the ability to capture it with pencil on
  paper.  All their art is copyrighted and belongs to them.
  Cover Art:  Cavern–www.critical-hit.biz2.3, Wraith–Daniel
  Comerci-hounworks.it
  The Nevermore Mines and all related concepts © 2017 The
  Merciless Merchants. All rights reserved.
  Artist: Maciej Zagorski, The Forge
  2
  
  3
  If you plan to be a player in this module then please STOP reading now as this is for the GM’s eyes only.
  Gaining insight about the adventure beforehand will ruin the surprise factor and your enjoyment of the
  adventure.
  “The Nevermore Mines” is an adventure for use with the For Gold & Glory ruleset designed for 5-7 player
  characters of levels 4-7. For Gold & Glory and FG&G are trademarks of Justen Brown. This work is not
  affiliated with Justen Brown. The adventure is designed to be used in the Dragonback Mountains
  campaign setting, but can be used in any campaign setting that has a nearby mountainous or forest setting.
  The GM is encouraged to read the module first to become familiar with the described areas so that they can
  paraphrase the descriptions to their players. The GM is also encouraged to rename towns, change/use/or not
  use encounters, change NPC’s, and/or change monster statistics and abilities as the GM desires and use the
  adventure as a tool or guideline to fit in their current campaign or playstyle.
  The Nevermore Mines
  Halls of Chaos and Darkness
  Artist: Pawel Dobosz, The Forge
  
  4
  Adventure Background
  Bard’s tales describe an abandoned dwarven mine
  that was discovered and re-worked by the folk of the
  nearby town of Oakvale.  There seemed to be an
  abundance of stone and valuable ore and minerals
  left within the mine by the dwarves, but the mine
  was only worked for a short time by the humans, as
  many miners met their fate in the dark, cold, stone
  tunnels.  Clearly the mines were dangerous, as well
  as the profession in general, but surviving miners
  were tight lipped about their experience and the
  reasons why so many perished.  The threat of
  disbelief of their story, outraged loved-ones, being
  labeled as cowards, or any number of titles and
  labels kept the rumors to a low murmur and retained
  the excuse and reason as the pervasive dread of
  the ‘bad air’ within the mines.
  The people of Oakvale quickly embraced a name for
  the mine, and labeled it the Nevermore Mines, as
  they would never be mined again due to the ‘bad
  air’.  However, the Nevermore Mine was not
  forgotten as the nightmare eventually followed the
  miners back to Oakvale.  Chaos and death started
  to run rampart within the town, as it did in the mines,
  and soon the miners opened up about what really
  happened in the Nevermore Mine.
  In truth, in their lust for veins of copper, silver and
  gold, the miners efficiently tore through the
  mountain, even clearing a cave-in where dwarves
  once worked, and eventually discovered a small,
  pre-existing hollow chamber containing a large door.
  Bewildered and curious, the Oakvale miners,
  following the commands of their foreman, decided to
  ignore the dwarvish warnings etched around the
  large door and busted through it and into the sealed
  chamber beyond with pickaxe and hammer.  Once
  the magical seals were broken, an evil was
  awakened once more, deep within the rock.
  Within this sealed chamber, the foreman discovered
  an ancient tome of magic, known as the Book of
  Nether (See New Magic Items at end of module),
  and eventually its eternally bound Imp, and he
  secreted it away to his lodgings.  Once the foreman
  began studying the book, the Imp appeared and
  began to whisper of power and ambition.  With the
  Imp’s guidance the foreman began to devour the
  tome’s ancient spells and magic long into the nights,
  slowly losing his will and causing him to travel a
  path of becoming a vessel for a powerful devil.  As
  he surrendered fully to evil, he began to understand
  that the only way to grow his power was through
  sacrifice, preferably from the blood of the innocent.
  It was around this time, when the foreman
  disappeared, creating confusion and dissent among
  the workers, but the curiosities of the door and the
  chamber beyond drifted to past thoughts, and the
  call of valuable ore brought the miners back
  together.  However, miners soon began to discover
  their companions murdered, their bodies broken
  within the stone halls, as well as families who
  serviced the mining camp on the surface.  At first,
  most thought the deaths to be common accidents
  Artist: © J Lonnee, 2011, Licensed by Nevermet Press, LLC.  Used by permission.
  Artist:  Matt Morrow
  
  Artist: Jack Holiday
  5
  
  from mining or living in the wilderness, but over a
  few weeks, deaths became a daily and often
  unexplainable occurrence.  The mystery of the
  deaths was spoken about in hurried whispers in the
  mining camp. Barrow mounds were erected for the
  slain miners next to the older barrow mounds of the
  roaming barbarian clans within the chasms of the
  region.
  Eventually, reports emerged about some sort of
  creature within the mines and cries of fear and death
  echoed throughout their halls.  Warriors were sent in
  to slaughter the creature but they never came back,
  and the Master stayed triumphant.  After several
  failed attempts to slay the beast, the ‘cursed’ mines
  were abandoned as well as the mining camp as it
  was determined that the value inside was not worth
  the nightmare, and the miners returned to Oakvale.
  However, the nightmare was not over for the
  Valemen, as the evil eventually followed the miners
  back to Oakvale where they finally relinquished the
  truth after several attacks.  The first victims were
  children who started to disappear during the night,
  but as the Master’s power grew, he turned to
  women, men and finally entire families.  People of
  Oakvale and the surrounding lands held a moot,
  became organized, and offered rewards to brave
  heroes who traveled to the mines to go against the
  Master.  Every year they went, brave souls one and
  all, or perhaps they were foolish, seeking only gold
  and glory.  At any rate, too many adventurers and
  veterans never returned, and the slayings continued,
  which finally caused the shamans and druidic circle
  to come together to formulate a plan.  A small party
  of shamans and druids traveled to Axeholme’s
  mighty gates to request an audience with the
  dwarves who reside there.  Their request was
  granted and several discussions took place about
  the Nevermore Mine and its menace, and the
  dwarves reluctantly shared their secrets.  Once the
  shamans and druids returned to Oakvale, they
  realized they were not powerful enough to banish or
  slay the Master, but they were able to learn the
  ancient runes and sacred glyphs that had sealed the
  chamber inside the mine from before.  An expedition
  was sent forth to the mines, and a harrowing battle
  ensured in its canyon that holds the mines between
  the Oakvale champions and the Master of the mine
  and his minions.  As the brave warriors fought to
  their last, the shamans and druids cast and marked
  their totems, glyphs, and wards upon the entrance to
  the mine.  They prevailed in ensnaring the Master
  and his dark power once again within the mines.
  Inside the dark mines, the Master schemed, refusing
  to be doomed to live out its days inside the wretched
  mine.  Over the next few decades, the Master
  continued to test and strain himself against the
  binding totems, wards and glyphs, eventually
  discovering a weakness.  Upon the night of the
  Harvest Moon, when the veil between this world and
  the next grew thin, he could escape for short time
  out of the mines. During this  time he was free to go
  stalking through the night reaping innocent blood,
  wreaking havoc upon the villagers and gather more
  minions to serve him.  Though the night was long he
  had to return to the mines before the rising sun or be
  destroyed.  Such was the power of the wards binding
  him to the mines.  Those minions he gathered were
  drawn by his dark power.  They could pass freely to
  and from the mines.  He used them to bring wayward
  travelers to his lair through trickery or force.  This
  brought needed supplies and innocent blood to feed
  his dark hunger for power.  Other monstrous
  creatures began to take residence in the maze of
  canyons and chasms of this region, attracted to the
  Master’s growing power.
  Unfortunately, the residents of Oakvale were
  revisited upon this past Harvest Moon by the Master
  and his minions.  Children seemed to be the target
  and several were taken in the night.  The old rumors,
  whisperings and legends sprang back to life of this
  old horror from the Nevermore Mines.  Some of the
  braver and enraged parents took up arms and went
  to seek revenge and  to find their children.  But so
  far, none have returned…..
  GM Notes
  If needed, there are several hooks that can draw a
  party into this adventure, as determined by the
  GM. Possible hooks include:
  Adventure Hooks
  1.  The party may have been hired by the Chief of
  Oakvale to locate and destroy the residents of the
  Nevermore Mines.
  2.  Parents may hire the party to rescue their
  abducted child from the last raids.
  3.  The druidic circle or the shamans may hire the
  party, or set up a test for one of their own members if
  a character is a druid or shaman, to investigate the
  area to see if the sealing magic of their ancestors is
  still working on the Nevermore Mines.
  6
  
  7
  4.  A character in the party just won a mining claim
  from a game of gambling…the Nevermore Mines!
  5.  A wizard or sage hires the party to obtain an
  item known as the Book of Nether (see New Magic
  Items at end of adventure).  They may ambush the
  party after they retrieve it.
  6.  The party stumbles upon the chasm leading to
  the Nevermore Mines, while traveling through the
  mountains.
  High Pass
  The High Pass used to be a popular trade route
  through the mountains. However, a new, safer
  trade route, called the River Road, follows the river
  around the spur of mountains, although it takes
  longer. Some merchants still brave the High Pass
  during the summer months, but during the winter,
  it’s close to impassable due to snows and
  avalanches. The road itself is rough, with loose
  stones littering the road and weeds starting to
  grow. In some areas two wagons can pass
  abreast, but usually the narrow road winds through
  the mountains allowing only one wagon to be on
  the trail at once.
  Wandering Monsters
  During the day, there is a 1 in 12 chance
  (1d12) that a wandering encounter will occur
  every 2 turns. During the night, the undead
  begin to stir and the chances to encounter a
  wandering encounter is increased to 1 in 8
  chance (1d8) every turn.
  Artist: Maciej Zagorski, The Forge
  Roll Result
   Daytime Encounter
  1
  (2) Owlbears: AC 5, Move 12, HD 5+2, hp 40,34, THACO 15, Attack: 3 (2 claws 1d6, 1 bite 2d6), Size L, 
  Morale 12, XP 975 each. Special: hug: On a attack roll of 18 or higher the Owlbear will draw its victim into a 
  hug for an additional 2d8 damage per round.  The Owlbears have nothing of value.
  2
  (1) Donkey: AC 7, Move 12, HD 3, hp 17, THACO 17, Attack: 3 (2 hooves 1d3, 1 bite 1d6), Size M, Morale 5, 
  Xp 65.  This donkey is completely spooked and has been wandering aimlessly.  It will run from the party, stop, 
  and if the party gets close will try to run again.  It still has one saddle bag strapped to it (evidence of others 
  being ripped off) that contains colorful clothing for a woman, four days worth of rations and a waterskin.  There 
  is also a silver mirror worth 15 gp.  The donkey is a survivor from the attack that happened in Area #9.
  3
  (4) Harpies: AC 7, Move 6, fly 15, HD 7, hp 52, 47, 40, 37, THACO 13, Attack: 2 (2 talons 1d3 each or by 
  weapon), Size M, Morale 13, XP 1,400 each.  Special: entrancing song, entrancing touch.  Their nest could be 
  in a nearby cave in the cliffs as determined by the GM.  One wears a silver necklace with green jade insets 
  worth 110 pp.  
  4
  (12) Hobgoblins: AC 5, Move 9, HD 1+1, hp 8 each, THACO 19, Attack: 1 (by weapon), Size M, Morale 12, XP 
  35.  One leader of the group: AC 5, Move 9, HD 2, hp 16, THACO 19, Attack: 1 (1d8 +1 (longsword plus 
  strength), Size M, Morale 12, XP 65.  These hobgoblins are an exploratory group for a larger band and seeking 
  areas to mine.  They carry battle axes and spears.  Combined treasure includes 15 cp, 57 sp, and 32 gp.
  5
  (1) Skunk: AC 8, Move 12, HD 1/4, hp 2, THACO 20, Attack: 1 (bite 1 damage, + special), Size T, Morale 5, XP 
  35.  Special: Musk.  This skunk is very agitated but wary.  It will immediately be aggressive towards the party 
  by raising its tail, but will flee if attacked while releasing its musk.  Wandering encounters may increase due to 
  the character's smell as determined by the GM.
  6
  (1) Wyvern: AC 3, Move 6, fly 24, HD 7+7, hp 54, THACO 13, Attack: 2 (1 Bite 2d8, 1 sting 1d6 + poison, or 2 
  talons 1d6), Size G, Morale 14, XP 4,000. The wyvern will attempt to snatch one party member with its talons 
  and fly off with it to feed.
  7
  (1) Ettin: AC 3, Move 12, HD 10, hp 75, THACO 10, Attack: 2 (by weapon +2 damage, or 2 by slam 2d6 +2 
  damage) Size H, Morale 14, XP 3,000.  Special: Alertness.  Depending on the GM, the ettin’s alertness may be 
  of no use as the heads are arguing in which direction they should go.  It will be frustrated if attacked however 
  and will fight to the death.  It carries a large sack with half a deer carcass in it, 150 cp, 45 sp, 275 gp, and a 
  Ring of Featherfall.  
  8
  (24) Crows: AC 7, Move 1, fly 36 MC3, HD 1/4, hp 2 each, THACO 20, Attack 1 (beak, 1 damage), Size S, 
  Morale 10, XP 15 each.  These crows will be roosting up along the cliff walls or trees.  They will watch the party 
  and caw at them, but are otherwise harmless.
  
  Artist: Dave Allsop
  Artist: Jacob Blackmon
  8
  Roll Result
  Nighttime Encounter
  1
  (3) Werewolves: AC 5, Move 15, HD 4+3, hp 32, 30, 28, THACO 15, Attack: 1 (bite 2d8 or by weapon), Size M, 
  Morale 12, XP 650 each.  Special: Lycanthropy, silver or magical weapon needed to hit, surprise.  A small 
  family of werewolves, the male (32 hp) will get +2 to hit to all attack rolls and inflict maximum damage if his 
  mate (hp 30) is threatened.  The female (hp 30) will get +3 to attack rolls and inflict maximum damage if 
  defending her child (hp 28).  These are the werewolves located in Area #5 who may be prowling the area.
  2
  (4) Raccoons: AC 9, Move 5, HD 1-1, hp 4 each, THACO 20, Attack: 1 (bite 1d2 damage), Size S, Morale 7, XP 
  7.  These raccoons will attempt to follow the party if moving.  Otherwise, they will prey upon the party while 
  they are camping.  The raccoons will attempt to steal any shiny baubles, coins, necklaces, etc. that the party 
  may have.  If threatened, they will hiss but will eventually move off.
  3
  (5) Ghasts: AC 4, Move 15, HD 4, hp 26, 25, 25, 23, 20, 18, THACO 17, Attack: 3 (2 claws 1d4, 1 bite 1d8), Size 
  M, Morale 12, XP 1,400 each. Special: Paralyzation, stench.  These ghasts are starving and will attack 
  immediately.  They have nothing of value.
  4
  (7) Wights: AC 5, Move 12, HD 4+3, hp 28 each, THACO 15, Attack: 1 (bite 1d4), Size M, Moral 14, XP 1,400 
  each. Special: Energy Drain, magical weapon of +1 or better needed to hit, spell immunities.
  5
  (1) Wyvern: AC 3, Move 6, fly 24, HD 7+7, hp 54, THACO 13, Attack: 2 (1 Bite 2d8, 1 sting 1d6 + poison, or 2 
  talons 1d6), Size G, Morale 14, XP 4,000. The wyvern will attempt to snatch one party member with its talons 
  and fly off with it to feed.  If fought during a day encounter and slain, then ignore this result.
  6
  (3) Juju Zombies: AC 6, Move 9, HD 3+12, hp 35 each, THACO 15, Attack: 1 (Slam 3d4 or by weapon) Size M, 
  Morale nil, XP 975 each.  Special: Climb walls, electricity immunity, spell immunities, magical weapons 
  needed to hit, half damage from bludgeoning and piercing weapons.  One juju zombie will climb a cliff wall 
  and perch upon a ledge using a bow and arrows.  They have nothing of value except for twenty arrows and a 
  longbow.  Five of the arrows are silver tipped.
  7
  (66) Bats: AC 8, Move 1, fly 24 MC 2, HD 1/4, hp 1 each, THACO 20, Attack: 1 (bite 1 damage) Size T, Morale 
  4, XP 7 each.  These bats will fly and swarm towards the party for 1d4 rounds then fly off. 
  8
  (6) Huge Spiders: AC 6, Move 12, HD 2+2, hp 16, 14, 14, 14, 12, 10, THACO 19, Attack 1 (bite 1d6) or 1 web 
  entangle small size creatures only, but will half movement rates of medium sized opponents.  Save vs Breath 
  Weapon or be entangled) Size S, Morale 8, XP 175 each.
  Artist:  Maciej Zagorski
  
  BEGINNING THE ADVENTURE
  The Trail
  The old trail to the Nevermore Mines has
  degenerated into a simple path used by animals,
  although there are hints of evidence that some
  wagons may have used it recently due to muddy ruts
  cut deeply into the loam. A tracker may decipher the
  trail as two or three horse drawn wagons and a few
  men on foot. The tracks are probably a few days old.
  The trail leaves the High Pass route near the top of
  the pass and two large monoliths mark the path
  (Area #1).
  AREA # 1. THE STANDING STONES: These
  large, monolith rocks are rune-carved with a variety
  of symbols and rest on either side of the narrow
  wagon-trail that leads to the Nevermore Mines.
  Closer inspection of the monoliths will reveal
  tampering and vandalism around the base of the rock
  with the majority of words being curses or warnings.
  The runes are ancient, although a historian or a
  dwarf could reveal that they are dwarven in nature
  and provide a short history of the mining that
  occurred here: what type of ore and minerals were
  gathered by the stout folk and for how long, as well
  as warnings of the evil within.
  The trail pass the Standing Stones enters a series of
  canyons.  The sides of the canyons are steep and at
  times press in upon the trail, allowing only a few men
  to walk abreast.  Here the light of day rarely touches
  the path.  Other areas open into broad spaces with
  small copses of shrubs and trees.  Water is plentiful
  and runs down the snowy peaks forming streams in
  the gullies of the canyons.  There is loose rock
  strewn about the path, warning of the danger of
  falling stones from either side of the steep and sheer
  sides of the canyon walls.  There are several shallow
  caves along the way, perhaps old mine shafts,
  though some are naturally formed.  The GM is
  encouraged to add their own additions as they see fit.
  9
  Artist: Matt Morrow
  Artist: Maciej Zagorski, the Forge
  
  AREA # 2. EMPTY BARROW MOUNDS:  Please
  refer to the Area # 2 map for a typical barrow mound.
  The winding trail leads through a steep mountain
  canyon with stunted trees and shrubs for a few miles
  but eventually opens up into a large clearing of tall
  grasses, sparse vegetation, and a few pine trees.
  The forest has begun to reclaim the area, but still
  several large mounds of earth and stone can be seen
  in the meadow in a semi-circle along the edges of the
  valley. It’s obvious that the mounds are barrows for
  the dead as there is evidence of religious totems,
  carved runes and other hints and clues, suggesting
  that the barrows are for the clansmen of the
  mountains and long dead miners. All the barrows
  have dark openings facing the center of the valley
  and animal trails crisscross the valley floor.
  A small campfire ring of stone is visible next to a
  small copse of pine trees, although it is evident that it
  hasn’t held a fire for several years. Weeds grow in
  the cold fire pit and wood once stacked is now
  scattered about. A few bits of rusted metal, perhaps
  parts to armor and weapons, are evident but there is
  nothing of real value. This camp is an old hunter’s
  camp, or perhaps was used in the past by looters, but
  has long been abandoned due to the area’s
  reputation as dangerous or haunted, despite the easy
  hunting of animals using some of the barrows as lairs.
  Thirteen barrows rest in this valley, some set with
  large stone doors. All of the doors are opened ajar,
  with chipped edges, as if someone had used tools to
  force them open. The mounds are ancient and
  marked by old runes and glyphs worked into the
  stone. The barrows are all approximately the same
  inside, but range from 30 to 50 feet in diameter and
  10 feet high with a single entrance.
  The thirteen barrows consist of:
  1.  2 barrow mounds for miners.
  2.  6 barrow mounds for chiefs and/or champions
  3.  4 barrow mounds for shamans
  4.  1 barrow mound for the High Chief and Keeper of
   
  the Mounds (see below).
  The two miner barrow mounds appear newer and
  crafted with fitted stone at the entrance. Inside, the
  dust is thick and a few cobwebs drape across the
  ceiling, although there is evidence of boot prints set in
  the dust. Ten stone slabs rest in the chamber for
  each barrow mound, and ten human skeletons rest
  upon them. Two of the skeletons have been
  tampered with, and a leg bone and foot are laying on
  the floor next to one. Some of the skeletons still grip
  miner’s tools, but most are rusted and worthless. It is
  pretty evident that this place has been looted long
  ago and was created for the miners when the
  Nevermore Mines was in operation.  There is no
  treasure within the miner’s barrows.
  Inside the other barrows is a short passage that leads
  to a central chamber holding a large slab of stone in
  the center of the room. Upon it rests the remains of a
  chieftain, shaman, or champion of a barbaric tribe.
  About the chamber are several nooks and alcoves
  that hold the remains of the family who belong to the
  one resting upon the central stone. Animal tracks will
  be apparent on the dusty floors as it appears bears,
  wolves and other critters may have used these
  mounds as lairs. It also appears that some of the
  barrows have boot prints perhaps belonging to
  looters.
  If the party searches for one turn, in any of the eleven
  barrows containing chiefs, shamans or the High
  Chief, random treasures may be discovered.  But it
  will take time to search all the nooks and hidden
  spaces of the barrow.
  Artist: William McAusland
  10
  
  11
  The barrows of chieftains and champions will have
  the remains of a warrior with various arms and armor.
  Most will be rusted and beyond use. Shaman barrows
  will have animal totems carved into the stones, the
  remains will be fairly well preserved, wearing hides,
  beads and bone ornamentations. After each turn of
  searching, there is a 25% chance that treasure will be
  found as follows: 50% for 100-600 cp, 25% for 100-
  300 sp, 25% for 20-100 gp, 25% for 10-50 pp, 5% for
  1-4 gems between 1d4 x 100 gp value each, 5% for
  1-4 objects of art (bone or wood totems, torcs, or
  jewelry) worth 1d6 x 50 gp value each and a 5%
  chance a magical Item (potion or scroll) will be found.
  The barrow furthest from the old hunting camp is the
  High Chief’s barrow and has the largest mound. It
  has two standing stones guarding its dark entrance
  that are similar to totems in that they have animals
  and other glyphs carved into the stone. The chief’s
  barrow is like the others except his remains are of a
  huge man (7 foot tall) wearing heavy ancient armor
  with a large single edged sword. Lying at the foot of
  the great warrior’s slab are the skeletal remains of a
  large bear.
  The High Chief was greatly honored and was a
  protector of his people, and even now, still protects
  his people by defending the barrows from those who
  would desecrate them. If anyone steals from the
  barrows and stays within the valley that same evening
  he will come for them with his bear. If the party
  lingers for three nights in the valley, he will come for
  them on the third night, and of course, if the party
  disturbs his rest at any time, he will hunt them down.
  The High Chief, Keeper of the Mounds (Skeletal
  Undead): AC 2, Move 12; HD 9+2, hp 72, THACO 9,
  Attack: 2 (1d10,+2 to hit, +4 damage with two-handed
  sword, Size L (7’ tall), Morale 20, XP 2,000. Special:
  The Keeper of the Mounds will Cause Fear upon first
  sight by anyone. Save vs. spells or flee for 1 round
  per each point missed on the saving throw. Turned
  as Special and will retreat to its barrow. It cannot be
  turned if defending its barrow. Immune to mental
  attacks, lightning, and cold attacks and ½ damage
  from slashing weapons and ¼ damage from piercing
  weapons. +1 or greater magical weapons needed to
  hit.
  Items: Ancient Plate Armor, (Must be around 7 feet
  tall to wear). The armor will need to be repaired in
  order to be worn properly (300 gp on average to
  repair). It is plate mail armor but gives an AC 2.+2
  Rune Marked Ancient Two Handed Sword. This
  large sword is single edged and heavy. Runes of
  Power give its magical bonus, however, the blade is
  cursed and the wielder will be compelled to return to
  the barrows and protect them, forever. A save vs
  spells must be rolled after three days of the sword
  being taken, and then again upon the Solstices', so
  twice a year, unless the blade is returned to the
  barrow.
  Golden Torc of the Bear. 
  Allows wearer to
  communicate with bears and gives a +4 to reaction
  rolls. It can also charm a bear one time a week like
  the spell Charm Animal, and only one bear can be
  charmed at once.
  Keeper’s Bear (Skeletal Undead): AC 6, Move 12,
  HD 5+5, hp 40, THACO 15, Attack: 3 (2 claws 1d6,
  1 bite 1d8) Size M, Morale 20, XP 650. Special: If
  an attack roll of 18 is rolled for a claw attack, then
  the opponent is hugged for an additional 2d6
  damage. Only ½ damage will occur from slashing
  weapons and ¼ damage from piercing weapons and
  +1 or greater magical weapons are needed to hit.
  Hidden in the chief’s barrow are 100 gp and 50 pp.
  AREA # 3. THE MINER’S BARROW MOUND:
  Please refer to the Area # 3 map.
  A  steep, twisting path climbs up from the canyon and
  in some areas steps have been cut into the stone.
  Worn by use and weather, the stones are smooth
  and water trickles down from the mountains making
  the trail slippery. The path eventually reaches a
  large open space within the mountain peaks. Only a
  few great evergreen trees grow here, some more
  than a hundred feet tall. In the center of the
  mountainous bowl is a great cairn of stones that is
  approximately 160 feet in diameter and 30 feet high
  at its apex. This is the main miner’s barrow mound.
  A. THE ENTRANCE: At its front, lays a large round
  boulder that seals the entrance between three large
  monolithic stones. A single hole a few inches in
  diameter pierces the stone near the top. (This allows
  the Solstice light into the tomb.)
  Artist: Maciej Zagorski, The Forge
  
  Artist: Claudio Casini
  12
  
  13
  The round stone is seven feet in diameter and will
  require a successful bend bars/lift gate roll, a
  Knock spell, or other similar magical item that can
  open doors to roll it aside.
  B. ENTRY: The entrance is only seven feet high
  and the five foot wide passage descends between
  tightly stacked stones that hold even larger stones
  above. All the stones are rough-hewn and immense
  and it’s puzzling how some of these boulders were
  placed. The passage and surrounding barrow is
  damp, and seems to be the home for insects and
  small critters such as bats and mice. There is
  nothing of value in this room.
  C. ENTRY CHAMBER: The passage gently
  descends into a hexagonal shaped room that is
  approximately 35 feet in diameter. The ceiling
  above looms only eight feet overhead and holds the
  weight of the mound with huge stone slabs. Three
  dark passages lead out of the room to the east, west
  and north.
  D. CRYPTS: Both of these rooms have a short
  passage leading to a small square chamber. Within
  each wall of the chamber are three sets of nooks,
  each holding the skeletal remains of a human.
  There are nine nooks in total. The skeletons do not
  have much of worth, only tattered garments and
  some minor bone or wood ornamental adornments.
  E. REFLECTING POOL CHAMBER: The broad
  passage opens into a large chamber with a high
  ceiling. In the center of the floor is a circle of low
  stones that seem to cradle a well of dark water. Four
  sets of three nooks each holding skeletal remains are
  embedded into the walls. The well is filled with
  drinkable, freezing cold water, and is of unknowable
  depths as it is part of a deep, mountainous aquifer.
  F. MINERS CHAMBER: The passage opens into
  another large chamber with an octagonal shape.
  Each wall has three nooks, with the remains of long
  dead miners. Each skeleton holds an old rusted pick.
  There are 42 nooks in total from both rooms, none
  having anything of real value.
  These skeletons will animate only upon the command
  of the Guardian Spirit (see Room G).
  Skeletons (42): AC 8, Move 9, HD 1, hp 6 each,
  THACO 19, Attack: 1 (1d6 by mining tool or by
  weapon), Size M, Morale Nil, XP 120 each. Special:
  Skeletons have cold immunity, ½ damage from
  slashing and piercing weapons and some spell
  immunities.
  It will take them 1d4+2 rounds to climb out of their
  nooks. They will then move their movement rate
  towards the Guardian Spirit and attack all intruders.
  G. GUARDIANS CHAMBER: The passage opens
  into another octagonal chamber, but lacks any nooks
  occupying the walls. A large slab of stone rests in
  the room’s center with a scattering of knot-work runes
  and glyphs carved into the side of the stone. Upon
  the stone lays the skeletal remains of a warrior
  equipped with chain mail armor, helm and shield. Its
  gauntleted hand grasps a long shafted pick hammer.
  Three other passages lead out of the area but are
  only three feet wide and five feet tall.
  The runes upon the stone mark this as a burial place
  of a man of honor and courage named Melduenn. His
  name is embedded in the runes and glyphs of the
  stone and can be deciphered by bards, historians, or
  characters with the ancient history non-combat skill.
  Many of the runes can be recognized by spellcasters
  as Abjuration magic. If the body is disturbed, or if
  anything taken from it, the Guardian Spirit will
  manifest and attack.
  Guardian Spirit (see New Monster section): AC 2,
  Move 9 (cannot leave the barrow), HD special, hp 42
  + special, THACO Special, Attack: 2 (1d6+ 2 to hit,
  +3 damage by pick hammer-”Delver”), Size M,
  Morale Nil, XP special. Immune to mental attacks,
  cold, poison and acid attacks. Need a +1 or greater
  magical weapon to hit. Will summon Lesser
  Guardian Spirits (See Area H) once 25% of HP are
  lost. Will summon skeletons (see Area F) once 50%
  HP are lost. For summoning allies, the guardian
  spirit must spend one round vocalizing a deep
  resonating moan.
  The HD of the Guardian Spirit will start at 7 (6 hp per
  HD). For every opponent beyond the first, the
  Artist: Louis Porter, Jr. Design
  
  Guardian Spirit will gain a HD.  For example, if six
  intruders are fighting the Guardian Spirit, it’s HD
  would increase to 12 HD and it would gain another 6
  hp per HD gained.
  Anyone who can read and learn the name Melduenn
  and speak it out loud will cause the Guardian Spirit to
  stop and look at the person who said the name for
  one full round and not attack again unless attacked or
  his treasures taken.
  The body on the slab is bearded and has a matching
  set of human-sized Chain Mail +2, medium shield,
  helm and gauntlets. Also the pick hammer is a
  special weapon gifted to Melduenn by the dwarves of
  Axeholme: +1 pick Hammer, with its rune-marked
  name of ‘Delver’ on the handle in dwarvish. It can
  detect precious metals within 60 feet, three times a
  day, with a duration of one round per level of the
  wielder. Dwarves from Axeholme who see the pick
  will want it returned to Axeholme or the barrow.
  H. DWARF HOLDS: Each of these chambers has a
  low passage that opens into a square chamber. The
  ceiling rises only to six feet here. There is a low,
  rune-marked slab of stone, upon which lays a short
  skeletal figure. Its beard bristles from its bony maw
  and spreads across its armored chest. Its armor
  appears to be in good shape as does the pick
  hammer upon its chest.
  The dwarven-sized chain mail, helm, gauntlets and
  pick hammer are not magical. But they are dwarven
  forged, so they do not rust and they glisten with an
  odd blue tint.
  Within each chamber is a hidden cache of treasure,
  each in a different area around or as part of the slab.
  A successful check for secret doors or traps will
  reveal the stone that hides the treasure. Each area
  holds 100 gp and 3 gems (aquamarines) of 200 gp
  each.
  Artist:  Jack Holiday
  14
  
  Disturbing the bodies or hidden treasure will cause the
  Lesser Sprit to manifest unless already destroyed in
  Room G. It will rise up out of the skeleton and wield
  the pick and shield of the body.
  (1) Lesser Guardian Spirit: AC 3, Move 6, HD 4, hp 24
  each, THACO 17, Attack: 1 (1d6+1 by pick hammer
  with a +1 to hit), Size M, Morale 18, XP 270. Special:
  Immune to Cold, Mental Attacks, Poison and Acid, and
  needs silver or +1 magic weapons to hit.
  AREA # 4. THE HOWLING CAVE: When the party
  approaches within about 100 feet of this cave they will
  first hear a slight whistling and then a loud roar coming
  from inside the cave. The same noise may emit from
  the cave every few minutes depending on the wind
  and the whims of the GM.
  Long ago, this cave was created while scouting for
  minerals for mining. The cave itself only goes about 20
  feet deep inside the mountain. A cave-in with a variety
  of large and small piles of boulders and debris lie
  against the north wall and the skeleton of a human is
  pinned under a large slab of rock. Above the cave-in, a
  series of small holes lead to the outside and seem to be
  the cause of the strange whistling and roaring noise that
  is dependent on the wind. At night, the skeleton will
  become undead and attempt to move, but will remain
  pinned under the boulder. There is nothing of value in
  the cave.
  AREA # 5. DEAD-ENDS: The trail becomes narrower
  and there is evidence of digging attempts along the
  sides of the chasm. Loose rubble lines most of the trail
  and the chasm reaches an impressive one hundred feet
  overhead. Large, natural, rock ‘bridges’ span the gap
  near the chasm top, as if rock pillars fell over due to
  time and erosion. Both of these trails eventually lead to
  dead-ends. The dead-end on the eastern road ends at
  a shallow cave that extends approximately 40 feet into
  the cliff. This is the lair of a family of werewolves.
  (3) Werewolves: AC 5, Move 15, HD 4+3, hp 32, 30, 28,
  THACO 15, Attack: 1 (bite 2d8 or by weapon), Size M,
  Morale 12, XP 650. Special: Lycanthropy, silver or
  magical weapons needed to hit. A small family of
  werewolves, the male (32 hp) will get +2 to hit to all
  attack rolls and inflict maximum damage if his mate (hp
  30) is threatened. The female (hp 30) will get +3 to
  attack rolls and inflict maximum damage if defending
  her child (hp 28).
  If in human form, the father will use the +2 Axe of Far
  Throwng, otherwise it will be found in the box.
  The inside of the cave has a few crates that hold
  colorful clothing that gypsies or minstrels would wear.
  There is even a wrapped lyre and lute in one of the
  crates. A small ring of stones is near the cave
  entrance for fires with a small stack of wood stashed
  inside the cave, and several furs are placed along the
  floor. A box against the far wall of the shallow cave
  holds 200 cp, 65 ep, 275 gp,1 bejeweled necklace
  worth 75 gp, a small, carved ring out of onyx 30 gp, a
  Potion of Water Breathing, and a +2 Axe of Far
  Throwing. The furs (5) could be sold for 25 gp each
  to a buyer in town.
  This family of werewolves has been known to pose as
  minstrels or travelers who attempt to lead adventurers
  to a resting or camping spot near the Nevermore Mines
  valley from the High Pass. When night falls they shift
  form and attempt to chase their prey towards the
  Nevermore Mines for the Master to play with or enjoy
  the sport for themselves. The youngest one has been
  known to get along with the Lesser Evil Clown (see
  Room # 20) inside the Mines and visits him often.
  AREA # 6. GRETTEN’S HUT: Remnants of a wooden
  walkway can still be discovered through the mountain
  bog as bits of railing and planked pathways are still
  attached to some of the dead trees or rotting pilings
  dotting the shallower areas of the bog. A few poles
  thrust through humanoid skulls line the flooded
  pathway. The decomposing wooden planks that are still
  visible lead to a ramshackle hut that lies on a low rise
  out of the shallow water. This residence is the
  abandoned hut of Gretten the Hag (see Room # 21 in
  the Nevermore Mines). Half of the roof has caved-in
  and mosses and small plants are growing from the roof
  and some of the timbers. A small rusty bird house,
  large enough for a crow, is attached to an exterior wall.
  The door hangs open on one rusty hinge.
  Artist: Maciej Zagorski, The Forge
  15
  
  16
  The inside of the hut is littered with fallen tree branch
  needles, leaves, and debris. A collapsed clump of
  debris rests in the far left corner of the small hut,
  which may be what is left
  of a old bunk. A small
  table rests on the right
  wall next to a bookshelf
  which has a few spoiled
  vellum books and a small
  carved wooden box. The
  small box has five very
  small, empty folded bags
  and three bags that have
  old pumpkin, squash, and
  bean seeds inside. Most
  of the books are illegible
  due to mold, mildew, and destroyed vellum pages, but
  a few appear to be legible, although some are written
  in elvish. One book is of herbalism and plant
  identification, another describes animals and
  creatures in the surrounding region, the third book
  appears to be some sort of cookbook. A fourth book
  appears to be a diary that covers the everyday
  livelihood of a woman living in the mountains next to a
  lake (which is now more of a bog). One section has a
  folded, unsent letter and reads:
  Sisters,
  I know your plight as these men of the Vale won’t
  leave me be either. They come to harass me, and I
  hate them. They looted my hut when I was away and
  stole from my garden!
  Some prove useful, but most are ignorant and fearful.
  But there are too many of them now.
  They keep coming, mostly to gather
  their stones. Also perhaps due to the strange
  seepage of magic throughout this valley. But this is
  my valley!! I will use this magic and cast a curse
  upon them all!! The seepage of magic seems to
  change things around here, it’s quite interesting. But
  for now I have to move from these intruders. I will (at
  this point the writing in the paragraph has been
  smeared and illegible).
  ……………It has some sort of a Book and
  guards it close. A winged ……(two more
  paragraphs are illegible)…..ram!
  (The first three sentences are illegible). ….but I
  let them play with their pumpkins and chuckle at
  their futile efforts. I remember the taste of them
  fondly.
  I will contact you once I’ve settled.
  Gretten
  Near the back of the diary is a folded parchment that
  serves as a scroll of Protection from Lightning.
  Outside of the hut is a small garden area and a
  warped bench next to a large flat stone that served as
  a table. The only thing growing in the garden is an
  amazing, overgrown crop of pumpkins. There is a
  50% chance that the Pumpkin Stalker will be in this
  area as it wanders around the bog often. If it is
  located here, it will attempt to reach out with its
  tendrils and attempt to trip two party members before
  Artist: Maciej Zagorski, The
  Forge
  Artist: Pawel Dobosz, The Forge
  
  17
  emerging from its hiding place amongst the pumpkins
  and attacking.
  The Pumpkin Stalker (see New
  Monster section at end
  of adventure): AC 2,
  Move 12, HD 8+2, hp
  60, THACO 13,
  Attack: 2 or 3 + Special
  (2 tendrils 1d8 +2
  damage, one bite 3d8),
  Size L, Morale 16, XP
  2,500. Special: On a hit
  roll of 18 or better with a tendril,
  the Pumpkin Stalker will either
  25% of the time grab its
  opponent and slam it against
  the ground or hard surface for
  an automatic 2d8 +4 damage on
  the following round. Or a
  25% it will entangle its
  victim. The opponent must
  roll a successful bend
  bars/lift gates to escape the
  grasp, or the tendril itself or the
  Pumpkin Stalker must take 15 points
  of damage in one round before it will
  release its opponent. While entangled, 1d4 smaller
  pumpkins attached to the tendrils can automatically
  bite the entangled target for 1d4+1 damage. Or 50%
  of the time, the tendrils will bring the victim towards
  the Pumpkin Stalker for its bite. It will continually bite
  and automatically hit each round unless its opponent
  makes a successful bend bars/lift gates roll to break
  free. If the Pumpkin Stalker takes more than 15 hp of
  damage in one round, it will drop its victim. Its
  tendrils have a reach of 20 feet. Pumpkin Stalkers
  are immune to lightning and takes half damage from
  fire. It regenerates 1 hp per round and will
  immediately stop what it’s doing to attack any crows if
  they are in the area.
  If the pumpkin patch is carefully searched, a half-
  disintegrated and useless sack can be found
  containing 45 sp, 65 gp, a bone carving of a
  mountain lion worth 20 gp, and a small moldy
  quiver for a wand. The quiver holds a bone Wand
  of Wonder, Type 3, Fool’s Wand (26 charges).
  AREA # 7. SLIME CAVE: Water from the bog
  seeps into this cave after heavy rainfalls. The
  entrance is surrounded by liverworts, lichen, and
  moss-covered rocks, with moss tendrils and
  stalactites hanging down almost giving the
  impression of a toothy maw. An overpowering smell
  of damp earth, fungus and sulphur surrounds the
  warm air and the constant dripping of water can be
  heard. Standing pools of water, smooth stones, and
  mud form the floor of the cave and the ceiling
  reaches up to about 20 feet high, with both
  stalagmites and stalactites scattered throughout the
  passages and rooms. The walls are very irregular
  and rough cut and a dwarf or a character with the
  mining proficiency will recognize that some of this
  Artist: Jeshields
  Artist: William McAusland
  
  cave was worked by tools, but other parts were
  worked by water, erosion, and time.
  THE SLIME CAVE
  7A. HOT SPRINGS: The pathway leading to this
  cavern ramps upward and loud popping and bubbling
  sounds can be heard when entering the chamber
  that’s 45 feet wide and approximately 35 feet long.
  The air is very warm and smells of sulphur. A large
  hole in the ceiling on the east side of the chamber
  opens into the open sky above and light from the
  moon or sun is able to shine through the room. The
  west wall is covered by orange algae, water seems
  to seep out of the very stone causing the wall to
  glisten in the light. The warm water trickles into a
  basin of bubbling mud and forms a natural hot
  spring.  There is also a small pool of water directly
  under the hole in the ceiling on the eastern side of
  the cavern that is surprisingly 12 feet deep and
  relatively clean. The rest of the chamber has less
  standing water and mud then the passage and other
  parts of the cave. Ferns, lichen, liverwort, mosses
  and a few mushrooms thrive on most of the cavern’s
  open floor space, especially near the hole in the
  ceiling and the pool of water.
  Anyone entering the bubbling mud bath will find it
  very warm and comfortable. The basin is
  approximately four feet deep and three human sized
  characters can fit in it at once. Anyone spending an
  hour or more in the mud bath will heal twice the
  amount from their next resting for a full day.
  7B. POOL: This 25 feet long by 25 feet wide, small
  chamber has a pool of cold water that is
  approximately 15 feet deep. An underground
  seepage seems to keep this pool’s supply of water
  topped off and actually comes from Gretten’s cave in
  the Nevermore Mines (see Room # 21 in Nevermore
  Mines). The seepage enters the room from a six
  inch crack and empties into the pool. A small trickle
  of water continues down the passage towards room
  7C making the passageway slippery.
  7C. DOOM SLUDGE LAIR: The passage ramps
  downward and water from 7B trickles its way to the
  large cavern’s floor. The cavern is approximately 65
  feet long by 100 feet wide. Large pockets of mud,
  water, and muck make this room very slippery, wet,
  and damp as it makes its way to a large, deep chasm
  that runs through the northern part of the chamber.
  Anyone climbing back up the passage towards 7B will
  move half their movement rate due to the muck and
  slipperiness. A rotten timber bridge spans the chasm
  to a dark passageway beyond.
  The bridge can hold approximately 500 lbs. of weight.
  The main timber supports will break if anything
  heavier is on the bridge, dumping anyone on the
  bridge to the depths below.
  A successful Find/Remove Traps by a thief or a
  character with the engineering non-combat skill may
  determine the approximate weight the bridge can
  hold. The drop to the bottom is approximately 80 feet
  (8d6 points of damage). The chasm bottom has mud
  with a trickle of water that enters and leaves through
  a large crack in the wall from Room 7D as well as
  water that trickles through the room from Room 7B.
  The crack is not large enough for characters to follow
  the stream unless some form of magic is used, then
  they may eventually enter Room #21 in the
  Nevermore Mines if they travel upstream. If they
  follow it downstream with the assistance of magic, the
  GM is encouraged to create their own area to
  explore. Climbing out of the chasm is difficult with the
  muck and slipperiness, but not impossible with
  assistance.
  This room is the home of the Doom Sludge and its
  minions who reside along the western wall, who will
  attempt to hide and attack when the party is
  attempting to cross the bridge:
  18
  Artist: Publisher’s Choice Quality Stock Art © Rick Hershey /
  Fat Goblin Games
  
  19
  Doom Sludge (See New Monster section at end of
  the module): AC 6, Move 6, HD 5+2, hp 40,
  THACO 15, Attack: 1 (Spittle, or 2d6+2 damage,
  spittle) Size M, Morale 16, XP 650. Special:
  Doom Sludge will spit at opponents which will
  paralyze them if struck unless a save vs.
  paralyzation is made for 1d6+4 rounds. It has
  ESP, telepathic, and mind control abilities.
  (3) Sludge Minions: AC 4, Move 9, HD 4, hp 28
  each, THACO 17, Attack: 1 (spittle or 1d6) Size S,
  Morale 14, XP 175 each.
  One Sludge Minion is able to cast these spells:
  Stinking Cloud, Affect Normal Fires, Magic Missile x
  2, and Shield.
  Along the western wall, in a few basins full of
  muck, is the treasure horde of the Doom Sludge:
  110 cp, 600 sp, 437 gp, 82 pp, 7 gems worth 50 x
  3, 100 x 1, 200 x 2, 500 x1 gp, a golden necklace
  with inset garnets worth 115 gp, a Brooch of
  Shielding (27 charges), and a clear spindle Ioun
  Stone. It will take several turns to dig all of the
  treasure out of the muck.
  7D. MUSHROOM HAVEN: This large chamber
  has a six foot high ledge or platform along the east
  wall that extends approximately 50 feet into the
  room from the east wall. A small trickle of water
  enters the chamber through tiny cracks in the wall
  and eventually leaves through a crack through the
  passageway and heads to room 7C. A large hole
  above the rocky platform spans roughly 40 feet long
  by 30 feet wide in the ceiling and opens to the sky
  after about 50 feet. A giant’s skeleton lies on the
  platform with its bones intertwined with numerous
  mushrooms of various colors.
  Here lies the fate of Vorgut the mountain giant, who
  had tripped above and fallen through the hole
  landing on his skull, causing his death. Searching
  through the mushrooms, a large rotted sack can be
  found with 75 sp, 150 gp, and 25 pp. A silver
  armband rests inside the nose’s skull cavity, which
  was used as a nose ring by the giant. The silver
  armband is actually an Armband of Warmth,
  which operates much like the ring of the same
  name.
  The water seeps from a small stream branch
  further upstream in the underground system from
  Gretten’s lair inside the Nevermore Mines (Room #
  21).  However, the majority of the stream enters
  into room 7B. The polluted water from Gretten’s
  potion-making has caused some of the mushrooms
  to generate different effects when eaten. The
  number in parentheses is how many mushrooms
  are available.
  (5) Red mushroom—hill giant strength for 1 hour
  + 1d20 turns. These appear to be growing within
  the giant’s skeleton.
  (3) Blue mushroom—The consumer will not notice
  any changes once consuming this mushroom as it
  has a slow effect. After an hour, the imbiber will feel
  very clear headed and at peace but feel no other
  effects. After the next rest period, the character will
  awake to a very sharp and clear mind. Spell casters
  will be able to memorize 1 extra spell per spell level
  for one day. Warriors will receive a +1 to hit bonus
  for attack rolls for one day. Rogues will gain an
  extra 20% on all thieving and non-combat skill
  checks for one day. At the end of the day, all
  characters will feel foggy and have a ‘hung-over’
  feeling, but it will only last for a few hours.
  (4) Purple mushroom--puts the imbiber into a deep
  sleep for 12 hours. If injured, characters will
  receive double the hp from resting.
  (10) Yellow mushroom—if eaten, the character will
  become confused for 1 turn. After the confusion,
  the imbiber will experience a slight short term
  memory loss. Any type of spellcaster will lose one
  of their allotted 1st level spells for the day. Non-
  spell casters may forget why they are here, or their
  companion’s names. After 12 hours, the imbiber
  will be back to normal.
  Artist: Heather Shinn and J.M Woiak of
  the STINKY GOBLIN
  
  20
  (2) Violet Mushroom—the imbiber will gain one
  constitution point, permanently. Eating a second
  violet mushroom by the same character will have
  no effect.
  (4) Orange mushroom—the imbiber will get a
  greenish-brown tint around the tips of their ears,
  finger tips, toes, and nose. It will reduce their
  charisma by one point after one month and another
  charisma point each month for a year as symptoms
  get worse. If a Remove Curse or Cure Disease is
  not used on the character after a year’s time or if
  the character’s charisma reaches 0, whichever is
  first, the character will root in place and turn into a
  mushroom. The character will lose their movement
  capabilities but retain all knowledge and/or
  spellcasting ability, as well as speech.
  (3) Dark Green mushroom—the imbiber will begin
  to laugh hysterically for three turns. They will be
  unable to do much except a slow walk and will not
  be able to fight due to the fits of laughter. After
  three turns, the imbiber will receive a +1 to all
  saving throw permanently. The GM should
  increase the chance for wandering monster
  encounters while characters are laughing and
  eating a second mushroom does not have a
  cumulative effect.
  (40) Brown Mushroom—these are the majority
  and are edible with no ill effects. These can be
  used as rations and there is enough for seven
  days of rations for one person.
  (50) White Mushroom—these are also in the
  majority and characters must make a save vs.
  poison with a +4 bonus or be sick and unable to
  move or do any sort of activity for a full day.
  (4) Black Mushroom with white speckles—once
  eaten, the character will decay slightly and age 1d6
  years after one hour of digestion, while being
  nauseous. However, the imbiber will receive a
  permanent +2 to their saving throws vs. poison.
  AREA # 8. JACK O’ LANTERN BOG: The bog
  use to be a small mountain lake, but it has been
  filled in with spoils from the mine and natural
  causes. This part of the bog is approximately six
  inches to two feet deep in most areas with a
  scattering of dry patches of dirt and sedge islands.
  Several dead trees stand within the bog and occupy
  the shallower areas. Remnants of a small, half-
  submerged wagon lays near some of the trees.
  Several rotted crates hold thick red candles inside
  the wagon, various, useless mining tools, and there
  are seven daggers. Five of the daggers are rusted
  and completely useless, however there are two
  daggers of high quality (dwarven-smithed) that are
  not rusted and provide a +1 to damage on attacks.
  Approximately 35 pumpkins have been placed on
  stumps, branches, stabbed through mounted poles,
  and leaned against trees in the dry areas.
  Surprisingly, most of them have been carved with a
  variety of different faces, some silly and some
  scary, and evidence of a burning candle is inside
  each one. Candles will be burning from late
  afternoon to early morning.
  This part of the bog is tended to by two ghosts of
  children, a boy and a girl who were a part of the
  initial mining camp in
  Area 9. They were
  tortured and
  murdered long ago by
  the Master, after their
  parents were slain,
  and eventually eaten
  by the hag Gretten.
  They haunt this
  section of the bog,
  maintaining a vigil to
  carve pumpkins and
  light them as they
  believe it keeps the
  Master and any other
  evil spirits at bay, as
  well as lighting a
  beacon for their
  parents to find them.
  They will ignore party
  members and carry
  out their business. If
  pumpkins are
  destroyed, the ghosts
  are threatened, or the
  candles taken, the
  ghosts will fade from
  view and disappear
  and will be completely
  passive. If a Speak
  with Dead spell or similar communication type spell
  with the dead is used, the children will tell their fate.
  They believe strongly that they are keeping the
  Master at bay and keeping him inside his mine and
  don’t realize the shamans and druids sealed him
  inside with runes and glyphs of power. If
  characters explain that the mine is sealed, or that
  their parents can’t come to them, the children will
  be very appreciative and leave the area to rest in
  peace. The ghosts also seem very appreciative
  towards characters who attempt to light candles in
  the pumpkins. Bonus experience points,
  determined by the GM, are encouraged for players
  Artist: Bradley K McDevitt
  
  who spend resources on helping the children find
  peace.
  AREA # 9. MINER’S CAMP: Long ago, this
  clearing was the home of several miners and their
  families who worked the mines. There still may be
  evidence of the old mining camp within the clearing
  if the party is perceptive. Investigation of the
  clearing will usually turn up valueless items
  consisting mainly of rusted pickaxes, broken
  wheels, an old boot, a few daggers, bits of copper,
  stone wall or part of a stone floor from a cabin,
  rotting wagons, and rusted spikes. There are also
  large piles of spoils from the nearby Nevermore
  Mines consisting of a mixture of gravel, rubble, and
  small boulders.
  More recently, the clearing holds a few abandoned
  wagons and carts. 
  One of the wagons is
  overturned, as are the two carts, and it appears
  that some sort of battle happened. No bodies of
  the victims, either man or beast will be found.
  However, there is evidence of a struggle in the
  churned up earth and mud , as well as blood stains
  upon the wagons.  Claws and weapons have
  gouged deep marks in the wood of the wagons and
  there are two scorched areas between them.
  Remnants of colorful blood-stained clothing are
  shredded about the scene.  Nothing of value
  remains on the wagons or carts.
  Drag marks are evident with large humanoid tracks
  as if bodies were being dragged away from the
  scene of battle. The tracks lead towards the
  entrance of the Nevermore Mines.
  AREA # 10. THE NEVERMORE MINES
  ENTRANCE:  Drag marks and tracks continue
  between large boulders to a gaping cave entrance.
  Any dwarf or miner within the party will know this
  cave entrance has been worked by iron tools.
  Close inspection of the boulders and cave mouth
  will reveal ancient pictographs and glyphs carved
  and dyed into the stone. Near the glyphs, on the
  side that’s inside the cave, scorch marks are
  visible, as evidence of efforts of Jaaron to break
  through the glyphs using magic. The glyphs emit a
  magical aura if detected and discovered.  The
  totems and runes are of abjuration magic warding
  against exit from the cave.  These do not prevent
  entrance into the cave however….
  Once at the entrance, the party will be greeted with
  a foul stench that seeps out of the cavern’s
  darkness and engulfs the entrance which is
  approximately ten feet apart and fifteen feet high.
  Lichen and moss cover most of the stone near the
  entrance, but the stone walls that are visible have
  been smoothed by time. From the entrance, the
  passage twists and turns into the stone of the
  mountain and is lost in the darkness.
  THE NEVERMORE MINES
  GM’s Note
  The Nevermore Mines is designed to act like a
  haunted maze. Each monster inhabited inside will
  use their skills and abilities to surprise, confuse,
  ambush, and attempt to separate party members
  as much as possible. Most will use hit and run
  tactics unless it’s a one on one or two versus one
  fight. Therefore, if most of the monsters stand toe
  to toe with the party, then the encounters are not
  being run as designed, unless the monster is
  trapped and has nowhere else to go. The Master
  will certainly make an appearance if his minions are
  being systematically slain.
  Jaaron, the Master, is very intelligent and knows
  Artist: Maciej Zagorski, The Forge
  21
  
  22
  everything about the Nevermore Mines and its layout
  and will use that knowledge to his advantage. Jaaron
  can appear to be a human with a dark demeanor, a
  hooded, wraith-looking creature, or a devil. The GM
  is encouraged to play Jaaron tactfully and
  intelligently, however, Jaaron is bored being a
  prisoner in the mines and will want to toy with his
  victims first.  His tactics should start with assuming
  his human form and mocking the party with short
  combat rounds as he tests the power of the group of
  adventurers.  He  will escape using Dimension Door,
  or Darkness 15’ radius and slipping through a secret
  door, or use any other of his abilities and knowledge
  of the Mines.
  His wraith-looking form will be assumed when
  applying more hit and run tactics.  He will enjoy
  charming party members in an attempt to protect him
  from their former companions. One of Jaaron’s
  favorite tactics is to use the long passageways to his
  advantage and cast Lightning Bolt, then run off. Or
  to cast Summon Swarm from a distance while the
  party is fighting another denizen of the Mines.
  If the party seems to be too powerful, Jaaron will hide
  in his room and prepare the Guards and Wards spell
  from his scroll. Once cast, Jaaron will reduce the
  mocking, take his devil form and focus more on killing
  and targeting druids, shamans, and/or spellcasters
  first. He will attempt to time his attacks when the
  party is occupied with a different denizen of the mine.
  Or he may cast Summon Shadow and direct all of
  their attacks on a single target.
  It will be very difficult for the party to find rest within
  the Mines as Jaaron’s tactics is to whittle the party
  down and he will absolutely not let them rest inside
  the Mines if he can help it.
  Jaaron, the Master (human possessed by a Devil
  named Tallanock): S 18/25 +2 to hit, +3 damage, I
  17, W 16, D 16, C 16, Cha 14, AC -2, Move 16, HD 9,
  hp 70 (regenerate 1 hp/turn), THACO 11, Attack: ½
  (2d4 +2 to hit, +3 damage with scythe; 1d4 +5 to hit,
  +6 damage with +3 Dagger), Size M, Morale 20, XP
  12,000. Special: +2 saving throws vs Energy and Gas
  Attacks—provides a -1 damage per die, and a +4
  saving throw bonus vs. poison. Special abilities
  include Infravision of 90 feet and Change Self, Cause
  Fear by touch, Charm Person at will, Darkness 15’
  radius 3 x per day, Levitate 3 x per day, Dimension
  Door 3 x per day, and Fly 2 x per day. Magic
  Resistance is 30%.
  Artist: Patrick E Pullen
  Artist: Claudio Casini
  
  Spellbook:
  Spells by Level: 6, 3, 3, 2, 1
  Level 1: Detect Magic, Read Magic, Cantrip,
  Protection from Evil, Find Familiar (Imp), Affect
  Normal Fires, Wall of Fog, Detect Undead,
  Taunt, Feather Fall, Unseen Servant, Magic
  Missile, Erase.
  Level 2: Uncontrollable Hideous Laughter,
  Summon Swarm, Fog Cloud, Spectral Hand,
  Deep Pockets, Flaming Sphere, Whispering
  Wind.
  Level 3: Lightning Bolt, Invisibility 10’
  Radius, Vampiric Touch, Dispel Magic,
  Wraith Form, Monster Summoning 1,
  Black Tentacles
  Level 4: Stone Skin, Polymorph
  Other, Charm Monster, Wall of Ice,
  Level 5: Dismissal, Summon
  Shadow
  Items and Gear: Being that this
  is no mere human, Jaaron can
  wear armor without affecting his
  spell casting. +1 Black Chain
  Mail, +2 Cloak Of
  Displacement, scythe, +3
  Dagger, Ring of Mind
  Shielding, crimson tunic,
  boots, belt, pouches, key ring with all
  keys to locked doors and chests, spell
  components, 3 gems each worth 150
  gp, 6 sp, 6 ep, 6 gp, Bag of Holding
  35 lbs (holds 1000 lbs.) Currently, a
  hungry, annoyed black cat by the
  name of Siyah resides as a prisoner
  inside the Bag of Holding, who’s
  owner is actually Gretten the Hag.
  CAVE P. PEILLOT’S CAVE: This
  hidden cave is approximately 100
  feet east from the main entrance of
  the Nevermore Mines. Inside the
  cave is jagged rock walls and cold air
  seems to fill the area. A pile of
  gnawed bones lay scattered about the
  entrance, making it extremely difficult for
  those characters employing stealth. There
  are a few odd wooden furnishings gathering
  dust and mildew about the cave, and all of them
  seem to be made for someone of small stature. A
  short bed of rotting blankets and molded thrushes
  rest in an alcove around the corner. There is also a
  low table with a few matching chairs. Some
  discarded mining picks and tools lean against the
  wall, covered in rust. A large, locked chest squats in
  the corner opposite the bed.
  Inside the chest can be found a suit of dwarven chain
  mail, helm and matching dagger, all of which are rust
  proof and of fine quality. They have been
  masterfully created by a skilled craftsman giving
  the armor a -1 AC bonus and a +1 to hit for the
  dagger. A light dwarven crossbow and a quiver
  of 12 silver headed bolts lies on top of 500
  cp, 120 ep, and 1 garnet worth 75 gp.
  Peillot will not be here during the
  night as he enjoys making his
  rounds checking on the barrow
  mounds for looters with his dog.
  However, he will always be here
  during the day.
  Peillot (wraith): AC 4, Move 9/18,
  HD 5+3, hp 45, THACO 15,
  Attack: ½ or 1 (Battle Axe +1,
  1d8 +2 to hit, +3 damage (old
  habits from past life) or 1 claw
  1d6 + energy drain) Size M,
  Morale 15, XP 4000. Special:
  Need +1 magic or silver to hit.
  Peillot has a woolen cloak,
  garments, a key to the
  chest, and a +1 Battle Axe. Peillot’s
  movement rate is lower than normal
  wraiths due to his short stature.
  Hunting Dog (wraith): AC 3, Move 18,
  HD 4+3, hp 34,THACO 15, Attack: 1 ( 1
  bite 2d4 damage + energy drain), Size:
  S, Morale 20, XP: 4,000.
  Peillot the hunter and his dog will pursue
  intruders at night and if aware of the
  party, will certainly attack if they make
  camp during the night.
  Peillot is a sad tale. He was the result of
  a dwarf miner from Axeholme and a
  human woman from Oakvale. His childhood
  was difficult to say the least and he wasn’t overly
  liked. Once his father died in the mines and his
  mother grew ill and passed away, he took to the
  woods and lived alone with this dog due to not being
  welcomed in either Axeholme or Oakvale. He
  discovered this hidden cave near the mines and
  Artist: Daniel Comerci, hounworks.it
  23
  
  24
  claimed it as his own. Unfortunately the evil of the
  mines found and eventually turned him into what he
  is now. He has been hunting these forests and the
  chasm around Nevermore Mines now for generations
  seeking to unload his anger on anything living.
  Nevermore Mines Wandering Encounters
  Please note, some of the encounters will be unique
  encounters and the monster will only attack for 1d3
  rounds then retreat or sooner if need be. The GM
  should check every turn on a 1d6.
  ROOM # 1. THE MAZE: The rough-hewn tunnel
  splits in several different directions as passages
  seem to be scouting digs for minerals and ore.
  Some of the passages that lead to dead-ends are
  approximately three feet wide and five feet high. The
  main passage eventually comes to a ‘T’ intersection.
  The air is cold and damp and water drips from the
  ceiling causing a strange echo throughout the halls.
  Moths will fly towards the party’s light source and
  then be chased by a few harmless bats. Some of the
  moths have been caught in webs which cling to the
  cold stone and several small arachnids move
  towards their captured prey.
  ROOM # 2. MOTHER: The passage opens abruptly
  into a larger chamber. A large column or pillar of
  mountain stone holds the ceiling aloft approximately
  50 feet over head, out of torch light. Broad passages
  move around the great pillar to the left and right but
  are blocked by large webs that span over the
  passages. The smaller passages may be completely
  hidden by webs and are old scouting digs. Six
  bulbous, unmoving sacks hang from the webs and
  contain dead children of various ages.
  There are spiders lurking around the dark ceiling
  ready to pounce on unwary adventurers. The giant
  Mother Spider is hiding in the area marked 2A on the
  map. The party should roll for surprise to detect the
  spiders before they attack from the ceiling and the
  walls. The spiders will wait to attack once the party
  moves deeper inside the chamber and/or
  investigates the sacks. The Father Spider will arrive
  in 1d3 rounds after the brood attacks. The Mother
  Spider will attack in four rounds after her brood attack
  and another
  surprise roll is
  needed as
  she’ll be
  coming from
  the ceiling
  while the
  party is
  engaged with
  the other
  spiders.
  Nevermore Mines Wandering Encounters
  Roll Result
  Encounter
  1
  (66) Bats: AC 8, Move 1, fly 24 MC 2, HD 1/4, hp 1 each, THACO 20, Attack: 1 (bite 1 damage) Size T, Morale 4, 
  XP 7 each.  The bats will swarm around the party for 1d4 rounds attempting to extinguish flammable light sources 
  (75% chance).  All characters must make a save vs breath weapon or take 1d4 damage per round or ½ damage if 
  successful.  The bats can be driven off by very loud noises.
  2
  Large Spider (1d10):  AC 8, Move 6, HD1+1, hp 8 each, THACO 19, Attack: 1, (bite 1 + poison), Size T, Morale 7, 
  Xp 120 each.  Special:  Roll a saving throw vs. poison or take 15 damage. These spiders will attack with possible 
  surprise from walls or ceiling.
  3
  (4) Huge Spiders: AC 6, Move 12, HD 2+2, hp 16, 15, 15, 14, THACO 19, Attack 1 (bite 1d6) or 1 web entangle 
  small size creatures only, but will half movement rates of medium sized opponents.  Save vs Breath Weapon or be 
  entangled) Size S, Morale 8, XP 175 each.
  4
  Swarm of rats (10d10):   The rats will swarm the party for 1d4+1 rounds, biting and nipping at anyone in the area.  
  Each partymember must make a save vs breath weapon or take 1d4 damage per round or ½ damage if 
  successful.  Can be driven off with smoke and fire.
  5
  Random 1d6: (1) Clown from Room #5, (2) Spurgoyles from Room #14, (3) Lesser Evil Clown from Room #20, (4) 
  Gretten the Hag from Room #21--She may not attack if it’s the first time being encountered.  May parley if treated 
  respectfully.  But if there a plump little hafling or gnome with the group, she might be hungry... (5) Peillot and his 
  Hound from Cave P who will fight until he loses 25% of his hp, or (6) the Master.
  6
  The Master (stats above):  Will attempt to surprise the party and attack for 1-6 rounds or up to the  GM’s discretion.
  Artist: Luigi Castellani, Artikid.
  
  (3) Large Spider: AC 8, Move 6, HD1+1, hp 8 each,
  THACO 19, Attack: 1, (bite 1 + poison), Size T,
  Morale 7, Xp 120 each. Special: Roll a saving throw
  vs. poison or take 15 damage. These spiders will
  attack with possible surprise from walls or ceiling.
  (4) Huge Spiders: AC 6, Move 12, HD 2+2, hp 18, 18,
  16, 15, 14, 14, THACO 19, Attack 1 (bite 1d6) or 1 web
  entangle small size creatures only, but will half
  movement rates of medium sized opponents. Save vs
  Breath Weapon or be entangled) Size S, Morale 8, XP
  175 each.
  (1) Father, Giant Spider: AC 4, Move 18, HD4+4, hp
  28, THACO 17, Attack: 1 or 2 (1 bite,1d8 damage +
  poison, or 1 web attack, or 2 legs 1d8+2 damage) Size
  M, Morale 14, XP 270. Special: On a successful hit with
  a bite attack, a failed saving throw vs poison will cause
  the opponent to be paralyzed for 20 days– character’s
  constitution score. Thus, a character with 16
  constitution would be paralyzed for 4 days. The Father
  Spider also has a web attack that is cone shaped, with
  a range of 10’ that encompasses a 10 foot wide area.
  Medium sized or smaller opponents within the area of
  attack will need to make a successful save vs breath
  weapon or be entangled much like the Web spell.
  Mother, Giant Spider: AC 3, Move 18, HD 6+6, hp 42,
  THACO 15, Attack: 1 or 2 (bite 1d8+2+ poison, or 2 legs
  for 1d6 damage) Size L, Morale 13 (will retreat up into
  alcove), XP 650. Special: One bite, save vs poison at -4
  penalty or be paralyzed for 20 days – character’s
  constitution score. The Mother Spider has two forms of
  a web attack. She can cocoon one target on a
  successful web attack at a +2 to hit, if they miss their
  saving throw vs breath weapon. The cocooned target
  can be pulled to the Mother Spider in one round and
  she will retreat with her prize to 2A before resuming the
  battle. A successful bend bars/lift gates will let the
  opponent break free. Or the web can be a cone shaped
  that has a 15 foot range and encompasses a 15 foot
  wide area. Opponents will need to roll a saving throw
  vs. breath weapon or be entangled much like the Web
  spell.
  25
  Artist: Indi Martin © 2017.
  
  26
  ROOM # 2A. MOTHER SPIDER’S ALCOVE: The
  great pillar of stone opens into a huge alcove. The
  alcove climbs upward beyond sight, and appears to
  be the start of a great stairwell that never got
  finished. Fifteen feet above the alcove’s entrance is
  a huge web that has a large wiggling sphere of
  webbing in the middle. The webbed, bulbous sphere
  is an egg sack holding nearly 100 baby spiders that
  are nearly ready to burst free. If the sphere is
  destroyed these hatchlings will flee in all directions.
  There is nothing of value here. There are a total of 6
  children that have been cocooned in webbing. All
  have died or have been killed by the spiders. If the
  party was sent here by parents seeking their
  children, they have found them.
  ROOM # 3. ROUGH-HEWN ROOMS: These are
  rough-hewn rooms that have decaying wooden
  beam supports sagging from the weight of the ceiling
  and rock and gravel debris litters the floor. Any
  fighting, banging on the walls, or even loud noises in
  these rooms has a 15% of causing a cave-in. A
  saving throw vs Breath Weapon will avoid the cave-
  in, otherwise the cave-in will inflict 2d12 points of
  damage. The GM may roll 1-2 times on the Room #
  3 Random Room Description Table (below) for
  descriptions of these otherwise empty rooms.
  ROOM # 4. TRINKETS: The passages widens to
  20 feet into a hall strewn with trinkets and treasures
  from the caravan. The hall’s ceiling is approximately
  15 feet high and the passage extends to an exit
  about 20 feet away.
  A pile of gnawed bones are piled near the southern
  entrance. Scattered about the floor is a collection of
  mundane objects taken from the wagon outside in
  Area # 9. Tools, tin works, empty glass bottles and
  an empty keg of what smells like ale are
  haphazardly placed about the area. There are a
  couple of hemp ropes, strips of thick leather, several
  torches, pouches, belts, a box of nails, and some
  candles. There is also 330 cp. strewn about the floor
  and in various small sacks and pouches.
  If aware of the party, the Evil Clown in Room # 5 will
  be watching through a small peep hole through the
  secret door that leads to his room. He will not attack
  the party in this area, but will follow after them once
  they leave. It would prefer to fight them in a tighter
  passage and with surprise. Or if there is a straggler
  Artist: Maciej Zagorski, The Forge
  Roll Result
  Rooms # 3 Random Room Description Table 
  1
  A collection of old skulls lie about the floor, mostly human.
  2
  Hanging from a hook at the end of a rusted chain is a severed head that is still oozing gore onto the 
  floor.  The head belongs to a victim from one of the wagons outside the mines.
  3
  A broken barrel lies in the corner, its contents long gone.
  4
  A broken table and chair lie in a heap in the corner of the room.
  5
  A decomposing human arm lies in the middle of the room. The index finger points towards the 
  south. 
  6
  A large pile of gravel and rock lies in the corner of the room.  Searching the rubble may reveal a 
  gold nugget worth 25 gp.
  7
  A small pool of congealed blood is in the corner of the room.  A footprint of some large creature is 
  set in the blood (Evil Clown’s).  A few human teeth are scattered in the pool of blood.
  8
  Ripped rags lie strewn about the floor and several humanoid skulls hang from the ceiling.
  
  in the party, it will attempt to grab the straggler and
  take it back to its room.
  ROOM # 5. EVIL CLOWN LAIR: The
  secret door swivels silently into the room
  when enough strength is applied. Beyond
  is a dark, foul smelling chamber. Light
  sources will reveal colorful blood stained
  clothes hanging upon the walls that have all
  been shredded.
  If the Evil Clown didn’t follow or is unaware of the
  party, it will be across the room leering at
  them with its huge teeth and claws as it
  squats upon a wooden chair. Its
  face is horrifically painted white and
  black with a large red lined mouth
  surrounding jagged, sharp teeth.
  Once the party enters, he will get up and begin to
  giggle evilly and the party will need to make a save vs.
  spell or be affected by a Fear spell. If the whole party
  flees, the clown will target one opponent to attack and
  pursue them. If the party surprises the
  clown, he will be sitting on the chair talking
  to a skull shaped into a goblet while
  drinking from a small cask.
  The Evil Clown used to be one of the
  traveling gypsies who went from town to
  town entertaining the townsfolk several
  years ago. This man, with the stage
  name of Tickles, has been experimented
  on by the Master, polymorphed into a troll,
  and over the years has lost his mind due to the
  continued toying of the Master. However,
  due to the Master’s experiments, Tickles
  can now regenerate like a troll and has
  special abilities. Tickles has developed
  a keen cunning and will usually conduct
  hit and run tactics against the party while madly
  whispering “Tickles”. If overmatched, it will flee,
  regenerate, and attempt to attack or ambush the party
  again. Usually Tickles comes back to this room to
  regenerate before stalking after the party again.
  Tickles the Clown (insane, polymorphed man
  into a troll): AC 4, Move 12, HD 6+6, hp 56,
  THACO 15, Attack: 3 (2 Claws 1d4 +2 to hit +4
  damage, and 1 bite 1d8 +2 to hit, +4 damage).
  Size M, Morale 14 XP 975. Special: Tickles can
  regenerate 3 hp per round. Spell Abilities:
  Darkness 15’ radius 3 x a day, giggle—Cause
  Fear 3 x a day, cackle—Confusion 1 x a day,
  belch or fart—Stinking Cloud 2x a day.
  Infravision at will.
  Tickles wears ragged and filthy garments, Boots of
  Stealth (act like Boots of Elvenkind, and will enlarge
  or shrink to fit the wearer’s feet), belt, large pouch, and
  a cask of dwarven Rot Gut ale. Careful searching about
  the chamber will turn up 124 ep, 220 gp, a highly
  polished stone (Load Stone), and hidden beneath
  a ratted cloak upon the wall is a fine leather quiver full
  of 24 flight arrows, which includes 12 +2 Flight
  Arrows.
  ROOM # 6. PUMPKIN: In the center of this room is
  a stone pedestal carved from a stalagmite. The
  small statue that once rested there has been
  shattered upon the floor. Currently, a large evilly
  carved Jack O’ Lantern squats on the pedestal
  facing the party as they enter. A red light glows from
  its carved faced and mist oozes from it and cascades
  down to the floor.
  The remains of the statue appear to be of some
  dwarven hero or deity now unrecognizable. The red
  light and mist are illusions generated from the pedestal
  Artist: © Dean Spencer
  Artist: Bradley K. McDevitt
  27
  
  28
  and are not harmful. Disturbing the pumpkin,
  however, will bring the Evil Clown from Room # 5 in
  1d4+1 rounds.
  GM’s Note
  See Map 2 of the Nevermore Mines for the following
  rooms.
  ROOM # 7. DUNGEON: The passage opens into
  a large chamber with a low clinging mist that seems
  to swirl along the floor. The air is noticeably colder
  in this room compared to the surrounding
  passageways. Leaning against the walls are various
  items of use and art which consist of mining tools,
  pictures, carvings, and sacks of fine sand. There
  is a stout table with two chairs resting in the center
  of the room. A game board is upon the table holding
  pieces that are masterfully carved of ivory and onyx
  and appear to be set in a game that has not finished.
  The game board is ornately carved of reddish wood
  with the space tiles also of ivory and onyx (value
  800 gp).
  ROOM # 7B. THE CELL: Set in the south wall is a
  rusted iron gate that bars the entrance to a dark
  room. Movement can be seen in the shadows as a
  slight figure approaches the bars crying for help.
  Her pale face is hidden by long dark hair and she
  cries pitifully and will whisper “Help me, help me,
  I’m sooo hungry…”
  Kongka the Banshee,(Lesser): AC 0 or 5 (when
  corporeal), Move 15, HD 7, hp 35, THACO 13,
  Attack: 1 (1d8 + energy drain), Size M, Morale 13,
  XP 3,000. Special: Aura of Fear—save vs spells or
  flee for 10 rounds; Death Wail once a day; MR
  50%.
  If Kongka is offered food she will not attack but
  retreat back into her cell appearing to consume her
  food. If she is released from the cell, she will not
  attack the person who fed or released her. She
  will, however, begin to haunt the area within the
  mines and the surrounding wilderness, attacking
  anything in sight.
  She will attack if the party takes any aggressive
  action towards her.
  The old cell is empty and has nothing of value. A
  low shelf against the far wall holds the petrified
  remains of the banshee. Kongka will feel
  compelled to stay ‘locked up’ and stay near her
  bones unless freed as she is confused and doesn’t
  realize she has the power to leave on her own.
  ROOM # 8. THE BUTCHER: This chamber has
  the overwhelming stench of blood and spilled
  bowels. A light source reveals a macabre scene as
  a collection of bloody body parts hang from chains
  pierced by large meat hooks. Hands, feet, arms,
  legs and even a couple of heads hang at various
  heights from the chains connected to the ceiling
  and all are dripping and oozing onto the floor.
  Three large stone slabs rest against the south
  wall supporting the bodies of three muscular
  warriors. Their bodies are a ragged mess, as their
  body parts have been swapped with each other,
  but have been sewn or nailed back together.
  Next to the stone slab is a blood smeared bucket
  containing small saws, needles, string, and tongs.
  As the party inspects or moves about the room
  “The Butcher” will be watching from around the
  corner in room 8A. A perceptive party member
  may spot him if looking down the passage towards
  room 8A and “The Butcher” will attack if he is
  spotted or when the party is distracted. Check for
  surprise.
  Artist: Jacob Blackmon
  
  29
  “The Butcher” is a huge Orog wearing rusted red
  heavy armor and swinging a great cleaver-like
  sword.
  Gorg the Butcher (Orog): AC 2, Move 9, HD4+4,
  hp 40, THACO 17, Attack: 2 (2d6 +3 to hit + 6
  damage with great cleaver or spiked bracers, 1d4
  +3 to hit, +6 damage), Size M, Morale 14, XP
  120.
  Gorg the Butcher wears heavy plate armor, heavy
  boots, leather butchers apron, belt, and a pouch
  with a “lucky” rabbits foot inside.
  ROOM # 8A. STORAGE: The small chamber is
  strewn with remnants of the sacked caravan. There
  is a half full keg of ale and a large flagon lies on a
  low stone shelf. A colorful cloak lies in a bundle on
  the shelf. Hidden within the cloak are 17 sp, 28 gp,
  and a large emerald worth 200 gp.
  ROOM # 9. SUMMONING CHAMBER: A
  passage leads up a gradual slope to a large, dark
  chamber. This group of caverns have high ceilings,
  which are approximately 20 feet high, but the walls
  will feel like they are pressing in on the party. Light
  sources seem to get absorbed into the shadows
  and aren’t as bright, but will reveal dark-stained
  glyphs splashed on the walls, which more than
  likely is old blood from closer inspections. A large
  pentagram is embedded into the floor surrounded
  by runes marked with silver and thick red candles
  sit at each point with melted wax at their bases.
  For those who are knowledgeable in the magic arts,
  they will recognize this circle as having all the
  defenses intact and can be used to summon outer
  planar creatures.
  The side chambers hold nothing but cobwebs
  and broken bones scattered upon the floor. Each
  has a long bench and a shelf upon the wall. The
  shelves hold 5 red candles each, as well as some
  jars and small boxes, which hold random
  components for arcane summonings, such as
  different colors of sand, strange reptilian looking
  scales, sulphur, coal, and brimstone dust.
  ROOM # 10. MASTER’S CHAMBERS: This set of
  hidden chambers are dimly lit in an eerie red light,
  by a large red candle that burns in a hanging
  sconce of iron from the center of the ceiling in all
  three rooms. Some of the walls are covered in
  drapes of crimson and black heavy cloth, giving the
  illusion of shadowy images lurking within their
  depths of the folds. The rooms are simply
  furnished with heavy wooden chairs and stout
  tables. Red hued webs along the ceiling lead off
  into the shadows and tiny spiders scurry away from
  the party’s approach.
  ROOM # 10A. THRONE ROOM: A large rough-
  hewn oak throne stands against the far wall. A
  log bench is on either side of the room and two
  chairs sit across the room separated by a
  passage. Above the throne hangs a large
  tapestry with a crimson rune upon a black field,
  the symbol of the Master.
  There is a 33% chance the Master is in any one of
  the rooms when the party arrives depending on
  what has occurred. It will be difficult for the Master
  to be surprised in his own lair.
  ROOM # 10B. BED CHAMBER: A raised wooden
  planked platform with four log post corners
  occupies the center of the main wall. Colorful
  pillows, blankets and bedding cover the wood
  which is a recent addition from the gypsy wagons
  outside the mines. A half-naked form will begin to
  stir amidst the pillows once the party enters. A
  clanking of a chain can be heard as it appears one
  of her legs is chained to a post.
  The woman is named Jayna and she will appear
  dazed, a little confused, and hungry. She has a
  long tangled mass of red hair, faint and faded face
  paint usually worn by a warrior of the barbarian
  clans, and is quite attractive. She was part of the
  gypsy caravan as a guard and is a Shield Maiden
  (see new kit at end of adventure) from one of the
  Artist: Jon Bertani
  
  30
  barbarian clans.  She has been charmed by the
  Master, and will be compelled to defend him when
  in his presence. If she is treated respectfully she
  may join the party and be a valuable companion. If
  not, she will attempt to flee the mines shortly after
  being freed. She currently has no equipment or
  weapons.
  A chest at the foot of the bed holds clothes for both
  the Master and his ‘guest’, Jayna.
  Jayna the Shield Maiden: S 16 I 10 W 12 D 15 C 12
  Ch 16, AC 9 (dex), 4th level Fighter, hp 31, THACO
  17, Attack: 3/2 (1d8 +1 to hit, +3 damage
  specialized in longsword, 1d6 +1 damage with
  javelin, 1d4 (0, -2 to hit in offhand) +1 damage with
  medium shield) Size M, Alignment NG, XP 175.
  Jayna is specialized in the Weapon-Shield Method
  and enjoys a -2 to her AC when equipped with a
  shield. She is also specialized with the longsword.
  ROOM # 10C. MASTER’S DEN: An assortment of
  weapons and armor hang on the walls from wooden
  pegs. There is a single table with some chairs
  against the west wall, and a stout chest squats
  against the eastern wall.
  Upon the walls hang a battle axe, two maces, a
  dwarven pick, a quiver with 6 silver bolts, a long
  sword (Jayna’s from Room # 10B), Scimitar +1,
  and a short sword. There is also a suit of human
  size plate mail, leather armor, studded leather,
  medium shield (Jayna’s from Room # 10 B) and
  dwarven sized Chain Mail +1.
  The chest is locked but not trapped and contains
  240 cp, 300 sp, 1,400 ep, 200 gp, 210 pp, 34 uncut
  gems approximately 15 gp each, two arcane scrolls
  with one containing the spell Solid Fog, and the
  other containing Guards and Wards, a gem studded
  chalice (1,400 gp), and a ornate wooden box
  (locked and worth 15 gp). Inside this box is an idol
  of Sigil, Lord of Light and the Sun, (or other good
  deity related to the GM’s campaign setting) carved
  of petrified wood. It is a blessed Holy Symbol of
  Sigil, providing a +1 to Turn Undead Checks for
  those who are lawful in nature, even if they don’t
  worship Sigil, and is worth 1,200 gp to a temple
  dedicated to Sigil.
  ROOM # 11. CURSED PAINTING: This
  chamber is dimly lit by a single, sputtering candle
  on a table against the far wall where a framed
  painting rests. The painting is a portrait is of a
  young woman with a dark demeanor. This is a
  painting of the Master’s daughter, who died from a
  sickness several generations ago.
  If anyone disturbs the candle or portrait, the image
  changes and the eyes glow red for a moment. The
  woman in the painting will stick out a long, pointed
  tongue and an evil energy washes over the room.
  All party members in a 10 foot radius from the
  painting must save vs spells or be cursed with -1 to
  all actions (attack rolls, saving throws, skill checks,
  etc.), until the curse is removed with a Remove
  Curse spell. If the portrait is damaged or taken, the
  Master will know and immediately come to attack in
  a rage.
  ROOM # 12. DARK CORNER: This chamber is
  dark and an occasional draft blows though it. There
  is a 25% chance that torches will be extinguished
  from the wind. The light source will reveal a large
  thickly woven mass of webs in the far corner.
  Spiders will immediately rush towards the party to
  attack along the walls, ceiling, and floor to protect
  their nest.
  (13) Large Spiders: AC 8, Move 6, HD1+1, hp 7
  each, THACO 19, Attack: 1 (bite 1 + poison), Size
  T, Morale 7, Xp 120 each. Special: Roll a saving
  throw vs. poison or become paralyzed in 1d4
  rounds for 1d4 hours. These spiders will attack
  with possible surprise from walls or ceiling.
  Only the bound drained husks of small animals
  will be found in the webs and there is nothing of
  value.
  ROOM # 12A. HIDDEN PASSAGE: Hidden
  beyond the webbing is
  a passage that winds
  upward to a small
  opening about 5 feet
  wide on the cliff face,
  approximately 30 feet
  above the clearing of
  the Miner’s Camp
  (Area # 9). The
  spiders use this exit to
  go hunting, or critters
  may wander in and get
  trapped by the webs.
  The passage from
  Room # 12 is about 10
  feet wide that shrinks
  to 5 feet and expands
  to 15 feet in places
  until reaching the 5
  foot wide exit.
  Artist: Louis Porter, Jr. Design
  
  31
  ROOM # 13. GOAT: The sounds of a clanking
  chain and bleating from a goat can be heard when
  approaching within 30 feet from this small room.
  The small room is fouled by the stink of animal
  piss and shit and in the center of the floor is a
  large iron ring sunk into the stone. An iron chain
  connects to the iron ring to an angry looking goat.
  Judging by its large curled horns and huge sack,
  it’s a ram. It pulls against the chain which is only
  about 5 feet long. Some grass and weeds have
  been scattered about the floor but all of it is out of
  reach by the ram.
  The ram is actually a polymorphed imp. He was
  the familiar of the Book that the Master found but
  is currently being punished. If he is fed he will butt
  his head playfully against whomever did so. If he
  is freed he will follow that person around and even
  defend them in ram form if conditions are safe to
  try and generate trust. The imp can’t reveal
  himself due to the Blaghur’s Claw, (see new
  magic item section at end of the adventure) a
  manacle with anti-magic runes embedded in it that
  surrounds the goat’s neck. If removed, the imp
  will wait until time has passed after the Master has
  been defeated before revealing himself in his true
  form. The imp will never attack the Master.
  The imp was responsible for revealing the book of
  spells to Jaaron, the miner who became
  possessed by a powerful devil and became the
  Master so very long ago. The imp will of course try
  to subvert whomever he decides to “serve” with a
  preference towards mages or a priest. If not,
  anyone will do.
  The Imp (will not reveal his name): AC 2, Move 6/15
  (as goat), HD 2+2, hp 14, THACO 19, Attack: 1
  (Goat form: 1d3 headbutt +special; Imp form: 1d4
  damage + save vs poison or die), Size S, Morale 9,
  XP 175. Currently in goat form, it can charge for a
  +2 bonus to attack rolls and deliver an additional
  1d2 damage with its headbutt. Special: Saving
  throws as a 7 HD creature, Magic Resistance 25%,
  immune to cold, fire and electric attacks, and need
  +1 or silver weapons to hit. The Imp also has
  abilities at will including Polymorph (into ram or
  raven only), Detect Good, Detect Magic, and
  Invisibility. The Imp can also do a Suggestion one
  time per day.
  The Imp is bound to the Master’s Spell tome (see
  Room # 23). So even if he remains in goat form
  and the Master has been defeated, it will attempt
  to reveal the Tome to the party.
  ROOM # 14. LOOK AHEAD(S): This chamber
  smells of old blood. Three heads of men hang
  from chains along the back wall. Other than
  some scattered humanoid bones upon the floor
  there is nothing else to be seen.
  If the party investigates
  the heads, or enter
  further into the room,
  two Spurgoyles (See
  New Monster section at
  end of module) will be
  watching them from
  their nook located 10
  feet above the floor
  above the entrance.
  They will leap down,
  attempting to keep 10
  feet away from each
  other and attack the
  weakest members of
  the party (unarmored)
  and the party will need
  to make a surprise
  check.
  Artist: Kimagu
  Artist: Bradley K McDevitt
  
  (2)Spurgoyles: AC 2, Move 12, HD 6+4, hp 47, 44, THACO 15, Attack: 5 + special (2 claws for 1d6+2
  damage, 2 horns for 2d4+2 damage, and 1 bite 2d4 +1 to hit, +2 damage), Size M, Morale 14, XP 975.
  Special: Need +1 or better magical weapons to hit. Once every three rounds, the Spurgoyle can release
  ‘spurs’ of stone from its body. The stone spurs will do 1d10 +2
  damage to everyone in a 10 foot radius.  A successful saving throw
  vs. breath weapon will only apply half damage from the spurs.
  Spurgoyles can also leap up to 40 feet forward and 20 feet upwards
  and are excellent climbers.
  There is nothing but gnawed bones and shreds of clothing up in its
  nook.
  ROOM # 15. OFFERINGS: This large chamber’s lofted ceiling is
  supported by carved arches of worked stone. A grey mist clings to
  the floor about two feet from the ground. At the far end of the
  chamber is a raised dais with an altar with a giant’s skull upon it.
  The giant skull’s top half has been removed and coins spills out from
  the top opening. There are a total of 280 sp, 300 ep, and five gems
  (peridots) each worth 25 gp. A looming, intimidating shape has
  been carved into the stone wall behind the altar, but its
  representation is unknown.  If the offering inside the skull is taken,
  even one coin, skeletal arms break out from the floor grasping and
  clawing at any intruders within the chamber.
  Suggested Tactics:
  Round 1: Any party member inside the room must make a save
  vs paralyzation or be held by the skeleton claws and take 1d4
  damage. A successful saving throw allows the character to move
  half their movement rate, but will still take 1d4 damage from
  clawing hands.
  Round 2: A save vs paralyzation as above in round 1 is required. If
  the character failed both saving throws from Round 1 and Round 2,
  then the character will be toppled over and pulled to the ground and
  take 2d4 damage. If the save is successful, then the character will
  take only 1d4 damage and can move half their movement rate.
  Round 3: Anytime beyond Round 2, if a character fails two or more
  consecutive saving throws, they will take an additional 1d4 damage
  per round. For example, 3d4 damage for Round 3, 4d4 damage for
  Round 4, and so on until a maximum of 6d4 damage is reached or
  the character has fled the room. If a saving throw vs. paralyzation is
  made then the character will only take 1d4 damage and can move
  half their movement rate for that round until they leave the room.
  ROOM # 16. HALL OF BONES: This chamber is littered with all
  sorts of bones with some stacked in neat piles adorned on the top
  with a skull and others are
  scattered throughout the room.
  Rats will flee from amidst the
  bones at the first sign of the party.
  There are animal, humanoid,
  human, 
  dwarf 
  and 
  some
  monstrous bones here. All show
  signs of being cut and chewed on
  with a few still having some meat
  on them.
  Artist: Bradley K McDevitt
  Artist: Bradley K McDevitt
  32
  
  33
  ROOM # 17. CANDELABRA: The chamber’s
  center holds a square table with 4 chairs around it.
  Low log benches run along the walls. A wine jug
  rests upon the table with 4 wooden cups and if
  drunk is a very potent and delicious red wine. The
  room is lit by an ornate candelabra that stands
  upon a stone pedestal carved out of the wall. Five
  candles flicker and burn upon its sconces.
  The candelabra is crafted of silver, is very gothic,
  and its base is ringed by skulls. More skulls
  adorn its stem, all leering outward. It is a magical
  item known as the Candelabra of Sorrow (see
  New Magic Items at end of adventure) and it
  currently holds 5 slender, tallow candles.
  ROOM # 18. TALKING HEAD: The door to this
  room is locked. This chamber seems colder than
  the ambient temperature of the mines and appears
  to be some sort of workshop or laboratory. A
  heavily stained work table stands in the room’s
  center and contains beakers, small glass vials, and
  various other alchemy equipment and tools.
  Against the far wall is another smaller table upon
  which sits a large transparent sphere upon a
  copper stand (worth 20 gp). Within the sphere is a
  disembodied head of a man with the top of his
  head opened, exposing its brain. The sphere
  appears to be filled with some sort of fluid.
  If the sphere is touched or loud noises are made
  inside the room, the head opens its eyes and
  speaks telepathically. All characters will be able to
  hear the voice clearly within their own head. It
  seems very confused and will begin to ask
  questions to the party such as, “Master!, Master?
  Is that you?”, or “Is it time for the next lesson?”, or
  other questions that will be up to the GM as well as
  how much Ardwyn, the ‘talking head’ may know or
  wish to share.
  Ardwyn is the result of an unfinished experiment
  that is destined to be used to complete the Flesh
  Golem being created in Room # 23. The head will
  only remain ‘alive’ if he remains in the sphere, or
  attached to the body of the golem. Long ago,
  Ardwyn the mage, was an adventurer who’s party
  met their demise in the mines. Ardwyn survived
  and pledged his service to the Master to learn more
  Artist: Maciej Zagorski, The Forge
  
  magic. As an apprentice to the Master, he was
  helping him with a great experiment (the golem).
  Then he woke up one day inside the sphere,
  confused, and still unaware that his head is
  eventually for the golem.
  ROOM # 19. ALCOVE: An old, warped, closed
  door stands in the passage leading to the west. To
  the north is a large raised nook cut into the stone
  wall with a large opened giant’s skull resting on the
  ledge. Inside the opened skull cavity are a collection
  of fresh fruits and vegetables and a loaf of bread.
  All of the food is edible and in good condition.
  The door is only about 6 feet tall by 4 feet wide and
  made with stout iron bound wood, yet long rusted
  and warped. It is not locked but will require an open
  doors check. It is difficult to open and will make a
  lot of noise from its rusted hinges. If the party is
  loud or investigates the skull they will have a 75% of
  being attacked and must roll for surprise by the
  creature spying on them from Room # 20.
  ROOM # 20. SECRET ROOM: This is the lair of a
  second evil clown who is human-sized but with
  ogre-sized arms and hands, an example of some of
  the Master’s handiwork. It has the same horrific
  face painting job as Tickles. If there is any noise in
  the corridor or if he is on alert, he will be watching
  through the eye slit in the secret door. Generally,
  his plan is to wait until intruders are distracted by
  the skull holding the fruit and vegetables before he
  attacks. Bursting through the secret door, he will
  attempt to grab the closest person with a successful
  attack roll, and pull them inside his room. He is able
  to do all of this in a single round with a successful
  attack roll. The secret door will slam back shut
  behind him. If he misses his opponent, he’ll still
  leap back into his lair slamming shut the door and
  watching the intruders through the eye slit. If he
  succeeds in pulling someone back into his lair, he
  will begin to giggle and laugh as he shreds them.
  The secret door is designed to be easily opened
  from the inside of the room, but can get stuck when
  trying to open it from the outside. Therefore, party
  members may know where the secret door is if they
  witnessed the clown coming out of it, but figuring out
  how to open it and due to it being stuck, it will take
  1d3+1 rounds to open it.
  Evil Clown (lesser): AC 3, Move 12, HD 4+1, hp 37,
  THACO 17, Attack: 3 (2 claws, 1d6 +2 to hit, +4
  damage + special and 1 bite for 1d4 +2 to hit, +4
  damage), Size M, Morale 15, XP 650.
  Special: If both claws hit, the clown will begin
  grappling and rending his opponent inflicting an
  automatic 1d6+4 damage per round, but will still
  need to roll to hit for its bite attack. Abilities: Scare
  3x a day, Stinking Cloud 1x a day. The clown is
  immune to its own Stinking Cloud.
  If the evil clown is grappling with someone, they
  will only be able to use a small weapon such as
  a dagger, or attempt to grapple back. Please
  refer to the grappling rules in the FG&G
  rulebook. If the victim wins they can escape
  the clown’s hold and may take a normal action
  on the following round.
  The room itself smells foul and a pile of furs
  and blankets are scattered upon the floor to the
  left in the corner. There is a large stump
  serving as a low table in the room’s center with
  a thick candle upon it. Jars of face paint in a
  variety of colors are placed neatly upon the
  stump. About the room are adornments of what
  may be found with traveling gypsies and were
  taken from the wagons outside the Mines in
  Area # 9. Most of it has been damaged and
  shredded as if by a wild animal.
  Artist: Bradley K McDevitt
  34
  
  35
  If not defeated, the young werewolf from outside of
  the mines (Area # 5) will have a 25% chance of
  being here visiting his friend.
  ROOM # 21. HAGS DEN: The old, warped door
  (see Room # 19 description) is difficult to open and
  will make a loud creaking noise after a successful
  open doors check. Once opened, a naturally formed
  passage runs west about 20 feet and opens into a
  larger cavern. Water can be heard splashing and a
  reddish light flickers upon damp walls.
  A natural waterfall spills out of a crack in the roof of
  the cavern about 12 feet above the floor in the
  northwest corner. It spills into a large pool filling the
  western corner of the chamber before flowing out of
  the room to the south. Algae and slime cover the
  stones around the pool and the uneven floor is
  slippery wet.
  To the north, a reddish light flickers from a side
  room. A cauldron of blackened iron hangs from a
  rusting rack over a smoldering pile of coals. Its
  smoke thickens the air with the smell of onions,
  garlic and some type of meat. A squat table stands
  against the wall, with a flagon, a bowl and a large
  sharp knife upon it. Various bundles of herbs are
  scattered about the table. Some of the herbs are
  useful to alchemists.  Failed potions are always
  dumped in the running water by Gretten, which leads
  to the Slime Cave (Area # 7).
  This is the lair of Gretten the Hag:
  Gretten the Hag: AC -2, Move 12, HD 9, hp 72,
  THACO 11, Attack: 2 (2 claws 1d4 +3 to hit, +4
  damage), Size M, Morale 15, XP 7,400. Special: If
  both claws score a hit in the same round, she can
  grab and throw her opponent. The distance depends
  on the opponent’s size. Opponent Size: (S) 20 feet
  for 2d6 damage, (M) 10 feet for 1d6 damage, (L) 5
  feet for 1d4 damage, and be prone for one round.
  Magic Resistance 35%. Gretten can also use
  special powers, at will, once a round: Weakness,
  Invisibility, Audible Glamor, Dancing Lights, Pass
  without Trace, Changes Self, Speak with Monsters,
  and Water Breathing.
  Gretten’s items include ragged garments, sandals,
  rope belt, pouch, a nasty bone tooth pick, dried meat
  strips, moss, mistletoe, three shiny rocks, a Potion
  of Fire Resistance, and a Wand of Magic Missiles
  (32 charges) that she will not hesitate to use in battle.
  Gretten the Hag made an arrangement with the
  Master for her to live here. She is able to leave the
  mines and occasionally brings back food and
  supplies and usually fills the giant skull in Room #
  19. In return she enjoys the protection of the
  creatures living here, although she detests both Evil
  Clowns and is fearful that they ate her pet cat, Siyah,
  who is currently a prisoner in the Master’s Bag of
  Holding. As such she will not assist either clown if
  they’re fighting the party. However, she will prepare
  for the “guests” by hiding inside a nook behind the
  waterfall if she hears the creaky door or sounds of
  combat. From there she can see out and use her
  magic unseen against the party. She uses
  distractionary powers and weakness before
  attacking. The party should get negatives to their
  surprise roll as determined by the GM, unless the
  party is immediately searching the waterfall.
  Gretten will not fight to the death. She will flee the
  mines and wait for her revenge or try to work out a
  deal with the party. One escape route is for her to
  use her Change Self and Water Breathing abilities to
  escape down the narrow stream towards the Slime
  Cave (Area # 7B). Characters in pursuit will need
  magic of some kind to get past the narrow and
  rushing waters of the stream after the first large pool.
  If successful in fleeing, she’ll stalk the party after they
  leave the mines and attack them when they make
  camp, when fighting, or some other inopportune
  moment that gives her an advantage. If the GM
  wishes to make her a re-occurring villain, Gretten
  may flee to her allies, who are hags of the Covey, an
  encounter not covered in this module.
  B) An old twisted broom leans against the corner of
  the wall at this location marked on the map and is
  actually a Broom of Animated Attacks. Gretten will
  fling the broom at a target when she gets a chance
  causing it to attack that target, unless a different
  party member already tried using it.
  Artist: Some artwork © 2015 Earl Geier, used with permission.  All
  rights reserved.
  
  36
  Broom: AC 3, HD 4, hp 36, Attack: 4 (Variable
  damage (roll 1d4): a 1 or 2 = bristles to eyes
  causing blindness for 1d4 rounds. A 3 or 4 =
  1d3 damage.
  J) The reddish light comes from a large jewel the
  size of a man’s fist that rests on an ornate wooden
  stand marked as J on the map. A large stump is
  used as a table in the center of the floor. The jewel
  is huge and obviously of great value, but it is also
  magical. It glows with crimson light as though a fire
  burns within it. This is a Jewel of Attacks, a
  cursed item. Once someone claims it, it bonds to
  them. Even if they give it away or sell it, it will
  reappear in 1d4 hours on their person. This item’s
  purpose is to draw aggression towards the
  possessor. Whoever carries this jewel will always
  be attacked during an encounter if possible (see
  FG&G Game Master’s Guide for details).
  A locked chest hides in the shadow of the wall and
  the key is on Gretten. Inside will be found a roll of
  silk worth 30 gp. Also there are 90 cp, an ivory
  comb 10 gp, ladies leather gloves 5 gp, an ornate
  leather pouch holding a fine sling +1, and 10
  silver bullets. A small roll of sheep skin, inside of
  which are a Potion of Invulnerability, and a
  Potion of Undead Control (skeletons). There is
  also a copper scroll tube holding a 12th level
  arcane scroll of Acid Arrow, Minute Meteors, Wall
  of Ice, Hold Monster, and True Seeing.
  ROOM # 22. FEAST HALL: A heavy wooden,
  iron bound door opens into a short passage. The
  stone here is more carefully worked and leads to a
  larger area. A door is in the east wall.
  The chamber smells of stale ale, onions, garlic and
  charred meat. The center of the floor is occupied
  by a large wooden planked table. There are two
  large chairs, one on either end of the table and
  along each side runs a log bench. The wood is
  stained and chipped. There are wooden plates and
  flagons set for several upon the table. Upon a shelf
  carved into the stone wall are wooden trenchers
  and cups. There are food supplies stored against
  the walls, consisting of sacks of grain, flour and
  salt. There are three barrels holding ale, wine, and
  water. Each rests upon a stand against the far wall
  to the north. A small cask of dwarven Gut Buster
  straddles the beer and wine barrel. All the food and
  drink are consumable. The ale, wine and dwarven
  Gut Buster are all quite tasty. All of this was taken
  from the wagons from outside in the Miner’s Camp
  (Area # 9).
  ROOM # 22A. KITCHEN: This area in Room #
  22 appears to be the kitchen. A spitted fire pit is
  set in the center of the floor, its frame also
  supporting a small caldron and other iron cooking
  utensils. There are three work tables here for
  chopping and preparing food. Upon them are jars
  of herbs and spices. There are also a few sacks
  of potatoes. A couple of large cleavers, knives,
  and ladles rest upon the tables. The fire is still
  smoldering and smoke seems to escape out of a
  crack in the ceiling.
  ROOM # 23. LABORATORY: Both doors (Room
  # 18 and Room # 22) leading to this area are
  locked with the key carried by the Master. Beyond
  the door is a dimly lit chamber that smells pungent
  and exotic. Shelves run along the walls and are
  burdened with a collection of items both mundane
  and arcane. Tomes, scrolls and components can
  also be found stacked and stashed everywhere. A
  headless, well-preserved corpse lies upon a work
  table. Various implements for the working of flesh
  hang from chains within easy reach above the
  body. A low burning oil lamp lies on a desk with a
  chair and dimly lights the room. Quills and a few
  vials of ink rest upon the desk. There is a secret
  compartment within the top of this desk. This
  holds the Book of Nether (Please refer to New
  Magic Items at the end of the adventure):
  Level 1: Detect Magic, Read Magic, Cantrip,
  Protection from Evil, Find Familiar, Affect Normal
  Fires, Wall of Fog, Detect Undead, Taunt, Feather
  Fall, Unseen Servant, Magic Missile, Erase.
  Level 2: Uncontrollable Laughter, Summon
  Swarm, Fog Cloud, Spectral Hand, Deep
  Pockets, Flaming Sphere, Whispering Wind.
  Level 3: Lightning Bolt, Invisibility 10 ft
  Radius, Vampiric Touch, Dispel Magic, Wraith
  Form, Monster Summoning 1, Black Tentacles
  Level 4: Stone Skin, Polymorph Other, Charm
  Monster, Wall of Ice
  Level 5: Dismissal, Summon Shadow, Contact
  Other Plane (Only the Planes of Hell)
  Anyone taking or studying from this book will gain
  the attention of the imp (see Room # 13). The imp
  will attempt to ‘serve’ the party member who has
  possession of this book and will attempt to create a
  vessel for another demon through the character to
  repeat the process similar to what he did with
  Jaaron. If the character continues to keep the book
  
  37
  in his or her possession after a month, they must
  make a saving throw vs spells or succumb to the
  imp’s whisperings and only a Dispel Magic will free
  them if cast within a year.
  Around the corner is a cauldron suspended over a
  small fire pit along the west wall. A thaumaturgic
  circle is embedded into the floor on the north side of
  the room.
  The circle is lined in electrum and about its
  circumference are key points which seem to be used
  for scribing runes into the circle. To either side of
  the circle is a wrought iron pole twisted and topped
  with a copper orb.
  About the chamber can be found a good
  assortment of spell components, tomes, and
  scrolls for necromantic magic as well as
  conjuration and summoning. Found amidst
  these are instructions on the creation of a flesh
  golem, which can be sold for up to 10,000 gp.
  This of course involves a corpse, which is being
  prepped for the near completion of its rebirth with
  the head of Ardwyn in room # 18. The tomes
  and scrolls discuss how the head needs to be
  surgically attached while still fresh of life and that
  the thaumaturgic circle is then used to summon
  elemental energy with necromantic spells to
  animate the corpse. Those of lawful intent will
  find these tomes, scrolls, and the room to be
  utterly disgusting.
  CONCLUSION
  If the party is successful in defeating the Master,
  they will be hailed as heroes back in Oakvale and a
  large celebration and feast for the town will be held
  in their honor  by Chief Korva, as well as 100 gp to
  each party member for a reward. Several weeks
  later, a reclusive band of halflings will approach the
  party and offer them a ruby worth 3,000 gp!  They tell
  the adventurers that they too were preyed upon by
  the Master once a year as their village is near the
  Nevermore Mine.  Rumors of the Master’s destruction
  had them seek out the heroes to offer the ruby and a
  offer of hospitality if the party is ever near their village.
  Finally, if Jayna survived, she will ask the party if they
  are interested in traveling to her Clan village deep in
  the mountains.  The GM can use this opportunity for a
  new adventure hook, or perhaps lead the party to
  Trollback Keep, another adventure in the works by
  The Merciless Merchants.
  Artist: Claudio Casini
  
  NEW MONSTERS
  Doom Sludge
  Climate/Terrain: Swamps, bogs, caves
  Frequency: Very rare
  Number Appearing: 1d4
  Organization: Solitary
  Activity Cycle: Any
  Intelligence: 14-16
  Treasure: D
  Alignment: Any evil
  Armor Class: 6
  Movement: 6
  Hit Dice: Varies
  THACO: Varies
  Attack: 2d6, spittle
  Saving Throws: Fighter 5
  Special Traits: Spittle, ESP, Telepathic, paralyzation,
  mind control
  Magic Resistance: none
  Size: Varies
  Morale: 16
  Experience: Varies
  The Doom Sludge is part of the slime, ooze, and pudding families and varies from a light blue to dark purple in
  color.
  Combat: The Doom Sludge will attempt to spit at opponents to paralyze them.  Once a victim is paralyzed the
  sludge will begin to latch on to its victim and feed on it by excreting an acid, automatically dealing 2d6 damage
  per round.  While feeding on a victim, the Doom Sludge may still spit at other opponents.  The paralyzation
  lasts 1d6+4 rounds.  While the Doom Sludge is feeding, it speaks telepathically to its victim, usually letting it
  know of its doom, and it delights in reading its victims thoughts of fear with its ESP ability.  Both the ESP and
  telepathy abilities only work once the Doom Sludge is latched onto an opponent.
  Once the victim is reduced to 1 hp, they get another saving throw vs paralyzation at -4.  If the saving throw is
  failed, the Doom Sludge will continue to feed and kill the victim, giving the Doom Sludge an extra HD once the
  body is completely absorbed (usually a week).  If the saving throw is successful, the Doom Sludge will unlatch
  and use mind control on its victim creating a new Sludge Minion (see below).
  Doom Sludge are very intelligent and will try to paralyze most attackers
  while feeding and concentrating on one opponent at a time.  Sometimes it
  will communicate orders or demands through its opponent to onlookers
  usually to stall for time as it feeds.  There are rare rumors of small colonies
  of Doom Sludges and their minions existing and one rumor even states a
  large Doom Sludge the size of a small lake was observed.
  Treasure is usually from victims that the Doom Sludge jealously hordes.
  They are especially fond of gems and jewelry.
  Sludge Minion: Sludge Minions are the victims of a Doom Sludge.  They
  keep their humanoid shape, but appear to be melting or ‘sludgey’.  Usually
  the feet lose their form first and they seem to glide across the ground
  rather than walk.  Sludge Minions are mind controlled by their creator and
  will carry out its demands.  After twenty years, Sludge Minions usually
  succumb to the ooze and become Doom Sludges of their own.  Any
  spellcaster that becomes a Sludge Minion will retain its spells and will be
  able to cast them by the will of the Doom Sludge, however, once cast the
  Sludge Minion may not re-learn the spell and the spell ability is lost.
  Artist: Publisher’s Choice Quality Stock Art © Rick Hershey /
  Fat Goblin Games
  38
  Artist: Heather Shinn and J.M
  Woiak of the STINKY GOBLIN
  
  39
  Combat: Sludge Minions will use weapons they used during their life but usually only do 1d6 damage no
  matter the weapon.  If they are more ooze then humanoid, they can lash out with a blobby appendage for 1d6
  damage.  They can also spit at opponents who get a saving throw vs paralyzation.  A successful saving throw
  means the victim is unaffected, but a failed saving throw makes the opponent paralyzed for one round.  The
  Sludge Minion can only spit once per turn.  The statistics of a typical Sludge Minion are:
  Sludge Minion: AC 4, Move 9, HD 4, hp 28 , THACO 17, Attack: 1 (spittle or 1d6 by weapon or appendage)
  Size S to L, Morale 14, XP 175 each.
  Guardian Spirit
  Climate/Terrain: Crypts, barrow mounds, graveyards
  Frequency: Very rare
  Number Appearing: 1d4
  Organization: Solitary
  Activity Cycle: Any                                                                                                                  Intelligence:
  Treasure: special
  Alignment: Neutral
  Armor Class: 2
  Movement: 9
  Hit Dice: 7 + Special
  THACO: Special
  Attack: by weapon or 1d8+2
  Saving Throws: varies
  Special Traits: Immune to mental attacks, cold, poison,
  and acid attacks. HD increases depending on
  opponents. Potential to summon allies.
  Magic Resistance: none
  Size: M
  Morale: 20
  Experience: Varies
  A Guardian Spirit is created during a long ceremony performed by high level priests, druids, and/or shamans
  of a particular faith, with the purpose to guard and protect the tombs of the dead. The Guardian Spirit will
  attack any intruders that invade a tomb so that the dead may sleep peacefully. Usually Guardian Spirits are
  created in the likeness of a chief, hero, or elder of a clan and sometimes the Guardian Spirits will use weapons
  that the person used in life, but not armor and the Guardian Spirit always has a AC of 2.
  A magic weapon of +1 or greater is needed to harm a Guardian Spirit. It is also immune to mental attacks,
  cold, poison, and acid attacks. It also has the power to summon additional allies in the form of skeletons,
  zombies, and even lesser Guardian Spirits of whoever is buried with it by vocalizing a deep resonating moan
  for one full round.
  A Guardian Spirit always starts with 7 HD and 42 hp.  A unique quality of Guardian Spirits is they have the
  potential to become more powerful, depending on how many intruders they are defending the tomb against.
  Every intruder beyond the first, the Guardian Spirit gains an additional HD.  For example,if four intruders are
  attacking  a Guardian Spirit, then its HD will increase to 10 HD and it will gain 6 hp per additional HD.
  Sometimes the Guardian Spirit’s name is left in the tomb. By uttering the name, the Guardian Spirit can get
  confused and will stop attacking unless its treasures are disturbed or if it needs to defend itself.
  Treasure of the Guardian Spirit usually comprises of whatever was buried with the corpse
  Lesser Guardian Spirits do not have the power to increase their HD. Their statistics are generally:
  Lesser Guardian Spirit: AC 3, Move 6, HD 4, hp 24 each, THACO 17, Attack: 1 (1d6 or by weapon), Size M,
  Morale 18, XP 270. Special: Immune to Cold, Mental Attacks, Poison and Acid, and needs silver or +1 magic
  weapons to hit.
  Artist: Maciej Zagorski, The Forge
  
  40
  Pumpkin Stalker
  Climate/Terrain: Mostly farmlands, pumpkin patches, or bogs
  Frequency: Very rare
  Number Appearing: 1
  Organization: Solitary
  Activity Cycle: Any
  Intelligence: 12
  Treasure: I, Y
  Alignment: Neutral
  Armor Class: 2
  Movement: 12
  Hit Dice: 8+2
  THACO: 13
  Attack: 2 or 3 + special. Tendrils 1d8 +2, or bite 3d8
  Saving Throw: Fighter 8
  Special Traits: Slam, entangle, small pumpkin attacks, immune to
  electricity, half damage from fire, regeneration, crows
  Magic Resistance: None
  Size: Large (up to 8’ tall)
  Morale: 16
  Experience: 2,500
  The Pumpkin Stalker is a plant-based creature that is formed of vines, plant tendrils, leaves, and stalks. The
  head is usually an evil or scary-faced carved pumpkin, and there are several, smaller pumpkins that make-up
  its body. Pumpkin Stalkers are created by strange seepages of magic and/or evil. These seepages could be
  from an area where an excessive use of magic was expelled into an area, spilled potions, or cursed, evil,
  lands. There are some rumors that some mages and wizards have learned the process to create Pumpkin
  Stalkers to protect their spell components or herbs that grow in their gardens from foraging wildlife, but they
  are usually known as Pumpkin Golems, who have no intelligence and are more controllable. Although the
  reason is unknown, Pumpkin Stalker’s gain some sort of enjoyment from scaring wildlife, and have an
  exceptional hatred for crows and ravens.
  Combat: The Pumpkin Stalker can force the tendrils from his body and legs to shoot forth from its arms,
  which extends its reach to 20 feet. On a hit roll of 18 or better with a tendril, the Pumpkin Stalker will either
  25% of the time grab its opponent and slam it against the ground or hard surface for an automatic 2d8 +4
  points of damage on the following round. Or a 25% it will entangle its victim and the opponent must roll a
  successful bend bars/lift gates to escape the grasp, or the tendril itself or the Pumpkin Stalker must take 15
  points of damage in one round before it will release its opponent. While entangled, 1d4 smaller pumpkins
  attached to the tendrils can automatically bite the entangled target for 1d4+1 damage. Finally, 50% of the
  time, the tendrils will bring the victim towards the Pumpkin Stalker for its bite. It will continually bite and
  automatically hit each round unless its opponent makes a successful bend bars/lift gates roll to break free. As
  above with the entanglement ability, if the Pumpkin Stalker takes more than 15 hp of damage in one round, it
  will drop its victim.
  The Pumpkin Stalker is immune to lightning spells and only takes half damage from fire spells due to the
  amount of water the vegetation has in it to help hold the body together, but does take full damage from cold
  spells and will halve its movement rate. The Pumpkin Stalker will regenerate 1hp/per round unless the
  pumpkin head is removed from the body. Finally, the Pumpkin Stalker has a seething hatred of crows and
  ravens and will focus its attention on those creatures first if they are anywhere in the area.
  Any treasure the Pumpkin Stalker has collected is from past victims that may be spread about the
  pumpkin patch or lair.
  Artist: Jacob Blackmon
  
  41
  Spurgoyle
  Climate/Terrain: Mountains, cliffs, caves, caverns, any
  underground setting Frequency: Very rare
  Number Appearing: 1d6
  Organization: Solitary
  Activity Cycle: Any
  Intelligence: 14
  Treasure: Q; C in lair
  Alignment: Chaotic Evil
  Armor Class: 2
  Movement: 12
  Hit Dice: 6+4
  THACO: 15
  Attack: 5 + special (2 claws 1d6+2, 2 horns 2d4+2,1 bite
  2d4 +2 damage)
  Saving Throws: As 6th level Fighter
  Special Traits: Need silver or +1 magic weapons to hit.
  Magic Resistance: none
  Size: M
  Morale: 14
  Experience: 975
  A Spurgoyle is of the family of gargoyles yet found in mountainous areas or deep underground.
  Spurgoyles are similar to gargoyles except for a few major differences: Spurgoyles do not have wings but
  can leap up to 40 feet forward and 20 feet upward and are excellent climbers. Spurgoyles are also riddled
  with stone ‘spurs’ or spikes that encompass their head and entire body. They have a 80% chance of
  camouflage when near a natural stone setting including caves, caverns, and mountainsides. Dwarves,
  gnomes or any race with the mining non-combat skill has a 60% to detect a spurgoyle. A spurgoyle
  speaks gargoyle to communicate.
  Combat: A spurgoyle enjoys leaping onto its target and attacks with its claws, horns, and a nasty bite.
  Once every three rounds, a spurgoyle can release its ‘spurs’ of stone from its body for its attack round. The
  spurs will deliver 1d10+2 damage to everyone in a 10 foot radius. A successful saving throw vs. breath
  weapon will only apply half damage from the spurs. The stone spurs grow back within two days and most
  spurgoyles can release their ‘spurs’ or spikes six times before needing time to regrow them.
  A silver or +1 magic weapon is needed to damage a spurgoyle.
  Artist: Bradley K McDevitt
  
  42
  NEW TEMPLATE
  Shield Maiden
  The Shield Maiden is a term for vicious barbarian women who have decided to fight alongside the men in
  defending their towns, villages, and camps. Although all barbarian women are hardy and capable of fighting,
  the Shield Maidens are exceptional warriors and train excessively with the shield. Those who insult or
  underestimate the prowess of the Shield Maiden soon learn of their mistake, for they are no easy target and
  are slow to forgive.
  Shield Maidens are masters of using the
  shield and thus get free specialization in
  weapon and shield and an additional +1 to
  attack rolls when using a shield as a
  weapon. All Shield Maidens start their
  career with a shield of their choice,
  although most Shield Maidens equip a
  medium shield. Shield Maidens gain a +2
  to fear and mind control saving throws due
  to their training. Their instinct to protect
  allows them a bonus to protecting other
  party members. A Shield Maiden must,
  however, state before battle which person
  she is guarding. The chosen guarded
  person will gain a -2 bonus to their AC
  against one attack, once per round if the
  Shield Maiden is within a 10’ radius. Two
  Shield Maidens guarding each other enjoy
  a -4 to their AC for one attack, once per
  round. A new party member can be
  targeted for defense but takes 1 full round
  to change a guarded target.
  The viciousness of the Shield Maiden
  stems from always trying to prove
  themselves to the barbarian men. They are
  prone to do heroic actions for approval, but
  are smart enough (usually) to know their
  limitations. Although Shield Maidens are
  masters of defense, they also receive a
  Shout of Defiance, which is basically a
  release of all their strength into one blow,
  one time per day. The Shout of Defiance
  gives a Shield Maiden an additional +1 to
  hit and damage on attack rolls, once a day,
  for every four levels. For example, a 9th
  level Shield Maiden would be able to do
  three Shouts of Defiance a day for an
  additional +3 to hit and damage. If a Shout of Defiance misses, then all bonuses are lost and one of the times
  it can be used for the day is expired.
  Unfortunately, there is sexism in the barbaric clans and Shield Maidens are not thought of highly in male
  warrior’s eyes until they prove themselves. As such, Shield Maidens enjoy a +1 to all attack rolls for the first
  two rounds when fighting or dueling an overconfident male warrior, yet they do suffer insults and scorn
  throughout most of their career. They seem to be targets for males looking for trouble and always seem to be
  ordered to defend low priority targets or areas during large scale battles. Therefore, Shield Maidens will
  Artist: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
  
  sometimes feel inclined to partake in reckless action to gain notice and respect from others, however, they
  don’t necessarily protect or help those that insult or scorn them. Shield Maidens also prefer lighter armor
  so that they can move quicker and be unencumbered, and thus they usually don’t wear anything more
  burdensome than chain mail. Shield Maidens will only use javelins and other hand-thrown weapons
  (darts, daggers, hand axe, etc.) so that they can still use their shield, and will never use bows or
  crossbows.
  Artist: Louis Porter, Jr. Design
  43
  Artist: Culhain Games
  
  44
  New Magic Items
  Blaghur’s Claw: Blaghur’s Claw is a claw or pincer from a demon that works as a
  manacle. It will shrink in size to fit the arms or legs of a pixie and increase in size to trap an
  ogre’s arm or leg. The Claw has anti-magic runes embedded into it that will cause any
  spellcasting by the wearer to fail or be nullified, including the use of magic items. Magic used
  against the wearer will still work, however, the wearer gets a +2 to their saving throw versus
  spells and this includes beneficial spells. For example, the wearer would need to make a
  saving throw versus spells against a cure light wounds spells with a +2 bonus. Identify spells
  have a 15% additional chance of failure when learning the command word for releasing this
  item.
  XP: 750
  Book of Nether: Little is known of this tome except from only the most learned sages and
  magi who may remember the history of its creation and disappearance.  A great Archmage
  of some long fallen civilization seemingly created this nefarious book for his own dark
  purposes.  Only the Masters Symbol remains as a hint to who this Archmage was.  Using
  powerful magic, he had summoned and bound a devilish imp to a great tome of spells written in the blood
  of innocents.
  This tome became a conduit to the Planes of Hell, the most powerful spells within are able to open Gates
  to these foul planes.  No doubt the creator of the tome fell victim to his own greed of power.  The ancient
  Nether civilization was destroyed by a great cataclysmic war of the arcane power that summoned the
  denizens of the Abyss and Hell to battle in the world of men.  Such folly brought a doom upon the land, and
  this book is but a remnant of times past.
  The tome is bulky and heavy with thick straps that
  can be buckled closed.  The cover is made out of
  black serpent scales and infernal creatures of
  unknown nature, and the pages of this book are
  made from the stretched human flesh of innocents.
  It is bound and edged in electrum with a rune of
  deep red scales marking a broken star upon the
  cover symbolizing the Masters Rune.  The bearer of
  the book will feel compelled to use the Masters Rune
  as his or her symbol and will be addressed as
  Master by the Imp (see below).  The question is, who
  is truly the Master and who is the servant….?
  When first discovered and opened, the pages will
  appear blank but slowly markings will start to appear,
  forming into runes, glyphs and words of the magical
  script.  If studied further, one spell makes itself clear
  even to the uninitiated, Find Familiar.  For non-
  casters or priests, a roll versus their intelligence is
  necessary to understand the spell, and if failed, the
  book will not work further for that specific character.
  If successful, non-casters and priests can
  understand this specific spell, and the components
  needed, and be able to cast it from the book.  As
  soon as the Find Familiar spell appears and it’s
  understood by the reader, a saving throw vs Spells
  will need to be made to resist gathering the
  components and casting the spell, similar to the
  character being effected by a Geas spell.
  The Find Familiar spell is special in that it will only
  summon the Imp, who is bound to this tome.  The
  Imp may appear in one of a few forms.  It has two
  Artist: © 2006 Bradley K McDevitt
  Artist: Gary Dupois
  
  forms including a ram form and a raven form.  It may also change into two additional forms by rolling
  randomly on the Find Familiar spell table in the FG&G gamebook or as determined by the GM.  The Imp will
  have all the same functions as a regular familiar from the Find Familiar spell in the FG&G rulebook and can
  share those abilities with the character who summoned it, as well as additional abilities below.  The Imp’s
  statistics are:
  The Imp: AC 2, Move 6/18 (flight), HD 2+2, hp 18, THACO 19, Attack: 1 (tail stinger 1d4 damage + save vs
  poison or die), Size S, Morale 10, XP 175.  Special:  Saving throws as a 7 HD creature, Magic Resistance
  25%, immune to cold, fire and electric attacks, and need +1 or silver weapons to hit. The Imp also has
  abilities at will including Polymorph Self (into ram, raven, and two additional forms), Detect Good, Detect
  Magic, and Invisibility.  The Imp can also do a Suggestion
  one time per day.  The Imp is Lawful Evil.
  The Imp’s true form appears as an ugly red scaled little devil
  with a wickedly barbed tail.  Its scales match those upon the
  book.  The Imp will not willfully provide its name of Xethrix.
  Xethrix will defend the Master if somewhat safe to do so and
  will also provide several benefits to the bearer of the book
  while manifested which include: Regeneration 1hp/round,
  provide a Magic Resistance of 25%, and provide a +2 bonus
  to saving throws vs fire, electrical and cold based attacks.
  The Imp transfer power to the Master and enhances spells to
  make them all as if one level more powerful if the Imp is
  within a one mile distance from the Master.  If the Imp is
  further than a mile, the spell power is reduced by four levels.
  Xethrix is bound to the Book of the Nether and if he is killed
  he can be summoned again using the Find Familiar Spell or
  it can reform on its own after 9 days and will crawl out of the
  book.  However if Xethrix is slain, the Master will no longer
  receive the benefits of having Xethrix’s powers of
  regeneration, magic resistance, spell enhancements, or the
  ability to acquire new spells in the book until he has been
  summoned or reformed back.  Every time the Imp dies, the
  Master will loose one point of constitution permanently.
  Xethrix can teach anyone, spellcaster or non-spellcaster,
  how to read the book and reveal its spells.  For the most
  simplest of spells, such as Cantrips, Read Magic, Detect Magic, Detect Good, and Detect Evil, the Book of
  Nether only requires the reader to leave their bloody mark upon the last page for the spells to appear and a
  successful Learn Spell roll.  If a saving throw vs spells is failed and the Find Familiar spell is cast to summon
  Xethrix, as well as the summoner completing the required self-blood sacrifice to gain the 1st level spells, the
  character will become a dual class of wizard (if human) or a multi-classed wizard (if demi-human) and follow
  all the rules as stated in the FG&G game book.  Please note, that
  depending on the GM, this book can potentially allow races and
  classes, not normally allowed, to become a wizard or dual/multi-class
  wizard, as the book’s ultimate purpose is to eventually create a vessel
  for a devil and it is not particular of race or class.
  To learn additional spells the Master must mark the book with the
  blood of an innocent, sentient being for each new spell.  Each new
  spell level will require the correct experience for the wizard to be able
  to cast higher level spells as well as an increase in the blood marks of
  innocent sentient beings.  For example, if the character becomes a 3rd
  level wizard and wants 2nd Level spells, they must collect two blood
  marks of innocent sentient beings for each new 2nd level spell.  Or if
  Artist:  Kimagu
  Artist: Patrick E Pullen
  45
  
  they leveled to 5th level, they would need 3 blood marks of innocent sentient beings for each new third level
  spell, and so on.  Please note, the same innocent sentient being cannot be used over and over to supply
  blood marks and a new one must be applied to work.
  All the spells of 1st level through 5th level will
  be revealed as needed after the
  requirements are met.  The order of the
  spells can either be rolled randomly, chosen
  by the GM, or if proper sacrifices are made,
  the GM may even allow the player to be able
  to choose which spell their character gets
  next.  If the suitable amount of Wizard
  experience is acquired and the blood marks
  accomplished, these further spells will be
  revealed to potentially learn:
  Level 1: Protection from Evil, Affect Normal
  Fires, Wall of Fog, Detect Undead, Taunt,
  Feather Fall, Unseen Servant, Magic Missile,
  Erase.
  Level 2: Invisibility, Uncontrollable Laughter,
  Summon Swarm, Fog Cloud, Spectral Hand,
  Deep Pockets, Flaming Sphere, Whispering
  Wind.
  Level 3: Lightning Bolt, Invisibility 10 ft
  Radius, Vampiric Touch, Dispel Magic,
  Wraith Form, Monster Summoning 1
  Level 4: Black Tentacles, Polymorph Other,
  Charm Monster, Wall of Ice,
  Level 5: Dismissal, Summon Shadow,
  Contact Other Planes (Only the Planes of
  Hell).
  Level 6-9: To be determined by the GM.
  Usually after Contact Other Plane is learned,
  the Master will soon be possessed by a
  Devil, become Lawful Evil if not already, and
  more than likely become a NPC as
  determined by the GM.
  The tome is immune to fire, electrical and/or
  cold attacks, water damage, as well as the
  natural elements and environments.  The
  tome will form more pages if needed, but will
  always stay at 9 lbs of encumbrance.
  Immersion of the book in Holy Water for 6
  turns will destroy the Book of Nether.
  XP: 12,000
  46
  Artist: © 2006 Bradley K McDevitt
  
  Candelabra of Sorrow: This candelabra is crafted of silver and is very
  gothic in appearance. Its base is ringed by tiny rat-sized skulls that also
  adorn its stem, and all leer outward in each of the prime directions–north,
  south, east, and west. There are five arms that extend from the stem and
  it can hold 5 slender, tallow candles.  When a candle is lit, it will last a
  total of 10 hours before a new candle is needed, and it will give a special
  effect:
  1 candle:  Provides light in a 5 foot radius that is not prone to wind or rain
  and will stay lit until the owner blows it out or it is completely submerged
  in water.  Although, any sprinkling of holy water will immediately
  extinguish the candle.
  2 candles:  Provides light in a 10 foot radius and has the same effects as
  the first candle.
  3 candles:  Provides light in a 15 foot radius and has the same effects as
  the first candle.  However, when three candles are lit, a connection with
  the Ethereal Plane is opened and the candelabra burns in both the plane
  it’s in and the Ethereal Plane.  The light shining in the Ethereal Plane will
  attract spectral undead and spirits that may be friendly or unfriendly towards the bearer.
  4 candles:  Same effects as three candles, but also provides a more potent detection of unseen spirits and
  invisible beings in a 20 foot radius, as similar to a combination of a Detect Invisibility and Detect Undead
  spells.  However, a backstab attempt by a rogue may still be successful if the bearer is not aware of the rogue.
  The bearer may start to see ghosts of deceased loved one and other spirits, but can not communicate with
  them.  The bearer may also have a chance for a wandering encounter, however, the bearer and anyone in the
  20 foot radius will never be surprised.
  5 candles:  When all five candles are lit at the same time, it keeps all the effects up to the 4th candle and in
  addition, the light turns to a bluish color with blue flames.  The bearer is able to Speak to Dead as per the cleric
  spell for double the duration, however, once the duration is over, all the candles will need to be replaced.
  Legends say that the Candelabra of Sorrow recieved its
  name from a young talented mage who created it to reach
  out to his deceased wife.  Those wishing to converse with
  dead loved ones would pay a hefty fee for this item.
  XP: 1,000
  Golden Torc of the Bear:  The shamans of the lands
  sometimes craft magical necklaces, rings, torcs, and other
  jewelry that symbolizes their Clan’s animal.  These gifts are
  given to heroes of the Clan or its leaders.
  The Golden Torc of the Bear is made of gold and appears
  to have a golden bear head on the back with two arms
  ending into bear claws that encircle the neck of the wearer.
  The torc allows the wearer to communicate with bears and
  gives a +4 to reaction rolls.  It can also charm a bear once a
  week and operates exactly like the spell Charm Animal,
  except it only works on any specie of bear.  Only one bear
  can be charmed at one time.
  XP: 750
  Artist: © Headless Hydra Games, Justin Hernandez
  47
  Artist: Aaron Fairbrook….because I can’t draw.
  
  48
  
  49
  
  50
  Artist: Maciej Zagorski, The Forge
  
  51
  Artist: Maciej Zagorski, The Forge
  Justin Steele (Order #16338649)
  
  52
  
  53
  Artist: Maciej Zagorski, The Forge
  
  LEGAL
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  For Gold & Glory By Justen Brown
  With Contributions and Editing By: Moses Wildermuth, Chris Knowles, and Dan Hyland
  Additional Proofreading By: Warren E. Raper III and Adam Delway
  Based on Original Rules By: David “Zeb” Cook, Steve Winter, and Jon Pickens
  Copyright © 2009-2014 Justen Brown. All rights reserved. Reproduction without the written permission of the publisher is expressly
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
  material by E. Gary Gygax and Dave Arneson.
  For Gold & Glory, Copyright 2014, Justen Brown
  The Nevermore Mines © 2017 The Merciless Merchants
  
  Other products by The
  Merciless Merchants
  include:
  The Willowmere
  Vagabonds
  The Covey
  The Nevermore Mines
  The Nevermore Mines is an adventure suitable for character levels 4-7 for the
  For Gold & Glory ruleset, a retro-clone of 2nd edition of the world’s most
  popular fantasy role-playing game.  This product is easy to convert to any of the
  old school rulesets under the Open Gaming License v1.0a.
  
SOURCE: textdata/thevault/For Gold & Glory/FG&G Adventures/Nevermore Mines (FG&G)/Nevermore Mines (FG&G).pdf