Al Astorion CC
Al Astorion CC
Castles & Crusades adventure module for six characters of 6th to 9th level
Castles & Crusades is a registered trademark of Troll Lord
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E.M.D.T.
2
The Garden of al-Astorion
by: Gabor Lux
Gentle Reader!
Gabor Lux
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Background
It was many years ago that Rammah beheld the great, crumbling stone terraces
al-Astorion, a priest in the service of the at the furthest end of the valley, he knew
goddess Emoré, had become disillusioned he had been brought here by divine
with city life. He tired of the busy markets, intervention. This, at last, was the place to
the beggars chanting on every street build the garden of his dreams, a proper
corner, the calculating and false women – monument to Emoré’s arts, with well-
and, first and foremost, his own flock, tended orchards, meandering roads and
whose demands and empty promises had small pavilions for rest and contemplation.
become all too transparent to tolerate any al-Astorion’s work lasted decades, and
longer. It was just as well that Emoré, during this time, he became well
goddess of orchards and gardening had acquainted with his environment. His
little to do with the bearded, round-bellied suspicions were proven correct when he
deities found in the City of the Vultures, discovered more of the old ruins he had
and her doctrines were completely read about, and on one occasion, he had to
antithetical to those of Shakkur, the patron flee for his life from the strange,
of degenerate beggars and outcasts, or Set, degenerate ape-men residing in the caverns
who is known to be even less benevolent. to the north, clearly the descendants of old
al-Astorion, who was in his early races from the ancient days. Additionally,
forties at the date of his pilgrimage, only it was clear that a magic-user had once
took a simple wooden staff and a set of inhabited the tower found in the middle of
traveller’s robes with him and, having left the valley’s small lake – this building, and
the small chapel and equally small the surrounding cottages, were constructed
congregation to the care of a disciple, in an architectural style he wasn’t familiar
embarked on a journey to the unknown with. He also paid close attention to the
southern lands. For a month, he wandered seemingly artificial passages radiating
the trackless wastelands of stone, where from an empty cave to the northeast, but
only his spells and faithful staff saved him abandoned his observations due to a sense
from nightly beasts and curious monsters, of foreboding, and never dared to return.
but after these tribulations, he finally During all this, work progressed
reached the great forests. One day as he smoothly on his grand design, but the
passed between two high mountain chains, initial feeling of triumph gradually turned
he happened upon an abandoned road built into cruel doubt… something was never
of rough stone slabs, which lead directly to right about the garden, and his sleep
a sheer cliff-face, and climbed upwards in brought feverish nightmares and faceless
a long serpentine, although much of it had phantoms. Despite the magical fruit trees
been smashed and washed away by the and pleasant terraces, rest and contentness
waterfall plummeting from the heights. proved elusive. He had not realized that all
His curiosity aroused, al-Astorion those years of solitude had finally taken
spent his night at this location, and in spite their toll, and he was slowly going insane.
of the great difficulties involved in the He still possessed the powers granted to
climb, braved the treacherous incline. him by his goddess, but as his sanity began
Much to his surprise, he had found an to fail, he made more and more weird
undisturbed and fertile valley hidden things; vile monsters and blood-drinking
among the mountains, which bore an flowers instead of Emoré’s gentler
uncanny resemblance to a mythical place creations. When, at last, strangers had
described in legends about the ancient discovered his retreat a few months ago, he
cycles of the world and the long forgotten mercilessly destroyed them all. Only two
human races of the south. When he finally could flee his inhuman wrath, and of them,
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only the fighter Mal-Bazhar made it back violently dispose of the player
to the more civilized lands, the first among characters.
the garden’s visitors. His wild tales didn’t - It is also possible that an NPC
fail to ignite the imaginations of those mentor or former companion
seeking danger and prosperity, but thus far, disappeared in the same general
no one has returned laden with treasure – area. The PCs are drawn to the
even though, as it is said, that too is found valley to find this individual. In this
in abundance, not to mention the magical case, Dahim ap Tolvin (location
fruit trees in the garden of al-Astorion… 22k.) is a probable candidate, but
he may easily be replaced by others
Preparation and Adventure Hooks if necessary.
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6. Many years ago, a holy man was reputed can find in some corners are even worse,
to live in the same area these new tales though, and only in part thanks to the traps.
speak about. He followed the goddess Undead and stone golems are also found
Emoré and was said to possess her special by the careless, and only the cautious and
blessing… He could make plants grow and the swift return to tell their tales. (T)
change into others as he willed. (T)
7. It is no wonder those careless fools met
an untimely end. The holy books of Saz
forbid visiting the dwelling places of the
accursed peoples. Clearly, Mal Bazhar’s Notes on rules and notation
men found such a place, and paid in blood
for their transgression. Saz is indeed all- This module uses the Castles &
powerful, and his wisdom is without Crusades ruleset, but employs a somewhat
measure. different form of presentation than usual.
8. When the world was younger and the Unless stated otherwise, monster Hit Dice
Sun shone with a stronger light, these lands are considered to be 1d8 and TNs (Target
were populated by an evil people. They Numbers) to be either +0 or the level of the
allied with the denizens of the Underworld, opposing force – e.g. HD in the case of a
until the true gods finally slew their kind to monster, level in case of a spell, etc.
the last. Maybe it was one of their ruined A small number of extraordinary
settlements the expedition uncovered. (T) opponents are given bonuses to certain
9. This location Mal-Bazhar spoke of is no characteristics in order to preserve the play
mystery to the merchants who dare the dynamics of the original module without
southern lands. The valley is beyond an unnecessary alterations. This appears as a
abandoned stone road and a treacherous singular bonus to hit points or a bonus on
waterfall. Within the high valley, there is a saving throws – represented by a plus, such
large, clear lake, surrounded by forests as “HD 10+10” (10d8+10 hit points) or
with plant life uncommon in the “SV P, M+2” (+2 on Mental saves).
surrounding wilderness. Since Mal-Bazhar
spoke of strange and apparently magical
trees, there must be some truth to the Setting
rumours. (T)
10. The place must indeed be full of It is possible to set this adventure in
treasure, as I know several men who had any warm, wet and mountainous area the
seen the gemstone fighter brought back. It Judge deems appropriate. It was originally
was the size of a small egg, and worth 500 located in the Wilderlands of High
coins or even more. Where there is one, Fantasy milieu, in the jungles of Barbarian
there are others, although it is a tall tale he Altanis (hexes 3217 and 3318), whereas
had plucked it from a tree – magical plants the City of Vultures replaced Kauran in the
or not, that is surely a fabrication! same region (hex 4502). Another
11. A great stronghold of Set is said to be possibility is the Desert Lands or even
near that place. It is possible the expedition Lenap. In this case, one of the northern
meddled with things they were not meant Viridian cities, such as the City State of the
to know… Indeed, it is suspicious how World Emperor, could serve the same
many of the serpent-kissers embark on function. The Underwing Jungle, or one of
pilgrimages to the south… (Who knows?) the other jungle areas of Lenap, could be
12. The wildlife in the southern forests is the location of al-Astorion’s garden. Note
teeming with dangers: tigers, carnivorous that nothing in this module requires the use
giant lizards, flowers with a poisonous of the Wilderlands setting, and placing it in
breath and birds of carrion. The ruins you
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any other milieu will likely not pose any marked with a -.-.-.- line, forest paths with
problems whatsoever. -------.
The journey to the valley should take Weather is predictable: rain falls
two weeks if the party is mounted, in a every morning and afternoon, and the
hurry, and has clear directions. Otherwise, foliage is perpetually damp. However, the
up to one month may elapse before they air is not as fetid as in the below jungles
reach their intended goal. The Judge is due to greater elevation and constant
encouraged to present a number of breeze. For the same reason, mist and haze
encounters during this period. doesn’t linger too long. Storms are rare
(3% probability one occurs during the
The Valley – General Features expedition), are preceded by unnatural
quiet and stillness, and last 1-2 hours
In general, it can be said that the valley maximum. Also, thanks to the favourable
is a much more tranquil location than the conditions, wearing heavy armour in the
jungles below, since only a few animals valley incurs no special penalties.
can climb the steep cliffs by the waterfall
which marks this lost world. Thus, if the
Judge otherwise uses random encounter
tables in his campaign (which habit is
highly commended by the module’s
author), it is suggested that he stop this
activity during this expedition. Key to the Valley of al-Astorion
Apart from the beasts described below,
the valley’s fauna is made up of a kind of 1. Abandoned Stone Road
quickly breeding rabbitlike mammals and The old road starts approximately 500
large flightless birds nesting on the metres from the entrance of the valley. It is
forested southern slopes. Four types of made of small, longish stone blocks sunk
carnivores exist: to the northwest live the into the ground. It is wide enough for a
psionic man-apes, to the northwest an old smaller cart, but it must have been in
smilodon, flesh-eating minisaurs in the disuse for several years since immense
open fields around the lake and the weird trees have pried the stones apart at multiple
monsters of the garden to the southeast. locations. The road progresses due east,
Intelligent humanoids are not found terminating in a small clearing and a
anywhere here unless specifically waterfall.
indicated. For the people of the jungles,
who have little civilisation but a long 2. Waterfall
collective memory, this otherwise The water of the mountain stream
forgotten land is well known as a fastness plummets from approximately 100 metres
of demoniac and primordial evil. None of in multiple steps. The stone road must have
these tribesmen can be persuaded, by gifts lead upwards on the slope, and its remains
or coercion, to serve as guides or otherwise are seen at several points. If the characters
go beyond the abandoned road. examine the clearing, they can establish
As for movement in the area, it is very others have preceded their party: in a
hard to penetrate the underbrush beneath cleared area surrounded by tall grass are
the trees without machetes or the charred logs from the remains of a bonfire,
equivalent. Both the old stone road and the and from a stick in the ground hangs a sun-
forest paths are easily trod. Three men can bleached tatter – the remains of a
progress abreast on the first and two on the haversack.
second. On the valley map, the road is Scaling the heights is no small
undertaking, and pack animals may not be
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taken along in any manner. Fortunately, the characters exercise caution during
the previous company has climbed the travel; otherwise, they are ambushed from
cliffs with success and placed iron nails at above. They are hostile and must be killed
regular intervals. Two Dexterity checks to the last.
and a large coil of rope are enough for one
person to get up there, and once he is in 5. Village Ruins
place, others can easily follow (only one A larger clearing is the site of a primitive
check must be made). The final few meters village consisting of numerous crude huts,
of the cliff are composed of piled rocks, long ago abandoned by their former
clearly the remains of ancient construction. inhabitants. Of the huts, only misshapen
There is no sign of binding material, but stone piles remain. However, gnawed
the polished blocks are very sturdy and fit bones, broken skulls and other remains,
together well, stone roses in the gaps including those of human origin, lie by
notwithstanding. smooth, well-worn logs.
If the characters succeed at the climb, they A truncated pyramid of black basalt in the
can see the hidden U-shaped valley for the middle of the clearing bears an enormous
first time. To the northeast not far from the stone head. This image is a mix of
dam they are standing on, a plentiful anthropoid and apish features; its wide
mountain stream emerges from dark maw displays sharp, conical teeth. The
woods. To the left and right – and far idol’s eyes must have been huge
forward – rise unscalable, sheer cliffs gemstones, but these are gone. Stone steps
before even taller mountains. Northwards, climb to a small platform before this
beyond the trees, a rocky incline can be monstrous effigy, where many more bones
seen, and a good observer can make out are set in a disorderly pile.
dark cave entrances where it meets the At night, the clearing proves to be far from
cliffs. uninhabited. Fire burns before the idol, and
degenerate man-apes, each larger than a
3. Gravesite grown man, squat on the wooden logs in
Close to the dam, someone has erected a debased revel. 2d4+2 are encountered on
long, makeshift mound at the foot of the this occasion, and there is a 10%
steep mountainside. The mound is five feet probability their “deity” (as described
tall and a larger boulder is set on the top. under 6.d.) is likewise present. The
The skeleton of a woman in chain shirt, inarticulate howls and gibbers of the apes
with a small metal buckler and a scimitar almost borders on human speech. If they
lies under the rocks. She wears a silver spot intruders, they attack without
bracelet on her arm (value 10 gp), and has hesitation and fight until heavily wounded.
35 gp and 40 sp in her money pouch. The One of the apes, usually standing before
body belongs to one of Mal-Bazhar’s the stone head, wears a golden skullcap.
followers, who received a mortal wound This decorative headdress is valued at 320
from the claws of a psionic ape. Mal- gp, grants a +2 on saving throws vs.
Bazhar could support her this far, but she psionical attacks and +4 to the TN of the
had no strength to descend the way they wearer’s psionic strike, if such an ability is
came from, and died in a few hours. possessed.
6. Cave I. – Tomb of the Ape God Psionic Apes (1d6): HD 5; hp 23 avg; Spd
The large mouths of these caves can be 30/30 Climb; AC 14; Atk 2* claws 1d6 or
clearly seen from almost every elevated bite 1d8 or thrown boulder 2d6, range 60’;
observation point in the valley. When the SA psionic strike; AL CE; SV P, M
village below was still inhabited by the
ancient folk, they used the cave to worship b. – Cavern of the Males: A large cavern-
the ape god Ooi, a demonic monster of hall, with an area of 70’ by 30’ and a
antideluvian origins. His half-man height of 50’. The walls are covered in
priesthood held even these hardened faded frescoes depicting humans working
people in fear, and regularly performed in a village (the heads mounted on spikes
human sacrifice to sate the feral hunger of suggest warlike tendencies…), hunting,
themselves and the hulking behemoth. gathering, etc. There are usually 5 males in
The current inhabitants, a dying and the room. They scratch, wrestle or gorge
degenerate ape tribe, is what has become themselves on raw meat.
of the ancient race of the village. In
addition to those encountered outside the Psionic Apes (5): hp 23 avg; Spd 30/30
cave (who are not counted here), they Climb; AC 14; Atk 2* claws 1d6 or bite
number 16 males, 10 females and 4 young. 1d8; SA psionic strike; AL CE; SV P, M.
Half of the males are hunting outside, even
going as far as to descend by the waterfall c. – Cavern of the Females: An even
with devilish agility and ambush small larger cavern – it is 50’ by 70’, with height
merchant companies. Their intellect is reaching 100’ at certain points. The
basically barely exceeding animal level, western side is composed of 20’ ledges
and they can only employ the simplest leading to three smaller sub-caverns.
tools. The “high priest”, recognized by his Frescoes are found as above, richer in
golden skullcap, is more cunning and number but more faded. Naked, spear-
knows how to make a fire or manufacture armed warriors march towards the stairs
more complicated implements. leading down in a long file. The stairs are
steep and wide: it is apparent that they
a. – Incline: The large open space between were made for giant sized beings. The
the woods and the caves is 50 to 60 metres gaping hole was originally sealed by a
wide (150-180’) and consists of open carved stone slab, which lies broken and
ground with innumerable shifting stones toppled before the entrance now.
and a few desiccated bushes. The black The small side-caverns are where the
basalt heats up during the day until it burns females and young dwell. In case of a fight
on touch, and stays warm until midnight. (very likely), and a young ape (who pelt
Due to heat and treacherous footing, it is the party with refuse and stones) is hurt,
hard to run here – a character making an the females become enraged and gain a +4
attempt must roll a Dexterity check or bonus on attacks and damage, but are
strain a leg, halving movement. unable to concentrate on psionic strikes.
The caves are evidently inhabited: white Young apes are unable to do so in any
bones are scattered here and there, and case.
rotting animal heads impaled on sharpened
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Psionic Apes, Female (10): HD 4; hp 18 he returns to life in 48 hours, fully
avg; Spd 30/30 Climb; AC 14; Atk 2* rejuvenated.
claws 1d6 or bite 1d8; SA psionic strike;
AL CE; SV P, M. e. – Crypt of the Lesser Priesthood:
Ancient, desiccated and blackened bodies
Psionic Apes, Young (4): HD 1; hp 5 avg; are propped against the walls of this room.
AC 16; Atk thrown stone 1d6; AL CE; SV The bodies are a repulsive combination of
none. ape and man – sloping forehead, deep-set
eye sockets and prominent jaws. All in all,
d. – Unholy Temple: The temple is a there are 23 preserved mummies here, all
vaulted natural cavern modified to look clad in mouldering rags and decorated with
less irregular. Grotesque humanoid idols cheap, gaudy golden jewels. Some of them
squat and kneel in small niches in the wall, wear wooden masks. The jewels are worth
small stone bowls standing before them. 20 gp per mummy, but disturbing the dead
Their depressions contain ancient grease is perilous: this also disturbs a dust
mixed with soot, the remains of old fires. carrying Mindfire (Con save, incubation
The paintings on the wall are much more period 1 day, 1d4 Int per day). If the high
vivid and almost completely intact: they priests in room g. are animated, so are the
depict grinning man-apes with sloping members of the lesser priesthood. They are
brows, clad in rich clerical garments. In the shambling zombies and shuffle forward to
far end of the hall, there is a sort of altar slay the defilers, spreading the plague as
stone supporting a large four-legged they move.
golden bowl. The bowl’s monetary value is
close to 7000 gp, and it is magical – after Zombies (23): HD 2d12; hp 13 avg; AC
the blood of two medium humanoids is 12; Atk slam 1d8; SA disease (mindfire, as
poured inside, it functions as a crystal ball. above); SQ slow; AL N; SV P.
Unless previously encountered and slain, Slow: never gains initiative, always acts
the characters come face to face with the last in any given round.
“High Priest” and Ooi the “Ape God”,
the terrible entity from the primordial eras! f. – Ooi’s Crypt: Formerly the resting
Ooi appears as an enormous four-armed place of the Ape God, the lid of the giant
gorilla with burning eyes that hint at a sarcophagus is cast aside and broken.
malignant intellect. Dozens of niches contain piles upon piles
of polished half-human skulls: as with the
Ooi the Ape God: HD 10+10; hp 80; Spd degenerates, they are half man and half
40/40 Climb; AC 17; Atk 4*claw 1d8 and animal, with filed teeth. A search of the
bite 2d6; SA rending, smite good; SQ ½ room uncovers a chisel and a heavy
damage from fire and cold, spell resistance hammer left lying in a corner.
12; AL CE; SV P, M.
Rending: if Ooi hits with at least two g. – Crypt of the Greater Priesthood:
claws, he inflicts an additional 2d8 points This round, domed vault is the resting
of damage. Since he possesses four arms, place of the five ancient high priests. In the
he can do so twice per round if lucky. middle of the room, a thick stone wheel
Smite Good: once per day, +5 damage rests on a low dais – its surface is
versus goodly aligned beings. decorated with irregularly placed (?) radial
grooves meeting in a round depression.
Ooi may only be gotten rid of for good if The bodies of the high priests stand by the
his heart is cut out after being put to rest, wall as the underlings did below; however,
or the body is burned to ashes. Otherwise, the ragged green and crimson garbs are
much richer, and each mummy is
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bedecked with crude but plentiful gold 7. Calm Valley
jewelry worth 200 gp each. One of them The small valley may only be approached
has a heavy gold chain around his neck, by way of a narrow ravine, whose sides
from which hang largish golden globes. appear exceptionally unstable, but are in
These mummies are in better shape, fact perfectly safe. Protected from the
smelling of the sweet odour of preservative winds and the weather, a small glade here
resin. If any of them is bothered, all five has a shrine dedicated to Emoré, a pool of
animate! clear water and a gnarled, stunted little
fruit tree. The tree bears five round, pale
Mummies (5): HD 6d12; hp 24, 47, 45*, orange fruits. Each bestows +2 Intelligence
40, 43; Spd 20; AC 17; Atk slam and Wisdom for 1d6 hours. The fruits
1d12+mummy rot; SA fear, mindfire, grow yearly. The seeds resemble those of a
mummy rot; SQ weapon resistance (1/2 peach, and like al-Astorion’s other
damage, none from non-magical weapons), creations, can only be planted under
fire vulnerability (+1 damage per dice and specific conditions: an open place with
see below); AL CE; SV P. ample sunlight but completely free of
Despair: upon animation, everyone within winds.
sight must roll a Cha save or stand
paralysed for 1d4 rounds. 8. Bath
Mindfire: as above, but with a TN of +2. Several deep footprints are found in the
Mummy Rot: Supernatural disease—slam, mud by the stream. By day, there is a 20%
Con save. A character affected by mummy probability 1d6+2 psionic apes are bathing
rot may not be affected by magical healing. in the shallow waters.
For long term effects, see the M&T.
Psionic Apes (1d6+2): HD 5; hp 23 avg;
The golden chain worn by the mummy Spd 30/30 Climb; AC 14; Atk 2* claws
marked with the asterisk (*) is a necklace 1d6 or bite 1d8; SA psionic strike; AL CE;
of fireballs with one 6d6, one 4d6 and two SV P, M.
2d6 missiles. The mummy doesn’t
normally use this item, but if it suffers but 9. Stone Road
a single point of fire damage, the necklace This is the continuation of the narrow stone
must roll a saving throw (having a +7 road. The winding path is well maintained
bonus). On failure, all four missiles and looks like it had been renovated at one
detonate. Everyone within the chamber time (indeed, al-Astorion took good care of
(including the mummies) suffers 14d6 it until his mind faded). Here and there,
points of fire damage, successful Dex save low stone platforms on the roadside
halves (TN +6). Those standing on the support squat basalt idols.
upper one third of the stairs suffer 6d6
points, TN +4, but even if this is 10. The Flaying Tree
successful, they stumble over backwards Two major paths converge in this large
unless a TN –2 Dex check is made, clearing. In the middle, there rises a low
suffering 2d6 additional points of damage mound with a huge, evil-looking tree.
and landing in the midst of the zombies Although only twenty years in age, it has
downstairs. surpassed the size of many ancient oaks.
Apart from the gold and the necklace, one Its bark is blood-red and black, and deep
mummy has a clerical scroll (dispel good, cuts on the trunk weep with dark,
slay living). The scroll may not be blackened resin. Veils of thin, flayed tree-
recovered if fire is used in this battle. bark hang from some younger branches,
and it seems as if rotting skins were
hanging from others… The large, leathery
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leaves are deep purple, the bunched fruits The fruits are bunches of berries
vivid crimson. The heaps lying by the resembling grapes (14 bunches are
trunk happen to be bloody, formless available). Consumption results in a state
masses, remains of the tree’s victims – of disorientation, during which the victim
surrounded by clouds of buzzing flies. becomes gullible and easily controlled (TN
There are also a few scattered, rusting +7 Constitution save negates). The tree’s
swords and a broken helmet at the foot of resin (16 doses) may be brewed into a
the mound. balm healing 1d6+6 hp per application by a
The flaying tree would have been al- skilled herbalist. Another tree may be
Astorion’s most ambitious creation, a tree brought up only if the seeds and sapling
whose shade would grant a meditating sage are regularly fed by the blood of
dreams of divination. These plans went carnivorous beasts or humans, the more
wrong when the blood of a dying tiger fell belligerent the better.
on the sapling’s soil, and the resulting
horror developed an evil intellect and 11. The Wool-Tree
twisted hatred. Its fury is such, that if a Another abandoned experiment: this
living being comes close, it slashes it diminutive tree is like birch with white,
beyond recognition with bladelike leaves hairy prunes growing all over the branches.
and flays the dead or dying body with The developed growth, when harvested,
clinical precision. The plentiful energies in produces a woolly substance fit for the
all the shed blood have only enhanced its choosiest weaver. The small seeds are
rapid growth. The tree’s creator couldn’t plentiful and easy to plant.
check this development, and in fact had to
abandon efforts to turn this part of the 12. Incline
valley into a fertile paradise. The steep mountain trail is very
Fortunately for passers-by, the tree sleeps treacherous and narrow at this stretch;
80% of the time and may be easily some sections were destroyed by landslides
avoided. If awake, it is able to and flooding. Two successful Dex checks
communicate with murmuring leaves, are necessary to go further. Failure results
demanding bodies or blood sacrifice for in 3d6 points of falling damage.
passing through or partaking of its fruits. It
breaks the resulting promise 20% of the 13. Outlook: Altar of the Iron God
time, interpreting the command to “bring The elevated vantage point in the
the bodiessss before meee” as one that mountains allows one to observe the whole
includes the “bodies” doing the bringing! valley and the position of most individual
In combat, the flaying tree slashes with its locations, provided they are large enough
leaves, which it can do in any direction, for the naked eye: the waterfall to the west,
but with only four limbs per quarter. If caves to the northwest and northeast, a
pressed, it can uproot itself and follow the wide pasture and the mountain lake (with
enemy, but seldom chooses to do so unless the island and the metal-topped tower in its
absolutely necessary. Dense wood slows middle), not to mention the cycloptic
movement to 10’ per round. hanging garden overlooking the eastern
woods.
Flaying Tree: HD 7d10+10; hp 64; Spd The jungle-road also ends at this location,
20; AC 20; Atk 8*+7 sharp leaves 1d8; SQ with an old, carved slab. Old runes cover
regeneration 5 hp/round, ½ damage from the surface of the granite table (TN +2 Int
piercing weapons, fire vulnerability (fails check to decipher): they praise Tazpaxol,
all saves vs. magical fire), smoke the terrible and mighty God of Iron. Once,
vulnerability (must save or fall asleep); AL pilgrims thronged to visit the site and
CE; SV P. perform sacrifices. In our day, pilgrimage
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site and deity are both lost to human with vines and black berries. Assassin
knowledge, although the Judge may impart vines!
some made-up details upon a PC who
knows enough history. Assassin Vines (4): HD 5; hp 15, 32, 22,
Upon offering a superior or magical piece 27; Spd 0, AC 15; Atk vines 1d8+grab; SA
of iron, lightning strikes from the skies, squeeze; SQ fire/cold resistance ½,
claiming this offering in a peal of thunder. camouflage; AL N; SV P.
A character who has sacrificed thus earns Grab/Squeeze: an opponent hit by a vine
the favour of Tazpaxol, with the following must roll a Str check to avoid
results based on the nature of the offered entanglement. Entangled opponents take
item: automatic damage each round until they
- weapons: within one year, if the character breek free
is locked in mortal combat with a superior Camouflage: surprises on 1-7 on 1d8.
foe, his weapon strikes and automatically
inflicts double damage. d. (120’): The fourth pit is the deepest of
- armour, shield or any other item: the them all. The lower reaches are as cold as a
following weapon which would inflict a cellar, and equally damp. Even sunlight
mortal blow upon the PC must roll a save can barely illuminate this place: the gloom
vs. Constriction (Str) or shatter instead of is constant, even at noon. The walls are
inflicting harm. curiously glassy, black in colour and slick
Superior items confer these blessings for from moisture. On a huge rock pile,
one time, whereas magical items increase covered by the leafy plants, there lie
this by one additional time per “plus” or deformed, once painted and nailed metal
special power. Mundane items are not sheets… the remains of a fallen starship. If
accepted. one takes the time to thoroughly examine
the weird wreckage, a miniature hexagonal
14. Stone Pits metal block hanging from a fine, now torn
Four very deep, circular pits found in the golden chain is found. This “key” unlocks
forest are the results of an ancient the Tower of Ladgloun (17.).
catastrophe. Each one has a 20’ diameter
(the upper part widens to 30’ to 40’ as a 15. Cave II. – the Tiger, the Valley and
funnel). Two are 40’ deep, one is 60’ and the City
one is 120’. The expansive cave system opening from
the southeastern part of the valley is
a. (40’): The bottom is covered with fallen dangerous for three reasons. An old
rocks and lush green plants growing in the smilodon (sabre-toothed tiger) has made a
cracks. lair in the entrance cavern, hunting at night
but usually present during the day. An
b. (40’): As above, but 19 stirges nest isolated, narrow valley – really a long
among the plants. crevasse – is the site of a wizard’s burial,
empty of a corpse but still dangerous.
Stirges (10): HD 1d6; hp 4 avg; Spd 10/40 Finally, an underground corridor leads to
Fly; AC 16; Atk proboscis 1d3 hp plus 1d4 and beyond the cavern city of the debased
blood drain per round; SA blood drain (12 deep ones, monstrous beings in the service
hp max); AL N; SV P. of eldritch deities.
c. (60’): This pit widens to 30’at the a. Sabre-toothed Tiger: The tiger’s lair
bottom. A small “lake” hidden here is and the entrance cavern is well illuminated
surrounded by thick undergrowth… plants and clean. The light comes from a circular
hole above where the ceiling gave away.
14
Vines hang from this opening. Otherwise, Multiple exits leave the grotto. The
the grotto is merely 15’ tall. The sole majority of the water leaves eastwards, but
inhabitant of the cavern is the smilodon, after a few meters, it plunges underneath a
an ancient and cunning specimen. There is ledge and vanishes underground, only
a 60% probability it is here by day, but emerging at area 18. The northern passage
only 30% it is found at night. If the beast is is approximately 900’ (300 m) long, and
out, it is hunting and returns in 1d12 hours. finally terminates in a hidden open-air
If it senses intruders have been in the lair, crevasse (e.). To the west, the water comes
it waits for them in hiding. The smilodon closer and closer to the level of the ledge,
was once wounded by adventurers, which until they are once more at the same height
makes it enraged and particularly ferocious after some 300’ (100 m). The path is
when fighting against humanoids – underwater thereafter. Characters who
receiving a +2 bonus to attacks. wish to go further must wade hip-deep in
the cold stream (breast-deep for small
Smilodon: CR 5; HD 8+5; hp 40; AC 14; characters), which inflicts 1d6 points of
Atk 2* claws 1d6 and bite 2d6; SA subdual damage per minute unless some
additional rear claw attacks for 2d4 each if useful protection is employed. Finally,
both paws hit; AL N; SV P+2. after a total length of 450’ (150 m), the
passage terminates in a huge natural vault,
b. Lake: The shallow (5’ deep) lake is ice location f.
cold, being fed by a narrow underground
stream from the north. Characters who e. Ladgloun’s Final Rest: Ladgloun the
wade in the deeps take 1d6 points of wizard, who once inhabited the tower on
subdual damage each minute from the lake (17.) built his elaborate burial
hypothermia. This damage is regained if crypt here, and also deposited magical
warmth is made available. The northern items to accompany him to the
passage gradually rises while the stream by Netherworld. Ironically, although he had
its side doesn’t – the initial height later discovered a much more preferable
difference grows to 20’ by the time d. is alternative to death, his demise came here
reached. in the form of a carnivorous plant.
The crevasse containing the crypt is only
c. Cascade: This is where the cavern 20’ wide and 100’ long. Its walls are very
stream emerges, and plummets 10’ before high, contributing to a shady, gloom-
reaching the ground. Its sound is loud shrouded atmosphere with an earthy smell
enough to be heard from 500 metres. mingling with the crazed aroma of
enormous flowers and wide-leafed plants
d. Old Bridge: The chamber is a watery, of giant proportions. The enormous
wet grotto. An underground lake fills it 20’ flowers belong to a venus flytrap marked
below the ledge the characters enter from – with an asterisk on the area map.
this body of water is inhabited by sightless
fish and cave newts. An old bridge arches Venus Flytrap: HD 6; hp 27; Spd 0; AC
over the churning waters, its thick planks 14; Atk bite 2d6+grab; SA grab, scent,
made of wet but intact wood, with pylons pollen cloud; AL N; SV P.
of carved stone. The writhing patterns on Grab: an opponent hit by the monster must
the pylons arouse a feeling of uncertain roll a Str check to avoid being caught in its
wrongness. The stones are magical but toothy maw. Once caught, the flytrap
there is no apparent effect (if detected for, inflicts automatic damage every round.
tell this to the players as matter-of-factly as Scent: due to the alluring scent of the
possible). Destructive spells cast on the monster, all within 30’ must roll a Con
bridge are reflected on their caster.
15
save or fall in a dreamlike state and walk Horrendous Freezing Trap: TN +6 Cha
towards the flowers. save or victim is frozen solid. On a
Pollen Cloud: once per day, the plant can successful save, the damage is 3d8 hit
emit a cloud of pollens covering a 10’ points.
radius area. The pollens are poisonous –
Con save, damage 2d6 hp/2d6 hp. There is no body in the sarcophagus, only
two items: a rod of wonder (it is shaped
The crevasse ends in a rectangular marble like a wand and possesses 27 charges) and
hall. Short stairs lead up to a pleasant a ring of rainbows. The ring, which may
columned space with marble benches only be used by wizards, calls into being a
overlooking the flowers, whispering wind shimmering rainbow bridge of the
and a simple alabaster sarcophagus. preferred dimensions on a verbal
Animals are unwilling to enter this place command. The bridge may not be larger
on their own and remain nervous while than 4 metres by 100 metres. It persists for
inside. an hour and a minute, and the ring has five
The sarcophagus, carved with gentle charges – it may not be recharged.
bucolic scenes, bears the following
inscription: “LADGLOUN’S FINAL f. Temple of the Great Old Ones: If the
REST”. If someone touches the stone, a characters desire an early demise, this is
deep groan from beyond the grave emerges the place to find it! The large underground
and (if the intruder perseveres) two grotto is mostly occupied by a still lake.
transparent apparitions materialize. Both On the further shore stands an ancient,
are regal, wizened old men in the megalithic temple complex in the
fashionable and expensive, yet ragged Preatlantic style, built from polished black
clothes of local royalty. One of them blocks without any sort of mortar.
intones in an emotionless, hollow voice: The greatest building is a half-submerged
“We are the kings of Nisir. Our empire lies stepped ziggurat, whose mirror-smooth
in ruins, our garments are but tatters and side is decorated with stone reliefs. These
our crowns worthless junk, all because we are writhing geometric patterns on one
have opposed LADGLOUN. Depart in hand, and the vast portrait of a humanoid
peace or share our vigil!” monstrosity on the other – the head of the
The spectral images are illusionary, but curious entity bears resemblance to a
this is rather hard to verify. If the cephalopod with uncounted tentacles; it
characters don’t leave or disbelieve them, has six malignant eyes and strong arms
they attack. also. Only half of the monumental display
is visible, however, as the parts below its
Spectres (2): CR 7; HD 7d12; hp 28, 34; breast are under water. Intense fire burns in
Spd 40/80 fly; AC 18; Atk touch a sizeable stone vessel atop the pyramidal
1d8+energy drain; SA energy drain (2 ziggurat, the unnatural green lights casting
levels); SQ +1 or better to hit, illusion; AL a pallid hue on the entire scene.
LE; SV M. There are multiple smaller buildings
Illusion: since the spectres are mere behind the pyramid: these form an unified
mirage, they are not powerless in sunlight, whole with several small windows but only
can’t be turned – and it is not they who one entrance preceded by steep stone
bother animals here either. stairs. Another stair leads up to a much
smaller edifice far behind and above the
If the spectres are done away, and someone lower complex.
lifts the lid of the sarcophagus, the second The temple complex was erected by the
trap is also activated: deep ones, servitors of the Great Old Ones.
16
17
These large-headed subterranean and worn reliefs of an open eye in an eight-
reptile/frog-beings are unreservedly hostile pointed star, with writhing tentacles
to everyone but their own degenerate kin. reaching outwards.
They are statistically equivalent to river Even mere sight of the slab awakens an
trolls save for their inability to regenerate. uncertain feeling of wrongness. If someone
They are largely too stupid to accomplish looks into the eye and concentrates, he
complex tasks, but the “priests” (whose must roll a TN +8 Int save or immediately
powers are in fact arcane) are equal to an and permanently go insane from the sight
intelligent human. There are a total of 37 of foreign and inhuman dimensions. If the
deep ones, two priests and one high priest saving throw is a success, however, his
in the grotto. In case of combat, the deep mind can wander these strange realms
ones don’t employ delicate tactics, instead freely, learning strange and terrible things
attacking opponents from underwater. within the blink of an eye.
When accompanied by a “priest”, however, A wizard or illusionist looking in the eye
they are capable of flanking, feints, faked can memorize spells he is unfamiliar with
retreats and so forth. – replacing his own with any spell of equal
A few boulders in the cave are sufficiently or one higher level (a total of 1d6+2 may
large to conceal a normal party from the be so replaced). If he possesses a spell
otherwise inept guards. A single guard book, the formulae may later be scribed
appears every hour to check the flame on with a successful Int check, TN equal to
top of the ziggurat – if the characters don’t the spell level. (Obviously, the deep ones
make a loud noise or don’t use light on gain spells the same way, except they are
their own, there is only a 5% probability of unaffected by the madness.)
discovery. Moreover, every 20 hours, a Clerics age 2d6 years if they are good, 1d6
procession appears at the gate of the years if they are neutral and gain +1000
temple complex; headed by the high priest experience points if they are evil.
and followed by two underlings and six Any character, including non-spellcasters,
additional deep ones, they proceed to the who rolls at least +4 above the TN gains
first level of the ziggurat by way of the the limited ability to employ a psionic
back stairs and spend a full hour strike. The ability works once per day with
performing sacrifices to the Great Old a 20’ range, affecting one individual, who
Ones (the ritual is accompanied by a great must roll an Int save (TN= +½ character
deal of chanting and inarticulate level) or be stunned for 1d4 rounds.
screaming, as well as calling on strange It is possible to destroy the altar using +3
gods in the Preatlantic dialect). Once or stronger weapons, a holy word or
finished, the group returns as they came. similar powers. No matter how the attempt
As the party enters the vault, the next ritual goes, the Guardian of the slab
will start in 1d20 hours. immediately makes an appearance. This is
The waters of the lake are deep, very deep a formless mass composed of rubbery
– they lead to the abysmal underworld of black material forming a great, palpitating
the deep ones. This location should be saclike body crowned by arm-thick
detailed by the Judge if necessary. tentacles. Statistics resemble those of a
shambling mounds with a few key
g. Ziggurat: There is only one chamber differences.
within the great step pyramid; a “sanctum”
surrounded by monolithic stone slabs. The Guardian: HD 8+5; hp 41; Spd 20/30
sole furnishing is a 2 m diameter stone swim; AC 20; Atk 4*tentacles 2d8+grab;
wheel resting on a 1 m pedestal. The stone SA squeeze; SQ spell resistance 7,
is black with chaotically meandering electricity and mind effects immunity, ½
purple veins. It is covered in antediluvian damage from fire; AL NE; SV P, M.
18
Squeeze: if the Guardian grabs an each; together, they are enough for a +2
opponent (Str check), it can squeeze each large metal shield. Each is valued at 3000
round for automatic damage. gp on the market.
h. Hall: The hall of the vast temple is l. Side Building: The further end of the
wrought from polished, soot-black stones. small hall is occupied by an upright one-
Pillars are 20’, the reliefs on the walls and-a-half men tall stone wheel. Its black
chaotic and smooth from humidity. Like in surface is covered in radial, irregularly
all other rooms of the building, sounds are placed grooves meeting in a central hub
strangely distorted, as if they were (circular depression). Each groove runs
resounding from a bottomless pit. Light is through a number of smaller circular
reduced to ½ strength; ranged attacks depressions, also irregularly appearing.
beyond a 5’ range are at –2 to hit. This relic resembles the wheel found at
6.g., except it is of superior design. The
i., j. Deep Ones: there are nine deep ones purposes are unknown and it radiates no
in room i. and five in room j. magic.
Deep Ones (14): HD 7+6; hp 33 avg; Spd m. Hall: The low hall has an arched
30’/40’ swim; AC 16; Atk 2*claws 1d4+4 ceiling 10’ above ground. Two statues
and bite 2d6; SA rending; AL CE; SV P. standing by the stairs down depict robed
Rending: a deep one who successfully hits deep ones, mouths open and full of teeth.
with both claw attacks inflicts an
additional 2d6 damage that round. n. Deep Ones: another seven deep ones.
There are five platinum disks in one corner
k. Hidden Chamber: The small recess of a smaller chamber. Each one is worth
may be approached through two secret 150 gp, being palm sized and studded with
doors (they open by pressing a carving in elaborate patterns.
the wall). Ghostly blue light peers from the
thick darkness, coming from a floating Deep Ones (7): hp 33 avg.
glass ball the size of a human head. Next to
the water-green globe, there is a curled-up, o. Hall: Squat columns and alcoves – they
naked human body, his whole cadaver contain empty, ancient stone amphorae.
transformed into some hardened glasslike
substance. Two yellow-green metal rods, p. Hall of Columns: These chambers are
each one meter in length, lies by the brighter than those on the lower level, but
bizarre fossil. The globe may be smashed still solemnly gloomy. The light streaming
(16 hp), freeing the light within: in the tall, narrow windows is unnaturally
sharp (and much more strong than it was
Will-o-Wisp: HD 9; hp 40; Spd 50’ fly; outside!), with extreme contrasts - ranged
AC 28; Atk touch (ignores armour) 1d6 attacks beyond a 15’ range are –4 to hit.
Str; SA strength drain; SQ spell immunity; Unless the party took great pains to
AL CE; SV P, M. proceed silently up to this point, this is
Strength Drain: a character fully drained where they waltz into the greeting party of
by the wisp is glassed, forever gone. the deep ones lead by the clerics. Six are
Spell Immunity: the creature may only be hiding behind the columns (surprising
affected by magic missile, maze or opponenets 1-6 on 1d8) and they attack
protection from chaos/evil. from all directions. The lesser priests cast
darkness and fog cloud from the back, but
The metal rods in the chamber may be hurry towards the room maze if the
forged into one +2 sword or 25 +2 arrows slightest danger presents itself. Their
19
primary purpose now is to assess intruder darkness; #2 darkness, protection from
strength, and let the troops here soak up arrows+.
spells before the final confrontation.
High Priest: HD 9+10; hp 44; Spd 30; AC
Deep Ones (6): HD 7+6; hp 20 each; Spd 16 or 18 with shield; Atk obsidian
30’/40’ swim; AC 16; Atk 2*claws 1d4+4 sacrificial dagger +1 1d4+1 or 2*claws
and bite 2d6; SA rending; AL CE; SV P. 1d4+4 and bite 2d6; SA cast spells as 6th
Rending: a deep one who successfully hits level wizard, rending; AL CE; SV P, M.
with both claw attacks inflicts an Spells: 0:5; 1:4; 2:3; 3:2; 0: detect
additional 2d6 damage that round. magic*2, light*2, mage hand; 1: shield+,
unseens servant, burning hands*2 (flames
Also note that contrary to how it may are greenish and leave black marks on the
seem, the windows from the inside don’t flesh); 2: invisibility, protection from
open outside. That much should be evident arrows, see invisibility; 3: dispel magic,
from the unnatural light. If someone takes fireball.
the pains to climb up to one narrow gap, it
becomes apparent that he looks outside to r. Hidden Treasure Chamber: The small
nothing – open air stretching everywhere, chamber hidden within the maze of many
and a bottomless abyss underneath. The small rooms and corridors is closed by a
source of the light is an immense green sun secret door with an arcane lock. There is a
obscuring the horizon. Venturing out to minor “keyhole”, a barely detectable
explore is a death sentence, and radiation pentagonal depression in the wall: it opens
will finish the curious in 2d6 minutes. with a similarly shaped metal stick hanging
from the high priest’s neck. The treasures
q. Labyrinth: These rooms and corridors of the deep ones are within! This includes
form a maze with the occasional stone bier a +3 dagger forged from tung, a metal
(for sleeping) and wall reliefs. The walls to alien to our world (it is impossible to
the south let in light, but everywhere else is destroy in any known way), a staff of fire
dark. The ten deep ones in the labyrinth with 38 charges, a +2 armour of rage
are lead by the high priest and two (beaten bronze, ugly and strange patterns)
attendants. They know this place and a periapt of foul rotting.
perfectly, using their knowledge to employ
back or side attacks, hit-and-run 16. The Field: Wild tropical flowers with
manoeuvres, pick off individual characters an intoxicating aroma, vines and creepers
or catch the enemy surrounded. The lesser and waist-high grass covers the gentle
priests occupy the party while the high slopes. From all points of this open space,
priest and the others slaughter them. Spells someone can see the mountain lake and the
marked with a + are cast right before the small tower on its island. Its steel peak
battle is joined. glitters in the sunlight like a spear point!
The perfectly intact structure is surrounded
Deep Ones (10): hp 33 avg. by a number of ruins in a dilapidated state.
Although idyllic, the field isn’t completely
Deep One “Priests” (2): HD 7+6; hp 35, safe: the northern part is inhabited by
40; Spd 30; AC 16; Atk obsidian green carnivorous minisaurs, who also
sacrificial dagger +1 1d4+1 or 2*claws venture beyond the stream on occasions
1d4+4 and bite 2d6; SA cast spells as 4th and are thus encountered at that location
level wizard, rending; AL CE; SV M. too, mostly rollicking in the mud. Every
Spells: 0:4; 1:3; 2:2; 0: dancing lights*2, hour spent in the field, there is a 1:8
light, ghost sound; 1: charm person*2, chance to the south and 1:4 to the north
protection from good+; 2: #1 fog cloud, 3d6 of these miniature horrors attack (4d6
20
to the north). The lizards live in passages branches of the tree are brass, the leaves
resembling rabbit burrows; a total of 50 are silver and the fruits are three different
dwell in al-Astorion’s valley. They rush types of metal. There are eight copper
opponents from all directions, preferably fruits worth 20 gp apiece, four silver fruits
growing for unprotected throats, arms, etc. worth 150 gp apiece and two beautiful
These ambushes are made all the more golden fruits worth 350 gp apiece. The
easy by the tall grasses. eighteen leaves are 10 gp each. Every
branch, leaf and fruit sways and makes
Green Carnivorous Minisaurs (50): HD pleasant bell-like sounds even in the
2; hp 9 avg; Spd 30’; AC 15; Atk bite smallest wind. If someone picks a fruit or
1d6+maul; SA maul, jump; AL N, SV P. leaf without the appropriate precautions
Maul: if the minitaur succeeds with a bite (that is, a successful Pick Pocket check),
attack, it attaches to the victim and the tree shakes and a hellish cacophony
automatically inflicts 1d6 points of damage results. This immediately attracts 2d6+10
per round. minisaurs from their hiding holes, who
Jump: muscled hind legs allow the creature have already learned that this is the signal
to leap to a distance of 20’ and attack in for lunch! Every three rounds, the lizards’
the same round as if it were charging (+2 numbers grow by 2d6 until all are
to hit). defeated.
The fruits of the tree are seedless and there
a. Statue of Voltagama: The statue of a is no way to reproduce this musical miracle
naked woman stands on a simple stone at any other location.
base. Her hands hold a sheaf of grain. The
following words are seen on the base: 17. Ladgloun’s Tower
“BEFORE VOLTAGAMA’S SIGHT IS Ladgloun the wizard came to this valley
PURIFIED ALL / WHOSE SOUL IS some 400 years before al-Astorion’s
NOBLE AND WHOSE HEART IS arrival. He commissioned salamanders and
WHOLE / LO, THE PROPHET OF denizens from the elemental plane of earth
EMORÉ THE GODDESS / POURS to build him an elegant steel-topped tower
SPIRIT INTO THE HOPE-LOST / of outstanding stability, warded from
ANOINTS THE INJURED AND THE ordinary and extraordinary forms of
WOUNDED OF HEART” intrusion. He was well acquainted with the
secrets of the valley as they then were: the
The humble idol was al-Astorion’s first pleasant calm of a secluded little crevasse
work in the valley. He carved it in his free to the north (15/e.) had especially
hours a long time before his mind was enthralled him; in advanced age, he
clouded or even before he acquired the decided to choose this location as the site
ability to do greater works. His goddess of his burial and to defend the crypt there
rewarded the old hermit by imbuing the with illusions and defensive spells. It was a
statue with a healing ability. If a good or strange turn of chance which brought him
neutral being prostates himself before its to the remains of a fallen starship in the
sight and says a short prayer asking for nearby stone pits; and even more wondrous
healing, Voltagama rewards him with a that he had later deciphered the secrets of
heal spell. This miracle works only one the small ceramic tablets lying amidst
time on any character. several other curious items. The decoded
text hinted at worlds foreign to our own,
b. Tree of Chimes: Even from far away, and Ladgloun decided to postpone death,
one can hear the pleasant chiming and instead choosing a lengthy trance so his
resounding music caused by the treelet’s mind could wander these spheres for a
fruits swaying in the winds. The trunk and number of centuries. In preparation for the
21
undertaking, and to gain the materials characters show interest, he gladly engages
required by the methods he sought to in a lively debate; in fact, if he is
employ, he sold off most of his magical impressed by the sufficiently deep
collection, only keeping a small assortment knowledge and sharp wits of the
of sentimental valuables. Regrettably, his participants, he could “make an exception”
plans were disrupted once more, as, during and open the door. This is a good
a walk in his beloved valley, a carnivorous opportunity for the Judge to test the
plant clouded the venerable magic-user’s roleplaying skills and eloquence of his
senses, and devoured him entirely. Since players. The “ultimate dilemmas”
this occasion, the tower has been empty, proposed by the skull are inconsequential
although undisturbed. hogwash; e.g. “It is a known fact that
Ladgloun’s tower (indeed, the entire parallels do not intersect, but what
island) is surrounded by an anti- consequences would result if they did?” or
teleportation field, and the walls of the “Assuming that some things couldn’t be
building are also reinforced to prevent imagined to exist, what would be their
entry or harm in any unlawful way. There most probable characteristics? (And if
are no apparent windows, even, only a these characteristics are X, why are they
single metal door. unimaginable; after all, they have just been
proven to be within our imagination.)”
a. Ruins: These are old, crumbling stone Only well grounded and theoretically
buildings surrounding the central tower. sound hypotheses are acceptable.
Some of the buildings still stand, but others
are in various states of collapse, and a few b. Entry Hall: The floor and walls of the
are but formless stone heaps. They once entry hall are covered in immaculate black
housed the extraplanar architects, hence and white tiles. Everything is perfectly
the “weird” style they were built in. clean without a single speck of dust. Even
The front door is made of magically treated the air has a pleasant minty scent. The
brass (may not be opened), and the corridor to the left has racks to deposit
singular distinguishing feature on its clothes, which are arranged and dusted off
polished surface is a knocker in the form of by unseen servants.
a skull grasping a large ring in the mouth;
astute observers may easily note a c. Storage: Spoiled, rotten foodstuffs
hexagonal depression as wide as a delicate decompose in stacked crates and sacks.
human finger. The depression is a The only things of value in the room are
“keyhole”, which only accepts the key five amphorae of wine – an excellent
found at area 14/d. A skilful smith may vintage worth 500 gp per container.
create a duplicate with a bit of work if the Transportation may prove problematic,
proper tools are available, or a master thief since the amphorae are bulky and weigh
could pick it with some difficulty (TN 100 pounds each.
+10). Unsuccessful attempts or imperfect
keys result in 2d6 points of electrical d. Library: The old, slightly wormeaten
damage. (although dust-free) oak shelves are empty
The knocker animates on use, inquires of books – Ladgloun sold or got rid of
about the names and purposes of all almost all. A few interesting works still
present, but finally announces his regrets, rest on his writing desks. The five
as Ladgloun is unavailable, and has been leatherbound booklets are about magical
away for the last 300 years. The theory, and provide answers to dilemmas
personality within the skull is highly in this field if they are consulted (1d4*10
intelligent (16 Intelligence and Wisdom), minutes, 60% chance of finding an
and has a taste for philosophy. If the answer). Titles are as follows: “The eight
22
radials”, “Talgamol’s Almanac”, dimension, or maybe another area of the
“Mystics”, “Instructional tales from the previous world. Blackened, soot-covered
history of magical philosophy” and “The icebergs, crushed rocks were everywhere,
projection of the Object on the immaterial with an occasional grassy patch -- I would
milieu”. like to know what happened to the
Ladgloun has also left behind a bundle of dwarves, but my attempts to locate them
vellum sheets collectively forming a sort of again have resulted in failure.”
notebook or journal. The majority is clear,
written in a tidy script – these are The final sheets are barely legible, as if
concerned with mostly mundane matters written in a state of panic – in these, the
such as astrological observations, musings wizard complains about his mind dulling at
on magical theory and daily expenses. a quickening rate. The last entry
Later entries are less collected; it seems (surprisingly tidy once more) reads: “All is
Ladgloun wrote them in a hurry. There are finished, but not all is lost. It is time to use
vague hints about “strange pits” in the the long-prepared place for a new purpose
scrawlings, and the “nigh-hypnotic ceramic – what had once seemed a fantastic folly is
tablets” found in their depths, which could now the only rational action left to do.”
“open the way to a myriad worlds, each
unlike the others”. These passages are e. Bedchamber: A small, cramped but
followed by a long series of names such as richly furnished sleeping chamber. The
Cirkea, Yith, Aldebaran, Sol and heavy fragrance of spices wafts from a
Fomalhaut; many of them described in a bowl of scented oil over greenish fire – the
few brief sentences. A few examples bowl is occasionally refilled by an unseen
follow: servant. Incense holders stand on both
-“Sfanomoe, a world of ever-present vines sides of a regal bed, and an old, empty
and flowers – I have observed a batlike hookah (decorative, 70 gp) rests on a large
monstrosity as it landed on the ground; in pillow nearby. Refreshments are always
a few moments, the curling, long grasses available in the form of a filigreed silver
entangled the avian beast and choked it to bowl (130 gp) always full of tantalizing
death.” fruits – as long as it stays within the tower.
-“Xiccarp’s days pass under two suns, one An ebony chest (100 gp) holds five outfits
white and one green. At night, they are of clothing, including one with a +2 cloak.
replaced by a single red orb of enormous A painted linen map and a silver-framed,
proportions. Maaldweb the wizard rules octagonal ebon-black mirror hangs from
over everything like an omnipotent deity.” the wall. The map details the lands of
-“I couldn’t determine the name of this another world; the mirror is a mirror of
world. Its entirety is covered by a strange exchange, a magical device recovered by
protoplasmic ocean, occasionally forming Ladgloun.
fantastic shapes on its surface due to If someone incautiously peers in the
unknown forces.” mirror, he has to roll a TN +6 Cha save to
-“This day, I saw a world where only a avoid being replaced by Vitold Vid the
handful of dwarves still oppose the attacks Valiant, a knight of some renown. Vid
of the Prince of All Demons. The dwarves possesses all faults usually found in an
did battle against their enemies in a aristocrat – from looking down on his
desolate gorge, their five hundred-strong “inferiors” through overmuch courage to
force fighting against several thousand boasting. He could tell numerous tales
orcs and tower-high shadows with burning about his heroic exploits (which,
eyes. By the time I returned to my coincidentally, are true), although they had
observations after the usual meditations, all occurred some centuries before.
the visions had moved on to yet another Naturally, he outright refuses to look in the
23
mirror again, or concede to be exchanged hints and “messages” to his playing group.
for the lost character. He happily joins the A failed check (whose results shouldn’t be
party, but gets irritated if he can’t lead as revealed to the player) will provide an
he pleases, and leaves once the group is incorrect or incomplete pronouncement.
back to more civilised lands. The - a crystal icosahedron, two of whose
reappearance of Vid may be trouble for sides have round crystalline protrusions
multiple notable families, not to mention which may be pressed; one red, one
the fact that inheritance rights are yellow. The icosahedron is one of the
notoriously silent on the question of objects Ladgloun found in the starship’s
magical confinement… wreckage and kept until his disappearance.
On pressing the red button, the crystal
Vitold Vid the Valiant, male human shoots a heat-ray (150’ range, 5d8 fire
Knt8: HD 8d10+8; hp 57; Spd 20; AC 20 damage, TN +8 Dex save to avoid);
(+8 full plate, +3 large metal shield+1); pressing the yellow button produces a
Atk +7 bastard sword 1d10+1; SQ prismatic ray (as prismatic spray, but
embolden, demoralize; AL LG; SV Str, opponent can roll a TN +8 Dex save to
Con, Cha; Str 14, Dex 12, Con 15, Int 8, avoid, 30’ range). The crystal isn’t
Wis 9, Cha 10. completely trustworthy thanks to a hairline
crack. Using the searing light power more
The mirror may hold but one victim, who than one time per day, there is a
can only be freed by imprisoning another cumulative 10% probability the device
intelligent humanoid. It is very hard to explodes – for the prismatic ray, this is
transport due to bulk and fragility (Hp: 16). 20% on initial use and certain on the
If the mirror breaks, the character second. The detonation inflicts 6d8 points
contained within is instantly slain, only of damage within 20’, TN +8 Dex save
brought back by a wish or miracle. halves.
f. Observatory: From the inside, the g. Basement: The basement was originally
tower’s steel cap has the properties of reserved for alchemical and magical
transparent glass, allowing one to observe experimentation, but most items therein
the sky unhindered. Ladgloun’s telescope were traded away in Ladgloun’s last
lies on a metal tripod; both lenses are months. The sole remnants are a
broken, but if the heavy apparatus is thaumaturgic triangle in the floor, with the
brought back to civilisation, it may be stubs of wax candles, a small furnace, two
fixed for 600 gp, or sold for 400. A marble acid-scarred tables and a brass mortar
basin by the tripod is always full of clear filled with cracked glass.
water with a slight metallic taste. Two
other treasures are found in the room: 18. Cave III. – the Spring and the
- a booklet bound in grey silk contains Sprites
tables for astrological calculations and The stream’s clear water gushes forth from
fold-out star maps. A skilled astrologue (a a large gap in the cliffside – 30’ wide and
cleric, wizard or illusionist who makes a 5’ tall. This spring is fed by the
successful TN +4 Int check) may prepare a underground lake in the northeastern cave
horoscope once per month by following (15/d.). The surrounding area is always
the book’s procedures at a given date. The wet from the fine spray the cascades
horoscope may concern himself, a chosen produce. It is occupied by a small grove
character or the party as a whole. The with emerald-green grass and beautiful
resulting omens are usually vague and flowers. A small grotto beyond the gap is
challenging to interpret, but always correct filled with several stone columns and
– it is a good way for the Judge to pass on boulders standing in a 2’ deep pool.
24
The grove is inhabited by a tribe of 38 Summon Mephit: summon one mephit of
diminutive sprites, each the size of a little choice per day, 25% probability of success.
finger. They are completely naked, and Breath Weapon: once every 1d4 rounds,
glow with an inner honey-coloured light. cone of acid 15’, 1d8 damage, Dex save
Their dwellings are nests woven from halves.
dried grass in the treetops. They usually
hide during the day, only coming out to If the mephit is slain, the entire company
feast by the spring when the moon is up. of fae emerge to thank their saviours in
Unless they appear dangerous, a few high-pitched praise. The small creatures
emissaries cautiously approach the aren’t too intelligent (and mortally afraid
characters and beseech them to save their of leaving their habitation), but thorough
kind from the guardian demon who dwells questioning may lead to a few bits of
in the grotto. This beast, as they claim, is interesting information:
“as big as a mountain, and its spittle - Their patron deity is called Father Fungus
instantly dissolves any opponent”. It also Godling the Honeybringer. He is an
comes out at night and eats sprites if it can “omnipotentated” nature spirit who lives at
get them. The sprites are deathly afraid of the end of the world on a mountain
the creature (whom they call “giganticus reaching to the sky. He brought several
terriblicus”), and only a thorough gifts to the small folk, but stopped coming
questioning may reveal that it is, in fact, after an evil sprite stole his bewitched ring.
much smaller than any of the PCs… (This curious entity is al-Astorion himself.
In the unlikely case of violence or threats, The tale of the ring is just a fancy tale,
the sprites flee from the characters and fly though, and inquisitive questioning only
back to their nests on their gossamer leads to confused and contradictory tales
wings. If they are still harassed there, about about the palace of the evil sprite and her
half of them rush out towards the attackers: blood-sucking tiger butterflies.)
they inflict 1d4+1 damage each as a magic - The great lords of the forest have all been
missile, but die in the process themselves. looking for the houses of the sprites, but
The sprites are highly resistant to magic as thankfully couldn’t find them. These
well (Spell Resistance 14). shambling hills are the Ravening Bigheads,
The “demon” in the grotto is a water who serve the Bigheadest Greatling, a
mephit. It hides among the boulders, monster of legend. (These would be Ooi
trying to scare away intruders with its and his apes.)
booming voice. If surprised, it immediately - Last but not least, if the great heroes have
casts stinking cloud and jumps into the already saved the fairy-folk from this
pool of water while its foes are Tyrannical Peril, they could as well slay
preoccupied. Otherwise, it tries to bargain his brother; Horrendous Hornnose the
with the party, agreeing to any and all Trollogre Malevolent. This new danger has
demands they may have – of course, unless only been spotted once thus far, but it
killed or chased away for good, it is going proved to be even more cruel than the cave
to return and resume its gruesome habits. demon: it slew ten sprites with the snap of
a finger by turning them and their
Water Mephit: HD 3; hp 10; Init +0; Spd surroundings into solid ice. He probably
30/40 Fly; AC 14; Atk 2*claw 1d3; SA lives nearby, since his riotous singing is
spell-like abilities, summon mephit, breath often heard. (This is Drahibadar the ogre
weapon; SQ regeneration 2/round; +1 or mage from area 21.)
better to hit; AL NE; SV M. Finally, the sprites give a commemorative
Spell-like Abilities: mel’s acid arrow once gift to the characters: a fine drinking cup
per hour as a 3rd level wizard; stinking roughly equivalent to a thimble in size.
cloud once per day as a 6th level wizard. They may also show their greatest treasure
25
to a particularly friendly company. The sight, he is willing to parlay, and if
“World-Gate” is a “major artifact” leading convinced of good intentions, he welcomes
into another dimension, very similar to our PCs to a keg of homemade ale. Drahibadar
own but entirely different! The “greatest knows a bit about al-Astorion’s past and is
archmages” of the tribe are currently familiar with his present state, but hasn’t
working on getting the portal operational – been to his garden beyond the first level.
after all, they had only seen pleasant He is unwilling to go into details, except to
woods and other sprites there, with no sign note that “it is a dangerous place, where
of any demons, ravening bigheads or nothing is like it seems” (he was almost
trollogre malevolents. The item in question killed by the hermit’s peacocktrices one
is a round mirror. time, and only survived thanks to his stone
of good luck).
19. Fire nuts His knowledge on Ladgloun is extensive –
Three stone benches encircle a knotted tree he has come here to loot his abandoned
with several thin branches. The tree is tower, but couldn’t bypass the outside
similar to walnut in every respect, but the door. If he learns the party has been inside,
nuts have a ceramic shell (hp 6) and he offers up to 1000 gp for the secret,
explode for 2d6 points in 5’ when broken. believing one of the wizard’s spellbooks is
Aside from this minor inconvenience, the still in a hiding place he had once heard
interior is edible and sweet. There are 13 about. Alas, the book in question is in the
nuts on the tree; they may be cultivated if treasury of a salamander lord now, but
the ground of the saplings is regularly Drahibadar will suspect the PCs…
sprinkled with sulphurous ashes. In combat, the ogre mage is well prepared:
he opens with cone of cold, followed by
20. Warning charm person on the strongest and
The path to the southeast is marked by two dumbest looking (or sounding!) fighter
rows of stakes bearing skulls; among them type. The rest he tries to kill with his
two human ones wearing horned helmets. sword. If Drahibadar is “slain”, he lets the
If someone passes between the skulls, one characters loot his lair, as his regeneration
of the pair speaks: “See, pal, these won’t ability lets him return from the dead any
be getting far either…” to which the other time. In this case, he stalks his victims
replies: “Sure enough, they don’t look so while flying invisibly, and picks them off
tough to me. The first Breath of Death one by one with his cone of cold or huge
would kill half of the bunch, maybe more. longbow. After every successful attack, he
And remember when that guy was returns to his invisible state and waits for
SQUASHED BY THE CEILING?” another opportunity. As he is calculating
The speaking skulls are just a scare – the and shrewd, he can choose an
ogre mage living further on used a scroll to advantageous ambush point instead of
cast magic mouth on the pair of them to go blindly getting himself killed.
off when a well-armed group approaches. The furnishings of Drahibadar’s cave
consists of a rough goat-legged table, a
21. Cave IV. – The Den of Drahibadar wooden stool, three barrels of his own ale
Drahibadar the ogre mage set up his base and a barrel of vinegar, a whole lot of
of operations a year ago in this 20’ by 40’ smoked meats, a straw bed and a lantern.
cavern. He spend most of his time in Drahibadar also has a display of his more
contemplation and counting his treasure – important victims on a shelf, each
there is a 15% chance he is out hunting. accompanied by a graven iron plate. In
Drahibadar, though evil, isn’t order: “Subrahin the Master Thief”,
automatically hostile, although he is “Zathold the Strong” (in horned helmet),
always suspicious. Unless attacked on “Hollengrin the Modest” (wears a golden
26
crown which appears to be 4000 gp in points per 10’ fallen from falling rocks, in
value, but is in fact a 320 gp fake) and addition to the usual falling damage.
“Father Eric”. Although it may look like a good idea on
He keeps his treasure in an iron cauldron first sight, circumnavigating the garden by
by the table, although it is usually spilled levitation and magical flight can be very
on the table as he admires the hoard. 6100 dangerous: the vigilant peacocktrices from
sp, 1100 gp and two golden ewers (2*400 the higher garden (area l.) attack the
gp) are found here. His only magical item character midair and try to turn him into
is a stone of good luck woven into his hair. stone. If they succeed, there is a good
chance the petrified body is smashed to
Drahibadar: CR 8; HD 5+5; hp 33; Spd smithereens from the fall!
30/40 fly; AC 18 (banded mail); Atk huge
two-handed sword +1 2d8+1 or huge a. Entrance and First Stairs: Visitors to
longbow 2d6; SA fly, spell-like abilities; the garden are greeted by a decorative but
SQ regeneration 2/round [also rises from crumbling stairway. A multitude of plants
the dead once hp is back to ½ of the total], grow in the cracks or the shade of exotic
Spell Resistance 4; AL LE; SV P, M. trees, exhaling an intoxicating fragrance
Fly: the ogre mage can fly for two hours which seems to cause a drunken euphoria
per day through simple concentration. of joy and contentness. Strange birdcalls
Spell-like abilities: invisibility, darkness are heard from afar. The variety of the
and polymorph self at will, charm person, flowers is truly maddening, from round,
gaseous form, sleep and cone of cold once bulbous pods to slender creepers, from flat
per day, as a 8th level wizard. leaves to curling stalks. Although all this
vegetation grows wild, there is evidence of
22. The Garden of al-Astorion a creator here: someone once went to great
This gigantic terraced garden is al- lengths to bring order to the randomness.
Astorion’s home and greatest Even in abandonment, a sort of pattern can
accomplishment. Probably not even the be discerned, primarily in the straight row
hermit knows how much of the three levels of evenly placed rose bushes whose
had he built himself, and how much had he tendrils have entwined the stairs leading
used from the ruins of the ancient past. In upwards. But again, the tiny red flowers
any case, the results are beyond mortal point at a wild origin.
measure: three terraces strengthened by The astute observer can also note a
cycloptic stone walls rise above the valley, metallic glint at the stone pavilion halfway
with a height of 90’, 60’ and 45’ the climb: someone has hidden a small
respectively. The stairs to al-Astorion’s coppery cylinder in the gaps of the wall.
cave are an additional 30’, for a total The case contains a single slip of
height of 225’ or 75 metres. parchment with a written warning:
The massive slabs of the repaired walls are “Nothing remains here but nefarious
supplemented by more recent construction. hatred and demented malevolence. If you
These additions are much more decorative, life is dear, turn back – we didn’t, and paid
but also less durable. Whereas the terraces the price of our greed in full. – Tal Unnar”
have weathered untold years, the intricate The pavilion is deserted otherwise: it once
balustrades are falling into disrepair fast. served as a rest-stop, and its mossy stone
Large blocks have already fallen along the benches are still as inviting as ever.
edges, and the rest of the stonework is just
as perilous. Using ropes and grappling
hooks, there is a 60% probability of
triggering an avalanche of rocks. If the PC
fails to pass a Dex save, he suffers 1d6
27
b. Clearing of the Statue: A life-sized
statue stands on a rectangular pedestal not Form (1d100)
far from where the stairs end: it depicts a 01-20 Mongoose
thin man in simple clerical robes. He 21-35 Lizard
appears to be in his mid sixties, with a bald 36-50 Rabbit
head and a hairless, wrinkled face. The 51-65 Ferret
proud nose and piercing eyes (which seem 66-75 Fox
oddly alive, as if they were following the 76-85 Monkey
onlooker) lend him an air of nobility. The 86-90 Wolf
following inscription is found on the 91-95 Panther
pedestal: “BE WELCOME, TIRED 96-98 Bear
WAYFARER, BE A HUNDREDFOLD 99-00 Fantastic
WELCOME. YOUR TRAVELS WERE
LONG, BUT YOU MAY FIND Psyche (d10)
REFRESHMENT IN MY GARDEN IF 1-2 Afraid of former companions, flees
YOU HAVE COME IN PEACE AND in panic
GOOD WILL.” A discarded pewter cup 3-4 Becomes completely apathetic
lies next to the statue. 5-6 Hostile
This statue is al-Astorion’s self-portrait; 7-8 As usual
even a look at the type of the robes reveals 9 All relations reversed
him to be a follower of Emoré. It was 10 Servile and faithful
created in his sane years, before his mind kinds of plants thriving in an environment
became clouded. In madness, the cleric has of wet rot.
imbued it with magical powers. Anyone This secluded little corner of the garden
looking into the statue’s eyes (such as a hides six beds of purple moss clinging to
player who declares his character tries to the northern sides of the trees, as well as an
determine whether the image is really inviting magical spring. In the sub-map,
following him with its eyes) must roll a TN moss beds are marked by asterisks (*) and
+10 Wis save to avoid being changed into the spring by an encircled dot (☼). Some
a random animal (as polymorph other beds are accompanied by items left by
spell) and a TN +10 Cha save to avoid previous victims.
psychological change. Roll on the table The spring is found in the middle of a
below for results. small clearing where the foliage parts to let
Once covered or destroyed (Hp 30), the in some sunlight. A narrow creek flows
statue isn’t dangerous any longer. Multiple from within a pile of rocks, collecting in a
paths leave this clearing: a path marked by shallow, 5’ diameter pool created by
stone slabs sunk into the earth leads human hands. The waters have two effects:
southwest, and two less distinct trails enter first, every quaff heals 1d6 hp (6d6 hp per
the northeastern woods. person per day maximum); second, it dulls
the mind and makes the imbiber
c. Dark Wood: The narrow trails wind susceptible to mind control, with a –2 to all
their way among thick-crowned, dark trees, relevant saves per quaff. The latter effect
whose twisted trunks and irregular knots lasts until it is “slept off” or the character is
make them look like ugly goblins. The air killed by the moss on his way out. Of
is perpetually cool and humid; a result of course, at first, only a light-headed
inadequate sunlight – even during the day, euphoria is felt.
twilight gloom sits on this place. The The contents of the moss-beds are:
undergrowth is rich in ferns, moss and all #1: the bones of various small animals
28
#2: the skeleton of a man, which barely maws – hide by the path; they attack
protrudes from the soft hummus. It wears a characters passing nearby.
totally corroded and acid-eaten full plate
armour, but the magical +1 heavy mace is Cobra Flowers (4): HD 6+6; hp 35, 40,
intact and usable. 34, 36; Spd 20; AC 14; Atk bite 2d4+1d6
#3: nothing acid+grab; SA grab; AL N; SV P.
#4: small diamond ring (recovered on a Grab: an opponent hit by the monster must
thorough search) – non-magical, but worth roll a Str check to avoid being caught in its
1300 gp. toothy maw. Once caught, the flower
#5: nothing inflicts automatic damage every round.
#6: three skeletons: an elf, a wolf and a
human. The elf wears crumbling leather e. Tool Shed: A 20’ by 30’ storage area
armour with a few intact buckles, and has lies below the second stairway. The
five 20 gp gems in a leather pouch. The wooden door has rotted so thoroughly that
human’s chainmail and the contents of his a good shove sets the pieces flying.
backpack are ruined. Gardening tools: hoes, spades, rakes,
shears and other implements lie by the
Purple Moss (CR 2): This species of moss walls, as well as a few wooden ladders,
usually feeds on the fluids of trees, but also sacks of grain, etc. A monstrous wine press
preys on “much richer” sources of stands before the far wall. The mangled,
nourishment such as animals or sentient pulped bodies of a woodsman and a fighter
creatures. It emits a sweet aroma in a 10’ lie in its basin. All of the equipment here is
radius which has a strong soporific effect too corroded to be useful anymore.
identical to a potent sleep spell (TN +4
Con save avoids). If someone falls asleep f. Second Stairway: The second stairway
nearby, the seemingly innocuous moss is much more intact than the first. The
spreads over the body with a devilish intricate stonework of the balustrade
speed, covering small creatures in three imitates curling vines and plant life – truly
and medium creatures in four rounds. a magnificent work of art. A pleasant rest
Beings so covered begin to suffocate as per stop lies halfway, with a round marble
the DMG. Victims are completely table and two stone benches allowing one
dissolved by the growth’s digestive fluids to observe the valley in comfort. A human
in 1d2 hours. Fire completely destroys skeleton sits on one of the benches,
purple moss. looking at the stairs leading downwards.
The bones of the skeleton are covered by a
d. Thorny Thicket: Unruly brambles have glittering growth of limestone crystals,
covered this entire area; they have even which also affix it to its seat. It appears
crept up the trees and started to choke their inanimate on first sight, but a closer look
branches. They are very resilient and have reveals the ribcage is rising and falling
reddish leaves. The growth has also rhythmically, as if the corpse was
blocked the path leading through it, so that breathing… This is indeed correct, as
only a sharp blade can create an opening. although the pitiful being can no longer see
This thicket is identical to a permanent or move, he is “alive” in a sense, and is
wall of thorns spell (damage 25-AC per able to communicate in a wheezing and
round spent moving). Even if cleared asthmatic speech, even though this
away, the mass regrows in 1d4 hours as if obviously causes it heavy discomfort.
nothing had happened. Four cobra The skeleton is the remains of Frederic, a
flowers – sizable vegetable horrors with swordsman who came to this land in
rubbery, serpentine stalks, “hoods” pursuit of its treasures. Exhausted by a
composed of serrated leaves and toothy battle that claimed his companions, he
29
retreated to this easily defensible spot to are greeted by a horrendous sight: a filthy
rest before contemplating further actions. wretch of a man writhing in his own waste
However, when he awoke next morning, lies buried by an avalanche of rocks – only
he found he was unable to move his stiff the upper half of his body protrudes from
limbs. He experienced slow and painful the pile. His hair and beard is long and
starvation during the next weeks, and was unkempt, his tanned skin wrinkled and
only sustained by the morning dew. Even caked with dirt, the eyes gleaming in
so, he was delirious and close to death insane glee. Any clothes he might have had
when “He” appeared. This mysterious have decayed so much that they may not
saviour, a kindly old hermit, treated him be distinguished from the putrescence he
with utmost consideration and even wallows in.
brought plentiful food and water to ease his This unfortunate is in an even sorrier state
suffering. When, however, Frederic asked than Frederic, able to speak but mostly
him for freedom, he just smiled mercilessly incoherent, babbling inarticulately and in a
and asked, “Are you not already free of halting manner. He was once a priest, of
your troubles?” After this, he saw the which deity he no longer knows. He came
apparition again and again, always here as a pilgrim, probably to relay some
receiving the best treats – fragrant wines, kind of good news to someone, a singular
juicy roasts and intoxicating honey “as purpose that still fills him with joy as he
sweet as sunlight”. Pleas for freedom tries to remember it, even though he can no
continued to fall on deaf ears. When at last longer do so, just like he no longer knows
he cursed his captor and saviour, the old who he is and how he came to be in this
man grew angry and left, never to return. position. All he can talk about is “The
His final words were how he would “regret Holy Man” – he speaks of him in hushed
this despicable ingratitude” and also – even awe – who saved him and nourishes him
more disturbingly – that “it is useless to selflessly, with no concern for his own
think of his freedom, as he has forfeited his benefit. If someone dispells the
soul and will nevermore reach the comfortable illusion, a great change comes
Netherworld, no matter what he did”. This over the former priest: he becomes
was the last Frederic saw of the old man of panicked, and beseeches the PCs in tears to
the garden. After a prolonged suffering, he end it all and save him from his sufferings
died, but some sort of evil sorcery kept him – but as soon as someone would draw a
in a state of existence even in death – blind blade, the recognition lapses, and he again
and immobile, but cognizant. wants to live with every fibre of his being
Frederic is deadly afraid of destruction, but – after all, “he had received such a
also desires to end the pain. If this is done beautiful and true promise that life is worth
for him, either by physically destroying the living to its inevitable conclusion!”
body or clerical turning, he exhales his
soul with a hollow sigh. Contrary to al- h. Apple Tree: This small, plain apple tree
Astorion’s lies (who was also responsible bears opalescent red fruits. If characters
for the curse that bound him here), he will approach and touch either the tree or the
not be denied the afterlife, whomever this apples, it withers before their eyes,
detail may concern. collapsing into a heap of thick, grey
sludge. It doesn’t attack in any noticeable
g. The Madman: Huge blocks have fallen way, but after receiving 25 points of
from the walls of the third terrace at this damage, it emits a pitiful cry as it
location, creating a large rock pile in the transforms yet again – into a bloody
bare clearing. Insane, loud sobbing and corpse, obviously bearing the mark of the
laughing is heard from underneath a weapons who destroyed her.
sizable boulder. Characters who investigate
30
The programmed illusion – for it is an goddess, the character who was most
illusion – may be undone with true seeing, active in the undertaking receives a limited
dispel magic or plain doubt (TN +10 Int wish, and all PCs – including the previous
save – if a character provides a good character – find a magical fruit among their
reason for being doubtful, he receives a +4 food rations. Eating the fruit permanently
on the roll), revealing a paralysed young raises a randomly determined saving throw
woman looking on the characters in mortal type (1d6: 1-Str, 2-Dex, 3-Con, etc.) by +2.
terror. It is evident she is trying to talk, but
no words emerge from her mouth. If she is j. Silent Glade: Old trees cluster here in an
approached by an intelligent humanoid, the open glade covered with knee-deep dry
paralysis is dispelled for a minute (during grass. The old head from the statue at i. lies
which the “tree” changes into the “sludge”) here in the grass, but directly underneath is
and she tries to ask for help – unaware of a colony of witherweed: this dangerous
the mirage covering her. plant resembles dry grass in all respects,
The woman, Lita, came to the garden with and covers a 30’ by 30’ area.
Mal-Bazhar’s expedition. When her
companions encountered the peacocktrices Witherweed: HD 6; hp 25; Spd 0; AC 12;
in the higher garden, she fled in terror and Atk 17*fronds 1d4 Dexterity; SA dexterity
got lost, too afraid to emerge even when drain, death smoke; SQ camouflage; AL N;
the companions themselves were SV P.
retreating. She was discovered here by al- Dexterity Drain: the touch of a witherweed
Astorion later, who promptly changed her deals 1d4 points of Dexterity damage to a
into a tree. Currently, Lita wears a linen living foe. A creature can attempt a Con
shirt and leather pants, having lost the rest save to halve the loss.
of her equipment. All she knows of the Death Smoke: if subjected to fire, the
valley is what she has seen so far – which witherweed releases a deadly cloud of
is the forest where the apes live (but not smoke that billows forth, covering a 5’
their cave), the huge open field with the radius in a single round and every round
lake, and the garden itself. thereafter, until it reaches a maximum
radius of 30’. Creatures caught in the
Lita, female human Ftr4: HD 4d10-4; hp smoke must roll a Con save each round or
25; Spd 30; AC 13 (+2 Dex); Atk +5 die.
(currently unarmed); AL N; SV Str, Dex, Camouflage: since the witherweed looks
Wis; Str 14, Dex 16, Con 8, Int 10, Wis 16, identical to grass, it surprises 1-6 on 1d8.
Cha 11.
k. Third Stairway – Dahim ap Tolvin:
i. Gazebo and Statue: An artistic, pleasant This stairway is the most ornate of them
little gazebo constructed of fine marble is all. It was built from rosy and red marble,
found at this place. The statue of a woman inlaid with jade, onyx and other precious
wearing flowing robes stands underneath stones. Its perfectly intact floral patterns –
its dome. The sheaf in her hands and the reliefs and stonework – betray an
arrangement of the garment reveal her to extraordinary artistic talent.
be Emoré, but the head has been broken off This beauty is marred by rusty stains and a
at the neck and replaced with the image of steady trickle of blood which has eaten
a cow. If the original stone is found (j. – itself into the porous stone and fouled it.
not too far from here) and restored, the Halfway up the stairs stands a virtual
statue speaks: she asks the characters to embodiment of valour, a warrior of grey
heal Rammah al-Astorion instead of killing stone clad in stone armour, wielding a
him. If this task is completed and the stone sword and looking upon the
characters return before the image of the characters with unmoving stone eyes. Only
31
his blood betrays a human origin: it leaks stone with a snap of his fingers, forcing
in thin streams from underneath the mail, him to forevermore serve as his bodyguard.
collects in a pool under his feet and runs ap Tolvin bears no ill will towards the man
down the steps until it is hungrily who did this, and he is prepared to accept
swallowed by the ground. The old knight’s fate – someone who has seen so much in
noble features, moustache and lined face life will not be afraid of any destiny, even
betray age, yet he still bears himself if it is worse than a clean death. Even now,
proudly. The equipment he carries is he holds an unmoving faith that the hermit
exquisite, worthy of the greatest heroes isn’t beyond help and someone may yet
even in stone form. break the insanity that befell him. Of
The warrior, Dahim ap Tolvin, was course, he doesn’t let anyone pass by his
luckier than Frederic or the insane priest post alive, and fights to the end. If
under the stones. He calls out aloud to the necessary, he suggests a fair one-on-one
characters and warns them not to approach duel. It may also be possible to bypass him
lest he be forced to slay them one by one in somehow – this is up to the players and the
fair combat, as he is bound to do by a Judge. Note that ap Tolvin’s spell
powerful geas. He asks them to stay where resistance, high AC and protection from
they are and don’t violate his ward. normal missiles makes him a formidable
As long as his request is honoured, he opponent even though he can’t leave the
remains friendly although resignated. He stairs.
can tell the characters what he knows about
the garden, or even its current master. In Dahim ap Tolvin, male human Ftr 10:
youth, he was Rammah al-Astorion’s HD 10d10+10; hp 67; Spd 20; AC 25 (+9
closest friend and companion, although +1 full plate armour, +1 Dex, +5 natural);
instead of the clerical profession, he chose Atk +15/+15 +2 bastard sword (two-
a life of swordsmanship and battle. Thus, handed) 1d10+6; SA weapon specialisation
he was a soldier in distant lands – with his (bastard sword); SQ spell resistance 14,
men, he visited deserts where ancient protection from normal missiles
magic has turned the sands into brittle (permanent, from a wish spell); AL LG;
glass; he breathed the poisonous air in SV Str, Con, Int; Str 17, Dex 13, Con 14,
jungle-caves to the south and fought with Int 10, Wis 12, Cha 8.
the crude-hearted, misanthropic nomads of
the frozen wastelands. Only upon his l. Higher Garden: The terrace at the top
return did he learn that al-Astorion had left of the stairs is al-Astorion’s most beautiful
the city they grew up in so many years ago; achievement, intended to be the most
when he learned of the fate that befell Mal- flawless garden created by human hands.
Bazhar’s companions, he decided to visit Even in abandonment and ruin, it is an
his former friend and somehow try to bring impressive sight due to the inherent
him to his senses. harmony created during its construction.
He came alone and almost succeeded in the The colourful flowers growing in the
end. Al-Astorion immediately recognized flower beds are exquisite both in variety
the knight and gave him a warm welcome. and beauty. Five different kinds of roses
However, he didn’t want to speak of the grow on the rotting wooden lattices, and
horrors found in his garden, and downright the five trees – each bearing a different
refused to acknowledge he had ever done type of enchanted fruit – would not look
evil. When ap Tolvin wouldn’t relent, he out of place in the inner park of an
grew furious and hateful, accusing the old emperor. Glinting gems grow on the first,
champion of betraying their friendship and multicoloured glass globes on another, and
before he could react, turned him into the rest bear the most inviting peaches,
32
33
pears and apples one may see anywhere in character may only be hypnotized one time
the world. The grass (even though weedy) per encounter, although multiple saving
is fresh and emerald-green; the waters of throws may be necessary if more than one
the small round pool are clear and monster is encountered.
transparent, only obscured by the water Petrification: a character hit by a
lilies on the surface. Masterfully executed peacocktrice must roll a Wis save to avoid
statues make the scene all the more being turned to stone by the creature’s
pleasing: there is an elf reaching for venom.
something in the grass, a hunting dog, a
morose dwarf brandishing his axe, a cleric Vampire Roses (2): HD 5; hp 31, 24; Spd
with outreached hands and a calmly 5; AC 14; Atk stalk 1d6+grab; SA grab,
standing robed wizard. Four colourfully blood drain; SQ camouflage; AL N; SV P.
plumed peacocks look on the characters Grab: opponents hit by the vampire rose
with lazy interest. must roll a Str save or be held fast.
After a single moment of hesitation, the Blood Drain: the blood rose can drain
dreadful peacocktrices (unholy mixtures blood at a rate of 3d4 hp per round from
between peacock and cockatrice!) attack in opponents it has held.
a hissing fury. They spread their feathers to Camouflage: the rose looks innocent until
hypnotize these new candidates for their it attacks. Surprises 1-7 on 1d8.
statue collection, and at least two rush the
immobilized victims to turn them to stone Once the monsters have been dealt with,
one by one (of course, if their vile poison the treasures of the garden are there for the
is ineffective, the hypnosis is broken taking. The most important, of course, are
immediately!). Of the peacocktrices, there the magical trees. They are as follows:
are three roosters and one hen – the latter is #1 – pears: 4 fruits. Each pear decreases
incapable of hypnosis. If pressed, the the consumer’s age by 1d6 years. May not
monsters try to flee by flight, and return be reproduced.
later to deal with the characters. #2 – apples: 2 fruits. Every apple increases
In addition to the avian horrors, there is Intelligence by +1 permanently, although
another, more subtle danger in the garden: one person may only benefit from a single
two rose bushes are vampiric, and attack fruit. The gain doesn’t combine with any
as soon as someone is in range. The other form of supernatural ability increase.
peacocktrices avoid the rose garden even May not be reproduced.
in the heat of combat. The roses can also #3 – peaches: 13 fruits. The peaches cure
slither in the grass slowly and ambush 3d8 hp each. They may be reproduced only
victims from behind. in ground periodically consecrated by a
priest of Emoré (such as a temple’s
Peacocktrices (4): HD 5d10; hp 27, 29, garden). If the PCs successfully propagate
30, 15; Spd 20/60 fly; AC 14; Atk bite 1d3 this species in the temples of the goddess,
plus petrification; SA hypnotic plumage, the Judge should award extra experience
petrification; AL CE; SV P. points in addition to the eternal gratitude of
Hypnotic Plumage: as per rainbow pattern, the priesthood.
peacocktrices are capable of hypnotizing #4 – gems: 22 “fruits”. Every gemstone is
up to 24 HD of creatures each. The worth 200 gp. The tree may not be
hypnosis fails if the victim rolls a reproduced in any way.
successful Cha save, or when the monster #5 – glass globes: 4 transparent, fist-sized
hits with its beak. Hypnotized beings stand globes. Each globe is of a different colour
around and gaze on the plumes – if, for and each has a different effect as long as it
some reason, the monster goes out of sight, is kept in one’s possession:
the spell is broken in 5 rounds. One Blue: -5 to all electricity damage.
34
Green: -5 to all acid damage. Transmutation and Construction, two
Red: -5 to all fire damage. superhuman abilities granted at the
Yellow: +3 hit points. beginning of his great endeavour. Together
Characters who thoroughly search the with the madness, the powers make al-
cliffs or use detect magic in the area may Astorion a dangerous and unpredictable
find the two eggs of the peacocktrices in a opponent.
narrow gap. If they are eaten raw, they al-Astorion is an old man in his 70s or 80s.
grant a permanent immunity to His tanned skin is full of wrinkles but he
petrification to the consumer. It is also has lost all hair – his head is smooth and
possible to hatch them in a warm round. He has a piercing gaze and, in his
environment (30% probability) or horse clear periods, a manner which is dry and
dung (80% probability). The hatchlings are factual. He wears simple robes, copper
faithful to the character they first see bracers and a staff that was once magical
(“Mommy!”) and may be trained for but has since run out of charges,
various tasks or employed as guardians.
The stone statues in the garden are former Rammah al-Astorion, male human ex-
adventurers once belonging to Mal- Cleric 10: HD 10d8+10; hp 46; Spd 20
Bazhar’s expedition: (limp); AC 16 (+1 Dex, bracers AC 15);
- Elf: Calithena, elf Fighter 5 (Neutral Atk +5 staff 1d6 subdual damage; SA
Good) transmutation, construction; AL varies; SV
- Hunting Dog: Fifi, war dog (use wolf Int, Wis, Cha; Str 9, Dex 14, Con 13, Int
stats) 18, Wis 18, Cha 14.
- Dwarf: Meilgan Erg, dwarf Fighter 5 The Gift of Transmutation (Sp): al-
(Lawful Good) Astorion is able to transform living or
- Cleric: Father Damien, human Cleric 4 unliving matter into almost any other form
(Neutral) he desires – practically, this ability is close
- Wizard: Teath Dribble, human Wizard 5 to being unlimited except the following
(Lawful Evil) restrictions:
a) it is incapable of raising the dead or
m. Musical Stairs: the final flight of stairs healing
is made of seven different metals. Stepping b) the size of the transformed object
on every step produces a note, and going or person may not change
all the way up results in a melody – c) divine beings and artifacts are
cheerful at first, but increasingly more unaffected.
sombre, finally culminating in a dissonant A person hit by the power may resist its
cacophony of chaotic accords. Anyone effects with a Wis save. The effects are
who would take the last step must roll a permanent unless reversed by appropriate
TN +4 Cha save or flee in terror. Another spells.
day must pass until a new attempt may The Gift of Construction (Sp): with this
succeed. ability, al-Astorion is able to build any
structure he desires up to the size of a
n. Hermit’s Cave: al-Astorion’s quarters smaller castle, or accomplish any manual
are spartan and without any sort of task he could need to be done. The ability
decoration. The cave’s furnishings consist is only capable of actual building, and it
of a wooden table, two rough benches, a isn’t any faster than using human slaves or
cot and a woven reed mat. This is where labourers – it is basically equivalent to the
characters may encounter the insane work of 100 people.
cleric… although his goddess no longer What happens to al-Astorion and how the
grants spells to her former servant, the expedition concludes is up to the player
priest still possesses the divine gifts of
35
those unfortunates!” – another roll is called
Mood (1d6) for. On the other hand, as long as
1. Depressed: Alignment Chaotic Neutral. In conversation proceeds calmly and he is
this state, al-Astorion is completely aware of reminded of his fate, he may try to resist
every monstrous deed weighing on his
conscience. The realization leaves him
his mind slipping – as long as he keeps
completely despondent and helpless – he can rolling successful Wis saves (TN +8).
neither move nor act, and is in fact only able to
stare vacantly or speak slowly.
2. Helpful: Alignment Lawful Good. This is
more or less his true nature, with one crucial
difference: he is completely incapable of
admitting to any wrong, even if he is
confronted with concrete evidence. What to do with al-Astorion?
Furthermore, he is amnesiac, and doesn’t
remember any of the dangers or traps in his There are several conclusions the
garden or points of interest in the valley proper.
3. Fearful: Alignment Chaotic Neutral. He is characters may come to as far as al-
mortally afraid of everything: the characters, Astorion is concerned. Three courses of
himself, the open sky, stairs, or anything action and their consequences are listed
someone could be afraid of. Like depression, here for the Judge’s convenience.
this mood essentially turns him into an invalid. 1. Attack: it wouldn’t be surprising if the
4. Scheming: Alignment Chaotic Evil. The
personality appears to be friendly, but this is PCs decided that al-Astorion is thoroughly
merely the surface: with every thought, he evil or at least a potent threat and beyond
schemes and plans in order to bring about the help. If they attack him, he immediately
PCs’ downfall. He may purposely give out bad turns hostile and attacks with his powers of
advice (e.g. „Wall of thorns? Easy enough, it is transmutation. This power is absolutely
an enchantment. Say the word ’Azalam’ and
step through – after all, it is nothing more than
lethal and almost always results in painful
an illusion!”), but never implicates himself death or total incapacitation. A few
(e.g. in the above example, he turns the thorns examples of what a character could be
into thin air around himself and merely says turned into follow:
that the characters might have „mispronounced - a body made up of swarming
the correct word – it is A-zalam, as I have
said”).
centipedes and worms
5. Hostile: Alignment Chaotic Evil. He attacks - skeleton without skin or flesh, but
in a demoniac rage, with an equal chance for retaining interior organs
using his staff or his powers (if hard pressed, it - screaming crystal statue (if the Judge
will always be the latter). A few ideas are is cruel, it could be ice…)
provided below.
6. Helpful: As point 2., but completely lost in
- boneless jelly – the character’s skin
thought. stays intact, but the flesh and bones
inside collapse into a jelly, turning the
hapless victim into a pitiful blob
characters – and the priest himself. His - bleeding and whimpering mass of
insanity manifests in quick and drastic flesh
mood swings, essentially multiple - ashes and cinders: the entire body is
personalities which have manifested as an turned into porous charcoal, and
unconscious effort to survive his decades- gradually falls apart as the character
long solitude. When the PCs arrive, roll shifts and moves
1d3 to determine which personality is Although multiple PCs may be totally
dominant. Every hour, or any time al- destroyed in the fight, al-Astorion is hardly
Astorion is subjected to some kind of invincible – once killed, he is gone for
shock, roll again, but use 1d6 instead. For good.
example, if someone accuses him of evil 2. Capture: it is also possible that the
deeds – e.g. “It is you who have crippled characters intend to capture al-Astorion
36
and bring him back to one of Emoré’s agitation and finally total horror. With a
shrines for healing. This task is very hard, great sadness, he starts to gradually undo
since his capabilities make escape an the damage he had done and return his
almost certain occurrence: if this happens, garden into what it was truly intended to be
the priest returns to his domain or attacks – not as a personal retreat, but a place
his captors during the dead of the night. where travellers may rest and recover
3. Restoration: possibly the best course of under the watchful sight of the goddess
action. A heal, restoration from a 9th level Emoré. For this purpose, he recruits young
cleric or regenerate are all sufficient to disciples to aid in the task – someone who
restore the hermit’s broken mind. Scrolls has seen the depths of isolation and
or magical devices may easily be used, or – insanity never wishes to return to it.
if this location has been discovered – the At first, al-Astorion may only offer his
statue of Voltagame (16/a.) could help if personal thanks, his magical bracers and
al-Astorion is brought there and convinced the fruits found in the valley (which he
to prostrate himself before the image. Of gladly identifies for anyone). Later on, if
course, such a trek will not be his saviours return to the garden at some
straightforward… point in the future, he can also bestow a
If al-Astorion is successfully restored, he generous reward upon them in addition to
initially listens to the list of his misdeeds his hospitality and the fruits of his labours.
with scepticism, and later with growing
THE END
37
The Ring of Rainbows initially had seven charges; when it is found, it only has five. It may
not be recharged.
Market value: 6.200 gp.
38
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12 Inability to Comply: If it is impossible for You to Reference Document. The Compendium can be found on
comply with any of the terms of this License with respect the legal page of www.necromancergames.com.
to some or all of the Open Game Content due to statute, Purple Moss from the Tome of Horrors, Copyright
judicial order, or governmental regulation then You may 2002, Necromancer Games, Inc; Author Scott Greene,
not Use any Open Game Material so affected. based on original material by Jean Wells.
13 Termination: This License will terminate Cobra Flower from the Tome of Horrors, Copyright
automatically if You fail to comply with all terms herein 2002, Necromancer Games, Inc; Author Scott Greene
and fail to cure such breach within 30 days of becoming Witherweed from the Tome of Horrors, Copyright 2002,
aware of the breach. All sublicenses shall survive the Necromancer Games, Inc; Author Scott Greene, based on
termination of this License. original material by Simon Eaton.
14 Reformation: If any provision of this License is held Vampire Rose from the Tome of Horrors, Copyright
to be unenforceable, such provision shall be reformed 2002, Necromancer Games, Inc; Author Scott Greene,
only to the extent necessary to make it enforceable. based on original material by Tom Moldvay and Jean
15 COPYRIGHT NOTICE Wells.
Open Game License v 1.0 Copyright 2000, Wizards of Castles & Crusades Players Handbook, copyright
the Coast, Inc. 2004; Authors Davis
System Reference Document Copyright 2000, Wizards Chenault and Mac Golden.
of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Castles & Crusades Monsters and Treasure, copyright
Skip Williams, based on original material by E. Gary 2005; Authors Robert
Gygax and Dave Arneson. Doyel and Stephen Chenault.
Original Spell Name Compendium Copyright 2002 The Garden of al-Astorion ©Copyright 2003, 2006 by
Clark Peterson; based on NPC-named spells from the Gabor Lux. All rights reserved.
Player’s Handbook that were renamed in the System
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